mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
This is an important refactor of the way documentation generation works
* Installs luarocks WITH it's executable (easy to install other rocks if necessary) * Use Lua supplied with luarocks * Create Utils/luadocumentor.bat, which works with RELATIVE PATH ! -> Everybody can generate the doc * Updated launch files accordingly
This commit is contained in:
@@ -31,6 +31,21 @@
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<li><a href="Client.html">Client</a></li>
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<li><a href="CommandCenter.html">CommandCenter</a></li>
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="DCSAirbase.html">DCSAirbase</a></li>
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<li><a href="DCSCoalitionObject.html">DCSCoalitionObject</a></li>
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<li><a href="DCSCommand.html">DCSCommand</a></li>
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<li><a href="DCSController.html">DCSController</a></li>
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<li><a href="DCSGroup.html">DCSGroup</a></li>
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<li><a href="DCSObject.html">DCSObject</a></li>
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<li><a href="DCSTask.html">DCSTask</a></li>
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<li><a href="DCSTypes.html">DCSTypes</a></li>
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<li><a href="DCSUnit.html">DCSUnit</a></li>
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<li><a href="DCSVec3.html">DCSVec3</a></li>
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<li><a href="DCSWorld.html">DCSWorld</a></li>
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<li><a href="DCSZone.html">DCSZone</a></li>
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<li><a href="DCScountry.html">DCScountry</a></li>
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<li><a href="DCStimer.html">DCStimer</a></li>
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<li><a href="DCStrigger.html">DCStrigger</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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@@ -60,6 +75,7 @@
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<li><a href="Smoke.html">Smoke</a></li>
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<li><a href="Spawn.html">Spawn</a></li>
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<li><a href="Static.html">Static</a></li>
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<li><a href="StaticObject.html">StaticObject</a></li>
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<li><a href="Task.html">Task</a></li>
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<li><a href="Task_A2G.html">Task_A2G</a></li>
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<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
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@@ -67,6 +83,8 @@
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<li><a href="Unit.html">Unit</a></li>
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<li><a href="Utils.html">Utils</a></li>
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<li>Zone</li>
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<li><a href="env.html">env</a></li>
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<li><a href="land.html">land</a></li>
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<li><a href="routines.html">routines</a></li>
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</ul>
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</div>
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@@ -162,9 +180,7 @@
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<tr>
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<td class="name" nowrap="nowrap"><a href="#ZONE_BASE">ZONE_BASE</a></td>
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<td class="summary">
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<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
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</td>
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</tr>
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<tr>
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@@ -194,9 +210,7 @@
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<tr>
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<td class="name" nowrap="nowrap"><a href="#ZONE_RADIUS">ZONE_RADIUS</a></td>
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<td class="summary">
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<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
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<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
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</td>
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</tr>
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<tr>
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@@ -224,6 +238,12 @@
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<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).BoundZone">ZONE_BASE:BoundZone()</a></td>
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<td class="summary">
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<p>Bound the zone boundaries with a tires.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ZONE_BASE).ClassName">ZONE_BASE.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -472,6 +492,12 @@
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<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).BoundZone">ZONE_RADIUS:BoundZone(Points, UnBound, CountryID)</a></td>
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<td class="summary">
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<p>Bounds the zone with tires.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(ZONE_RADIUS).ClassName">ZONE_RADIUS.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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@@ -639,54 +665,7 @@
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</dt>
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<dd>
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<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
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<h2>1.1) Each zone has a name:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
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</ul>
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<h2>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE.IsVec2InZone</a>(): Returns if a Vec2 is within the zone.</li>
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<li><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE.IsVec3InZone</a>(): Returns if a Vec3 is within the zone.</li>
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</ul>
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<h2>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).SetRandomizeProbability">ZONE_BASE.SetRandomizeProbability</a>(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
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<li><a href="##(ZONE_BASE).GetRandomizeProbability">ZONE_BASE.GetRandomizeProbability</a>(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
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<li><a href="##(ZONE_BASE).GetZoneMaybe">ZONE_BASE.GetZoneMaybe</a>(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.</li>
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</ul>
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<h2>1.4) A zone manages Vectors:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
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<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
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</ul>
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<h2>1.5) A zone has a bounding square:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE.GetBoundingSquare</a>(): Get the outer most bounding square of the zone.</li>
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</ul>
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<h2>1.6) A zone can be marked:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).SmokeZone">ZONE_BASE.SmokeZone</a>(): Smokes the zone boundaries in a color.</li>
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<li><a href="##(ZONE_BASE).FlareZone">ZONE_BASE.FlareZone</a>(): Flares the zone boundaries in a color.</li>
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</ul>
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<hr/>
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</dd>
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</dl>
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@@ -778,45 +757,6 @@ This class is an abstract BASE class for derived classes, and is not meant to be
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</dt>
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<dd>
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<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
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<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
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<p>This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.</p>
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<h2>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor</h2>
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<ul>
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<li><a href="##(ZONE_RADIUS).New">ZONE_RADIUS.New</a>(): Constructor.</li>
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</ul>
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<h2>2.2) Manage the radius of the zone</h2>
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<ul>
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<li><a href="##(ZONE_RADIUS).SetRadius">ZONE_RADIUS.SetRadius</a>(): Sets the radius of the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS.GetRadius</a>(): Returns the radius of the zone.</li>
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</ul>
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<h2>2.3) Manage the location of the zone</h2>
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<ul>
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<li><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetVec2">ZONE_RADIUS.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
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</ul>
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<h2>2.4) Zone point randomization</h2>
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<p>Various functions exist to find random points within the zone.</p>
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<ul>
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<li><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS.GetRandomPointVec2</a>(): Gets a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point in the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS.GetRandomPointVec3</a>(): Gets a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point in the zone. Note that the height of the point is at landheight.</li>
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</ul>
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<hr/>
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</dd>
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@@ -877,7 +817,55 @@ The name of the zone as defined within the mission editor.</p>
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<h2><a id="#(ZONE_BASE)" >Type <code>ZONE_BASE</code></a></h2>
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<p>The ZONE_BASE class</p>
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<h1>1) ZONE_BASE class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
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<p>This class is an abstract BASE class for derived classes, and is not meant to be instantiated.</p>
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<h2>1.1) Each zone has a name:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).GetName">ZONE_BASE.GetName</a>(): Returns the name of the zone.</li>
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</ul>
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<h2>1.2) Each zone implements two polymorphic functions defined in <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).IsVec2InZone">ZONE_BASE.IsVec2InZone</a>(): Returns if a Vec2 is within the zone.</li>
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<li><a href="##(ZONE_BASE).IsVec3InZone">ZONE_BASE.IsVec3InZone</a>(): Returns if a Vec3 is within the zone.</li>
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</ul>
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<h2>1.3) A zone has a probability factor that can be set to randomize a selection between zones:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).SetRandomizeProbability">ZONE_BASE.SetRandomizeProbability</a>(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
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<li><a href="##(ZONE_BASE).GetRandomizeProbability">ZONE_BASE.GetRandomizeProbability</a>(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )</li>
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<li><a href="##(ZONE_BASE).GetZoneMaybe">ZONE_BASE.GetZoneMaybe</a>(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.</li>
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</ul>
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<h2>1.4) A zone manages Vectors:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).GetVec2">ZONE_BASE.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> coordinate of the zone.</li>
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<li><a href="##(ZONE_BASE).GetRandomVec2">ZONE_BASE.GetRandomVec2</a>(): Define a random <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> within the zone.</li>
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</ul>
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<h2>1.5) A zone has a bounding square:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).GetBoundingSquare">ZONE_BASE.GetBoundingSquare</a>(): Get the outer most bounding square of the zone.</li>
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</ul>
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<h2>1.6) A zone can be marked:</h2>
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<ul>
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<li><a href="##(ZONE_BASE).SmokeZone">ZONE_BASE.SmokeZone</a>(): Smokes the zone boundaries in a color.</li>
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<li><a href="##(ZONE_BASE).FlareZone">ZONE_BASE.FlareZone</a>(): Flares the zone boundaries in a color.</li>
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</ul>
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<hr/>
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<h3>Field(s)</h3>
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<dl class="function">
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@@ -891,6 +879,20 @@ The name of the zone as defined within the mission editor.</p>
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<p>Bound the zone boundaries with a tires.</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em>#string</em>
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<a id="#(ZONE_BASE).ClassName" >
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<strong>ZONE_BASE.ClassName</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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@@ -1711,6 +1713,46 @@ self</p>
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<h2><a id="#(ZONE_RADIUS)" >Type <code>ZONE_RADIUS</code></a></h2>
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<h1>2) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> class, extends <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a></h1>
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<p>The ZONE_RADIUS class defined by a zone name, a location and a radius.</p>
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<p>This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.</p>
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<h2>2.1) <a href="Zone.html##(ZONE_RADIUS)">Zone#ZONE_RADIUS</a> constructor</h2>
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<ul>
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<li><a href="##(ZONE_RADIUS).New">ZONE_RADIUS.New</a>(): Constructor.</li>
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</ul>
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<h2>2.2) Manage the radius of the zone</h2>
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<ul>
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<li><a href="##(ZONE_RADIUS).SetRadius">ZONE_RADIUS.SetRadius</a>(): Sets the radius of the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetRadius">ZONE_RADIUS.GetRadius</a>(): Returns the radius of the zone.</li>
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</ul>
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<h2>2.3) Manage the location of the zone</h2>
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<ul>
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<li><a href="##(ZONE_RADIUS).SetVec2">ZONE_RADIUS.SetVec2</a>(): Sets the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetVec2">ZONE_RADIUS.GetVec2</a>(): Returns the <a href="DCSTypes.html##(Vec2)">DCSTypes#Vec2</a> of the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetVec3">ZONE_RADIUS.GetVec3</a>(): Returns the <a href="DCSTypes.html##(Vec3)">DCSTypes#Vec3</a> of the zone, taking an additional height parameter.</li>
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</ul>
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<h2>2.4) Zone point randomization</h2>
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<p>Various functions exist to find random points within the zone.</p>
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<ul>
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<li><a href="##(ZONE_RADIUS).GetRandomVec2">ZONE_RADIUS.GetRandomVec2</a>(): Gets a random 2D point in the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetRandomPointVec2">ZONE_RADIUS.GetRandomPointVec2</a>(): Gets a <a href="Point.html##(POINT_VEC2)">Point#POINT_VEC2</a> object representing a random 2D point in the zone.</li>
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<li><a href="##(ZONE_RADIUS).GetRandomPointVec3">ZONE_RADIUS.GetRandomPointVec3</a>(): Gets a <a href="Point.html##(POINT_VEC3)">Point#POINT_VEC3</a> object representing a random 3D point in the zone. Note that the height of the point is at landheight.</li>
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</ul>
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<hr/>
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<p>The ZONE_RADIUS class, defined by a zone name, a location and a radius.</p>
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<h3>Field(s)</h3>
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@@ -1750,6 +1792,20 @@ If true the tyres will be destroyed.</p>
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<p><em><a href="##(ZONE_RADIUS)">#ZONE_RADIUS</a>:</em>
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self</p>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em>#string</em>
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<a id="#(ZONE_RADIUS).ClassName" >
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<strong>ZONE_RADIUS.ClassName</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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