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Documentation fixes. (#1811)
Update documentation text and links. Fix spelling errors. Other minor adjustments where appropriate, such as remove whitespaces and format code.
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@@ -51,7 +51,7 @@
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-- * PLAYERS
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-- * CARGOS
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--
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-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
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-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
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--
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-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
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-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
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@@ -322,7 +322,7 @@ do -- Zones
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-- Store color of zone.
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Zone.Color=color
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-- Store zone ID.
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Zone.ZoneID=ZoneData.zoneId
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@@ -777,7 +777,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
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local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
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local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
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local StaticTemplateName=StaticTemplate.units[1].name
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self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
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@@ -1153,11 +1153,11 @@ function DATABASE:_EventOnDeadOrCrash( Event )
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if self.STATICS[Event.IniDCSUnitName] then
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self:DeleteStatic( Event.IniDCSUnitName )
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end
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---
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-- Maybe a UNIT?
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---
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-- Delete unit.
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if self.UNITS[Event.IniDCSUnitName] then
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self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
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@@ -1556,11 +1556,11 @@ function DATABASE:FindOpsGroupFromUnit(unitname)
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else
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unit=unitname
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end
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if unit then
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groupname=unit:GetGroup():GetName()
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end
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if groupname then
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return self.FLIGHTGROUPS[groupname]
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else
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@@ -35,7 +35,7 @@
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-- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
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--
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-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
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-- * SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
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-- * SET_ derived classes: These are subsets of the global _DATABASE object (an instance of @{Core.Database#DATABASE}). These subsets are updated by the _EVENTDISPATCHER as the second priority.
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-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
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-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
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-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
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@@ -52,7 +52,7 @@
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--
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-- 
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--
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-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class.
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-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{Core.Base#BASE} class, @{Wrapper.Unit#UNIT} class and @{Wrapper.Group#GROUP} class.
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-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
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--
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-- 
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@@ -47,9 +47,9 @@
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-- and tailored** by mission designers through **the implementation of Transition Handlers**.
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-- Each of these FSM implementation classes start either with:
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--
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-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
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-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
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-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
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-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
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-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
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--
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-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
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--
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@@ -64,7 +64,7 @@
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-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
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-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
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-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
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-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
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-- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
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-- for multiple objects or the position of the state machine in the process.
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--
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-- ===
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@@ -119,9 +119,9 @@ do -- FSM
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-- and tailored** by mission designers through **the implementation of Transition Handlers**.
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-- Each of these FSM implementation classes start either with:
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--
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-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
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-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
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-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
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-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
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-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
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--
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-- 
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--
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@@ -1382,7 +1382,7 @@ do -- FSM_SET
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-- @field Core.Set#SET_BASE Set
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-- @extends Core.Fsm#FSM
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--- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
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--- FSM_SET class models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
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-- for multiple objects or the position of the state machine in the process.
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--
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-- ===
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@@ -1624,7 +1624,7 @@ do -- SET_GROUP
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return false
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end
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--- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{GROUP} of the @{SET_GROUP} is in @{Core.Zone}
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--- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
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-- @param #SET_GROUP self
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-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
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-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
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@@ -1649,8 +1649,8 @@ do -- SET_GROUP
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return false
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end
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--- Iterate the SET_GROUP and return true if at least one @{GROUP} of the @{SET_GROUP} is partly in @{Core.Zone}.
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-- Will return false if a @{GROUP} is fully in the @{Core.Zone}
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--- Iterate the SET_GROUP and return true if at least one @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is partly in @{Core.Zone}.
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-- Will return false if a @{Wrapper.Group#GROUP} is fully in the @{Core.Zone}
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-- @param #SET_GROUP self
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-- @param Core.Zone#ZONE ZoneObject The Zone to be tested for.
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-- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completely inside the @{Core.Zone#ZONE}, false otherwise.
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@@ -1683,7 +1683,7 @@ do -- SET_GROUP
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end
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end
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--- Iterate the SET_GROUP and return true if no @{GROUP} of the @{SET_GROUP} is in @{Core.Zone}
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--- Iterate the SET_GROUP and return true if no @{Wrapper.Group#GROUP} of the @{#SET_GROUP} is in @{Core.Zone}
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-- This could also be achieved with `not SET_GROUP:AnyPartlyInZone(Zone)`, but it's easier for the
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-- mission designer to add a dedicated method
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-- @param #SET_GROUP self
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@@ -2574,7 +2574,7 @@ do -- SET_UNIT
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return UnitTypes
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end
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--- Returns a comma separated string of the unit types with a count in the @{Set}.
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--- Returns a comma separated string of the unit types with a count in the @{Core.Set}.
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-- @param #SET_UNIT self
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-- @return #string The unit types string
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function SET_UNIT:GetUnitTypesText()
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@@ -2746,7 +2746,7 @@ do -- SET_UNIT
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end
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--- Returns if the @{Set} has targets having a radar (of a given type).
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--- Returns if the @{Core.Set} has targets having a radar (of a given type).
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-- @param #SET_UNIT self
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-- @param DCS#Unit.RadarType RadarType
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-- @return #number The amount of radars in the Set with the given type
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@@ -2771,7 +2771,7 @@ do -- SET_UNIT
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return RadarCount
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end
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--- Returns if the @{Set} has targets that can be SEADed.
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--- Returns if the @{Core.Set} has targets that can be SEADed.
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-- @param #SET_UNIT self
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-- @return #number The amount of SEADable units in the Set
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function SET_UNIT:HasSEAD()
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@@ -2795,7 +2795,7 @@ do -- SET_UNIT
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return SEADCount
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end
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--- Returns if the @{Set} has ground targets.
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--- Returns if the @{Core.Set} has ground targets.
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-- @param #SET_UNIT self
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-- @return #number The amount of ground targets in the Set.
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function SET_UNIT:HasGroundUnits()
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@@ -2812,7 +2812,7 @@ do -- SET_UNIT
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return GroundUnitCount
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end
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--- Returns if the @{Set} has air targets.
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--- Returns if the @{Core.Set} has air targets.
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-- @param #SET_UNIT self
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-- @return #number The amount of air targets in the Set.
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function SET_UNIT:HasAirUnits()
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@@ -2829,7 +2829,7 @@ do -- SET_UNIT
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return AirUnitCount
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end
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--- Returns if the @{Set} has friendly ground units.
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--- Returns if the @{Core.Set} has friendly ground units.
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-- @param #SET_UNIT self
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-- @return #number The amount of ground targets in the Set.
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function SET_UNIT:HasFriendlyUnits( FriendlyCoalition )
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@@ -3514,7 +3514,7 @@ do -- SET_STATIC
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return StaticTypes
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end
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--- Returns a comma separated string of the unit types with a count in the @{Set}.
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--- Returns a comma separated string of the unit types with a count in the @{Core.Set}.
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-- @param #SET_STATIC self
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-- @return #string The unit types string
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function SET_STATIC:GetStaticTypesText()
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@@ -206,7 +206,7 @@
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-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad.
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--
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-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object.
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-- You can use the @{GROUP} object to do further actions with the DCSGroup.
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-- You can use the @{Wrapper.Group#GROUP} object to do further actions with the DCSGroup.
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--
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-- ### **Scheduled** spawning methods
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--
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@@ -765,7 +765,7 @@ end
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--- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius.
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-- @param #SPAWN self
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-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius.
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-- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{Wrapper.Unit#UNIT}s position within the group between a given outer and inner radius.
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-- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned.
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-- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned.
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-- @return #SPAWN
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@@ -1159,7 +1159,7 @@ do -- Delay methods
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end -- Delay methods
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--- Will spawn a group based on the internal index.
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-- Note: Uses @{DATABASE} module defined in MOOSE.
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-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
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-- @param #SPAWN self
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-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
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function SPAWN:Spawn()
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@@ -1174,7 +1174,7 @@ function SPAWN:Spawn()
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end
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--- Will re-spawn a group based on a given index.
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-- Note: Uses @{DATABASE} module defined in MOOSE.
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-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
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-- @param #SPAWN self
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-- @param #string SpawnIndex The index of the group to be spawned.
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-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
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@@ -1222,7 +1222,7 @@ function SPAWN:SetSpawnIndex( SpawnIndex )
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end
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--- Will spawn a group with a specified index number.
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-- Uses @{DATABASE} global object defined in MOOSE.
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-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
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-- @param #SPAWN self
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-- @param #string SpawnIndex The index of the group to be spawned.
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-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
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@@ -2937,7 +2937,7 @@ function SPAWN:_GetGroupCountryID( SpawnPrefix )
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end
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--- Gets the Group Template from the ME environment definition.
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-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
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-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
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-- @param #SPAWN self
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-- @param #string SpawnTemplatePrefix
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-- @return @SPAWN self
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