Documentation

This commit is contained in:
FlightControl
2017-05-29 14:09:07 +02:00
parent bc734f1190
commit 4e29565382
27 changed files with 1007 additions and 456 deletions

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@@ -131,10 +131,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
</ul>
<h1>2) <a href="Task_A2A.html##(TASK_INTERCEPT)">Task<em>A2A#TASK</em>INTERCEPT</a> class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>INTERCEPT class defines an INTERCEPT task for a <a href="Set.html">Set</a> of Target Units.</p>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
@@ -174,13 +170,25 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_ENGAGE">TASK_A2A_ENGAGE</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>ENGAGE class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>ENGAGE class defines an engage task for a human player to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_INTERCEPT">TASK_A2A_INTERCEPT</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>INTERCEPT class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>INTERCEPT class defines an intercept task for a human player to be executed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_SWEEP">TASK_A2A_SWEEP</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>SWEEP class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>SWEEP class defines a sweep task for a human player to be executed.</p>
</td>
</tr>
</table>
@@ -281,12 +289,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<h2><a id="#(TASK_A2A_ENGAGE)">Type <code>TASK_A2A_ENGAGE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).ClassName">TASK_A2A_ENGAGE.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_ENGAGE).New">TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>A2A</em>ENGAGE.</p>
@@ -303,12 +305,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<h2><a id="#(TASK_A2A_INTERCEPT)">Type <code>TASK_A2A_INTERCEPT</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).ClassName">TASK_A2A_INTERCEPT.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).New">TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>A2A</em>INTERCEPT.</p>
@@ -318,6 +314,22 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_INTERCEPT).TargetSetUnit">TASK_A2A_INTERCEPT.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(TASK_A2A_SWEEP)">Type <code>TASK_A2A_SWEEP</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).New">TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</a></td>
<td class="summary">
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_SWEEP).TargetSetUnit">TASK_A2A_SWEEP.TargetSetUnit</a></td>
<td class="summary">
</td>
</tr>
</table>
@@ -347,6 +359,18 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</dt>
<dd>
<h1>TASK<em>A2A</em>ENGAGE class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>ENGAGE class defines an engage task for a human player to be executed.</p>
<p>When enemy planes are close to human players, use this task type is used urge the players to get out there!</p>
<p>The TASK<em>A2A</em>ENGAGE is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create engage tasks
based on detected airborne enemy targets intruding friendly airspace.</p>
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is engaging the targets.
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
</dd>
@@ -361,6 +385,46 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</dt>
<dd>
<h1>TASK<em>A2A</em>INTERCEPT class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>INTERCEPT class defines an intercept task for a human player to be executed.</p>
<p>When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!</p>
<p>The TASK<em>A2A</em>INTERCEPT is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create intercept tasks
based on detected airborne enemy targets intruding friendly airspace.</p>
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is intercepting the targets.
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(TASK_A2A_SWEEP)">#TASK_A2A_SWEEP</a></em>
<a id="TASK_A2A_SWEEP" >
<strong>TASK_A2A_SWEEP</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2A</em>SWEEP class, extends <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a></h1>
<p>The TASK<em>A2A</em>SWEEP class defines a sweep task for a human player to be executed.</p>
<p>A sweep task needs to be given when targets were detected but somehow the detection was lost.
Most likely, these enemy planes are hidden in the mountains or are flying under radar.
These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.</p>
<p>The TASK<em>A2A</em>SWEEP is used by the <a href="Task_A2A_Dispatcher.html##(TASK_A2A_DISPATCHER)">Task<em>A2A</em>Dispatcher#TASK<em>A2A</em>DISPATCHER</a> to automatically create sweep tasks
based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.</p>
<p>The task is defined for a <a href="Mission.html##(MISSION)">Mission#MISSION</a>, where a friendly <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> consisting of GROUPs with one human players each, is sweeping the targets.
The task is given a name and a briefing, that is used in the menu structure and in the reporting.</p>
</dd>
@@ -847,20 +911,6 @@ The Zone object where the Target is located on the map.</p>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_A2A_ENGAGE).ClassName" >
<strong>TASK_A2A_ENGAGE.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_ENGAGE).New" >
<strong>TASK_A2A_ENGAGE:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
@@ -930,20 +980,6 @@ self</p>
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_A2A_INTERCEPT).ClassName" >
<strong>TASK_A2A_INTERCEPT.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_INTERCEPT).New" >
<strong>TASK_A2A_INTERCEPT:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
@@ -1002,6 +1038,75 @@ self</p>
</dd>
</dl>
<h2><a id="#(TASK_A2A_SWEEP)" >Type <code>TASK_A2A_SWEEP</code></a></h2>
<p>The TASK<em>A2A</em>SWEEP class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(TASK_A2A_SWEEP).New" >
<strong>TASK_A2A_SWEEP:New(Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)</strong>
</a>
</dt>
<dd>
<p>Instantiates a new TASK<em>A2A</em>SWEEP.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_GROUP)">Core.Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups for which the Task can be assigned.</p>
</li>
<li>
<p><code><em>#string TaskName </em></code>:
The name of the Task.</p>
</li>
<li>
<p><code><em><a href="Core.Set.html##(SET_UNIT)">Core.Set#SET_UNIT</a> TargetSetUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string TaskBriefing </em></code>:
The briefing of the task.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_SWEEP)">#TASK<em>A2A</em>SWEEP</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
<a id="#(TASK_A2A_SWEEP).TargetSetUnit" >
<strong>TASK_A2A_SWEEP.TargetSetUnit</strong>
</a>
</dt>
<dd>
</dd>
</dl>