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Various Fixes
-- Documentation fixes with links not working. -- MENU_CLIENT_COMMAND had a small glitch, fixed that one too. -- Implemented new Event Dispatcher. --
This commit is contained in:
@@ -2,9 +2,9 @@
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--
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-- ===
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--
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-- 1) @{Core.Set#SET_BASE} class, extends @{Core.Base#BASE}
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-- 1) @{Set#SET_BASE} class, extends @{Base#BASE}
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-- ==============================================
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-- The @{Core.Set#SET_BASE} class defines the core functions that define a collection of objects.
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-- The @{Set#SET_BASE} class defines the core functions that define a collection of objects.
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-- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop.
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-- In this way, large loops can be done while not blocking the simulator main processing loop.
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-- The default **"yield interval"** is after 10 objects processed.
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@@ -12,18 +12,18 @@
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--
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-- 1.1) Add or remove objects from the SET
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-- ---------------------------------------
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-- Some key core functions are @{Core.Set#SET_BASE.Add} and @{Core.Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
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-- Some key core functions are @{Set#SET_BASE.Add} and @{Set#SET_BASE.Remove} to add or remove objects from the SET in your logic.
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--
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-- 1.2) Define the SET iterator **"yield interval"** and the **"time interval"**
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-- -----------------------------------------------------------------------------
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-- Modify the iterator intervals with the @{Core.Set#SET_BASE.SetInteratorIntervals} method.
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-- Modify the iterator intervals with the @{Set#SET_BASE.SetInteratorIntervals} method.
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-- You can set the **"yield interval"**, and the **"time interval"**. (See above).
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--
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-- ===
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--
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-- 2) @{Core.Set#SET_GROUP} class, extends @{Core.Set#SET_BASE}
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-- 2) @{Set#SET_GROUP} class, extends @{Set#SET_BASE}
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-- ==================================================
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-- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
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-- Mission designers can use the @{Set#SET_GROUP} class to build sets of groups belonging to certain:
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--
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-- * Coalitions
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-- * Categories
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@@ -38,7 +38,7 @@
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--
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-- 2.2) Add or Remove GROUP(s) from SET_GROUP:
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-- -------------------------------------------
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-- GROUPS can be added and removed using the @{Core.Set#SET_GROUP.AddGroupsByName} and @{Core.Set#SET_GROUP.RemoveGroupsByName} respectively.
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-- GROUPS can be added and removed using the @{Set#SET_GROUP.AddGroupsByName} and @{Set#SET_GROUP.RemoveGroupsByName} respectively.
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-- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
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--
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-- 2.3) SET_GROUP filter criteria:
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@@ -57,7 +57,7 @@
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--
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-- Planned filter criteria within development are (so these are not yet available):
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--
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-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}.
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-- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Zone#ZONE}.
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--
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-- 2.4) SET_GROUP iterators:
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-- -------------------------
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@@ -72,9 +72,9 @@
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--
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-- ====
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--
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-- 3) @{Core.Set#SET_UNIT} class, extends @{Core.Set#SET_BASE}
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-- 3) @{Set#SET_UNIT} class, extends @{Set#SET_BASE}
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-- ===================================================
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-- Mission designers can use the @{Core.Set#SET_UNIT} class to build sets of units belonging to certain:
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-- Mission designers can use the @{Set#SET_UNIT} class to build sets of units belonging to certain:
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--
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-- * Coalitions
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-- * Categories
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@@ -90,7 +90,7 @@
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--
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-- 3.2) Add or Remove UNIT(s) from SET_UNIT:
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-- -----------------------------------------
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-- UNITs can be added and removed using the @{Core.Set#SET_UNIT.AddUnitsByName} and @{Core.Set#SET_UNIT.RemoveUnitsByName} respectively.
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-- UNITs can be added and removed using the @{Set#SET_UNIT.AddUnitsByName} and @{Set#SET_UNIT.RemoveUnitsByName} respectively.
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-- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
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--
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-- 3.3) SET_UNIT filter criteria:
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@@ -110,7 +110,7 @@
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--
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-- Planned filter criteria within development are (so these are not yet available):
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--
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-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}.
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-- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Zone#ZONE}.
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--
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-- 3.4) SET_UNIT iterators:
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-- ------------------------
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@@ -130,9 +130,9 @@
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--
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-- ===
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--
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-- 4) @{Core.Set#SET_CLIENT} class, extends @{Core.Set#SET_BASE}
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-- 4) @{Set#SET_CLIENT} class, extends @{Set#SET_BASE}
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-- ===================================================
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-- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
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-- Mission designers can use the @{Set#SET_CLIENT} class to build sets of units belonging to certain:
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--
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-- * Coalitions
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-- * Categories
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@@ -148,7 +148,7 @@
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--
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-- 4.2) Add or Remove CLIENT(s) from SET_CLIENT:
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-- -----------------------------------------
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-- CLIENTs can be added and removed using the @{Core.Set#SET_CLIENT.AddClientsByName} and @{Core.Set#SET_CLIENT.RemoveClientsByName} respectively.
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-- CLIENTs can be added and removed using the @{Set#SET_CLIENT.AddClientsByName} and @{Set#SET_CLIENT.RemoveClientsByName} respectively.
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-- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
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--
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-- 4.3) SET_CLIENT filter criteria:
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@@ -168,7 +168,7 @@
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--
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-- Planned filter criteria within development are (so these are not yet available):
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--
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-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}.
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-- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Zone#ZONE}.
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--
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-- 4.4) SET_CLIENT iterators:
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-- ------------------------
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@@ -180,9 +180,9 @@
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--
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-- ====
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--
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-- 5) @{Core.Set#SET_AIRBASE} class, extends @{Core.Set#SET_BASE}
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-- 5) @{Set#SET_AIRBASE} class, extends @{Set#SET_BASE}
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-- ====================================================
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-- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
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-- Mission designers can use the @{Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
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--
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-- * Coalitions
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--
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@@ -194,7 +194,7 @@
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--
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-- 5.2) Add or Remove AIRBASEs from SET_AIRBASE
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-- --------------------------------------------
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-- AIRBASEs can be added and removed using the @{Core.Set#SET_AIRBASE.AddAirbasesByName} and @{Core.Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
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-- AIRBASEs can be added and removed using the @{Set#SET_AIRBASE.AddAirbasesByName} and @{Set#SET_AIRBASE.RemoveAirbasesByName} respectively.
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-- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
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--
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-- 5.3) SET_AIRBASE filter criteria
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@@ -269,7 +269,7 @@ function SET_BASE:New( Database )
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return self
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end
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--- Finds an @{Core.Base#BASE} object based on the object Name.
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--- Finds an @{Base#BASE} object based on the object Name.
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-- @param #SET_BASE self
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-- @param #string ObjectName
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-- @return Core.Base#BASE The Object found.
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@@ -289,7 +289,7 @@ function SET_BASE:GetSet()
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return self.Set
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end
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--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using a given ObjectName as the index.
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--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using a given ObjectName as the index.
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-- @param #SET_BASE self
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-- @param #string ObjectName
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-- @param Core.Base#BASE Object
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@@ -315,7 +315,7 @@ function SET_BASE:Add( ObjectName, Object )
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end
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--- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using the Object Name as the index.
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--- Adds a @{Base#BASE} object in the @{Set#SET_BASE}, using the Object Name as the index.
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-- @param #SET_BASE self
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-- @param Wrapper.Object#OBJECT Object
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-- @return Core.Base#BASE The added BASE Object.
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@@ -330,7 +330,7 @@ end
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--- Removes a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name.
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--- Removes a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
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-- @param #SET_BASE self
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-- @param #string ObjectName
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function SET_BASE:Remove( ObjectName )
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@@ -369,7 +369,7 @@ function SET_BASE:Remove( ObjectName )
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end
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--- Gets a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name.
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--- Gets a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
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-- @param #SET_BASE self
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-- @param #string ObjectName
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-- @return Core.Base#BASE
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@@ -384,7 +384,7 @@ function SET_BASE:Get( ObjectName )
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end
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--- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes.
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--- Retrieves the amount of objects in the @{Set#SET_BASE} and derived classes.
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-- @param #SET_BASE self
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-- @return #number Count
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function SET_BASE:Count()
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@@ -477,9 +477,9 @@ function SET_BASE:FilterStop()
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return self
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end
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--- Iterate the SET_BASE while identifying the nearest object from a @{Core.Point#POINT_VEC2}.
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--- Iterate the SET_BASE while identifying the nearest object from a @{Point#POINT_VEC2}.
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-- @param #SET_BASE self
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-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set.
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-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set.
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-- @return Core.Base#BASE The closest object.
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function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 )
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self:F2( PointVec2 )
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@@ -2226,10 +2226,10 @@ function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... )
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return self
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end
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--- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}.
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--- Iterate the SET_AIRBASE while identifying the nearest @{Airbase#AIRBASE} from a @{Point#POINT_VEC2}.
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-- @param #SET_AIRBASE self
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-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}.
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-- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}.
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-- @param Core.Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest @{Airbase#AIRBASE}.
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-- @return Wrapper.Airbase#AIRBASE The closest @{Airbase#AIRBASE}.
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function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 )
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self:F2( PointVec2 )
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