Documentation cleanup

This commit is contained in:
FlightControl_Master
2018-06-01 16:00:42 +02:00
parent 18098d402b
commit 43a4052dc8
47 changed files with 108 additions and 145 deletions

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@@ -17,9 +17,7 @@
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_GCI class, extends @{AI.AI_A2A#AI_A2A}
--
-- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--

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@@ -13,9 +13,7 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_PATROL class, extends @{AI.AI_A2A#AI_A2A}
--
-- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--

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@@ -27,9 +27,8 @@
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- AI_BAI_ZONE derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)

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@@ -27,10 +27,8 @@
-- @extends Core.Fsm#FSM_SET
--- # AI_BALANCER class, extends @{Core.Fsm#FSM_SET}
--
-- The AI_BALANCER class monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
--- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
-- The parent class @{Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).

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@@ -31,9 +31,7 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAP_ZONE class, extends @{AI.AI_Patrol#AI_PATROL_ZONE}
--
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)

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@@ -28,11 +28,7 @@
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAS_ZONE class, extends @{AI.AI_Patrol#AI_PATROL_ZONE}
--
-- AI_CAS_ZONE derives from the @{AI.AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
--
-- The AI_CAS_ZONE class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)

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@@ -13,11 +13,7 @@
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_APC class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- ===
--
-- AI\_CARGO\APC brings a dynamic cargo handling capability for AI groups.
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\APC module uses the @{Cargo} capabilities within the MOOSE framework.

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@@ -13,9 +13,7 @@
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI\_CARGO\_AIRPLANE class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- ===
--- Implements the transportation of cargo by airplanes.
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {

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@@ -13,11 +13,7 @@
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- # AI\_CARGO\_DISPATCHER\_AIRPLANE class, extends @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER}
--
-- ===
--
-- AI\_CARGO\_DISPATCHER\_AIRPLANE brings a dynamic cargo handling capability for AI groups.
--- Brings a dynamic cargo handling capability for AI groups.
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI\_CARGO\_DISPATCHER\_AIRPLANE module uses the @{Cargo} capabilities within the MOOSE framework.

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@@ -58,9 +58,7 @@
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
--- # AI_FORMATION class, extends @{Core.Fsm#FSM_SET}
--
-- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
@@ -86,7 +84,7 @@
--
-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
--
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text.
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
--
-- ## Formation methods
--

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@@ -40,9 +40,7 @@
-- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI_PATROL_ZONE class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- The AI_PATROL_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
@@ -558,18 +556,18 @@ function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
end
end
--- Gets a list of @{Unit#UNIT}s that were detected by the AI.
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- No filtering is applied, so, ANY detected UNIT can be in this list.
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
-- @param #AI_PATROL_ZONE self
-- @return #table The list of @{Unit#UNIT}s
-- @return #table The list of @{Wrapper.Unit#UNIT}s
function AI_PATROL_ZONE:GetDetectedUnits()
self:F2()
return self.DetectedUnits
end
--- Clears the list of @{Unit#UNIT}s that were detected by the AI.
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ClearDetectedUnits()
self:F2()