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Documentation
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@@ -23,22 +23,6 @@
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-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
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-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
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--
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-- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
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--
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-- ===
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--
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-- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units.
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--
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-- ===
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--
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-- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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@@ -351,26 +335,36 @@ do -- TASK_A2G
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end
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do -- TASK_SEAD
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do -- TASK_A2G_SEAD
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--- The TASK_SEAD class
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-- @type TASK_SEAD
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--- The TASK_A2G_SEAD class
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-- @type TASK_A2G_SEAD
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_SEAD = {
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ClassName = "TASK_SEAD",
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--- # TASK_A2G_SEAD class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
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-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
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--
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-- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_SEAD
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TASK_A2G_SEAD = {
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ClassName = "TASK_A2G_SEAD",
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}
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--- Instantiates a new TASK_SEAD.
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-- @param #TASK_SEAD self
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--- Instantiates a new TASK_A2G_SEAD.
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-- @param #TASK_A2G_SEAD self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_SEAD self
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function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_SEAD
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-- @return #TASK_A2G_SEAD self
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function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
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self:F()
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Mission:AddTask( self )
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@@ -393,26 +387,37 @@ do -- TASK_SEAD
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end
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do -- TASK_BAI
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do -- TASK_A2G_BAI
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--- The TASK_BAI class
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-- @type TASK_BAI
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--- The TASK_A2G_BAI class
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-- @type TASK_A2G_BAI
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_BAI = {
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ClassName = "TASK_BAI",
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--- # TASK_A2G_BAI class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_BAI class defines an Battlefield Air Interdiction task for a human player to be executed.
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-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
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-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
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--
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-- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_BAI
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TASK_A2G_BAI = {
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ClassName = "TASK_A2G_BAI",
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}
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--- Instantiates a new TASK_BAI.
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-- @param #TASK_BAI self
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--- Instantiates a new TASK_A2G_BAI.
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-- @param #TASK_A2G_BAI self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_BAI self
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function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_BAI
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-- @return #TASK_A2G_BAI self
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function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
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self:F()
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Mission:AddTask( self )
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@@ -435,26 +440,36 @@ do -- TASK_BAI
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end
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do -- TASK_CAS
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do -- TASK_A2G_CAS
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--- The TASK_CAS class
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-- @type TASK_CAS
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--- The TASK_A2G_CAS class
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-- @type TASK_A2G_CAS
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_CAS = {
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ClassName = "TASK_CAS",
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--- # TASK_A2G_CAS class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_CAS class defines an Close Air Support task for a human player to be executed.
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-- Friendly forces will be in the vicinity within 6km from the enemy.
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--
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-- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_CAS
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TASK_A2G_CAS = {
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ClassName = "TASK_A2G_CAS",
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}
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--- Instantiates a new TASK_CAS.
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-- @param #TASK_CAS self
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--- Instantiates a new TASK_A2G_CAS.
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-- @param #TASK_A2G_CAS self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_CAS self
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function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_CAS
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-- @return #TASK_A2G_CAS self
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function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
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self:F()
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Mission:AddTask( self )
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