mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Documentation
This commit is contained in:
@@ -63,6 +63,7 @@
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<li><a href="Task.html">Task</a></li>
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<li><a href="Task_A2G.html">Task_A2G</a></li>
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<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
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<li><a href="Task_CARGO.html">Task_CARGO</a></li>
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<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
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<li><a href="Utils.html">Utils</a></li>
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@@ -97,60 +98,7 @@
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<li>AI<em>CARGO</em>GROUPED, represented by a Group of CARGO_UNITs.</li>
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</ul>
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<h1>1) <a href="##(AI_CARGO)">#AI_CARGO</a> class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
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<p>The <a href="##(AI_CARGO)">#AI_CARGO</a> class defines the core functions that defines a cargo object within MOOSE.
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A cargo is a logical object defined that is available for transport, and has a life status within a simulation.</p>
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<p>The AI<em>CARGO is a state machine: it manages the different events and states of the cargo.
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All derived classes from AI</em>CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.</p>
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<h2>1.2.1) AI_CARGO Events:</h2>
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<ul>
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<li><a href="##(AI_CARGO).Board">AI_CARGO.Board</a>( ToCarrier ): Boards the cargo to a carrier.</li>
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<li><a href="##(AI_CARGO).Load">AI_CARGO.Load</a>( ToCarrier ): Loads the cargo into a carrier, regardless of its position.</li>
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<li><a href="##(AI_CARGO).UnBoard">AI_CARGO.UnBoard</a>( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.</li>
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<li><a href="##(AI_CARGO).UnLoad">AI_CARGO.UnLoad</a>( ToPointVec2 ): UnLoads the cargo from a carrier.</li>
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<li><a href="##(AI_CARGO).Dead">AI_CARGO.Dead</a>( Controllable ): The cargo is dead. The cargo process will be ended.</li>
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</ul>
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<h2>1.2.2) AI_CARGO States:</h2>
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<ul>
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<li><strong>UnLoaded</strong>: The cargo is unloaded from a carrier.</li>
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<li><strong>Boarding</strong>: The cargo is currently boarding (= running) into a carrier.</li>
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<li><strong>Loaded</strong>: The cargo is loaded into a carrier.</li>
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<li><strong>UnBoarding</strong>: The cargo is currently unboarding (=running) from a carrier.</li>
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<li><strong>Dead</strong>: The cargo is dead ...</li>
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<li><strong>End</strong>: The process has come to an end.</li>
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</ul>
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<h2>1.2.3) AI_CARGO state transition methods:</h2>
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<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
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There are 2 moments when state transition methods will be called by the state machine:</p>
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<ul>
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<li><p><strong>Leaving</strong> the state.
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The state transition method needs to start with the name <strong>OnLeave + the name of the state</strong>.
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If the state transition method returns false, then the processing of the state transition will not be done!
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If you want to change the behaviour of the AIControllable at this event, return false,
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but then you'll need to specify your own logic using the AIControllable!</p></li>
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<li><p><strong>Entering</strong> the state.
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The state transition method needs to start with the name <strong>OnEnter + the name of the state</strong>.
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These state transition methods need to provide a return value, which is specified at the function description.</p></li>
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</ul>
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<h1>2) #AI<em>CARGO</em>UNIT class</h1>
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<p>The AI<em>CARGO</em>UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
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Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
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<h1>5) #AI<em>CARGO</em>GROUPED class</h1>
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<p>The AI<em>CARGO</em>GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
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Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
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<p>This module is still under construction, but is described above works already, and will keep working ...</p>
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@@ -160,19 +108,25 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_CARGO">AI_CARGO</a></td>
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<td class="summary">
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<h1>AI_CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
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<p>The AI_CARGO class defines the core functions that defines a cargo object within MOOSE.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_CARGO_GROUP">AI_CARGO_GROUP</a></td>
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<td class="summary">
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<h1>AI_CARGO_GROUP class</h1>
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||||
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<p>The AI_CARGO_GROUP class defines a cargo that is represented by a group of <a href="Unit.html">Unit</a> objects within the simulator, and can be transported by a carrier.</p>
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</td>
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||||
</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_CARGO_GROUPED">AI_CARGO_GROUPED</a></td>
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<td class="summary">
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<h1>AI_CARGO_GROUPED class</h1>
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<p>The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.</p>
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</td>
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</tr>
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<tr>
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@@ -190,7 +144,9 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_CARGO_UNIT">AI_CARGO_UNIT</a></td>
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<td class="summary">
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<h1>AI_CARGO_UNIT class, extends <a href="##(AI_CARGO_REPRESENTABLE)">#AI<em>CARGO</em>REPRESENTABLE</a></h1>
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<p>The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.</p>
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</td>
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</tr>
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<tr>
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@@ -218,24 +174,66 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).CargoObject">AI_CARGO.CargoObject</a></td>
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<td class="summary">
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<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).ClassName">AI_CARGO.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).Containable">AI_CARGO.Containable</a></td>
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<td class="summary">
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<p>This flag defines if the cargo can be contained within a DCS Unit.</p>
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||||
</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetBoardingRange">AI_CARGO:GetBoardingRange()</a></td>
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<td class="summary">
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<p>Get the range till cargo will board.</p>
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||||
</td>
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||||
</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetName">AI_CARGO:GetName()</a></td>
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<td class="summary">
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<p>Get the name of the Cargo.</p>
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||||
</td>
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||||
</tr>
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<tr>
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||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetPointVec2">AI_CARGO:GetPointVec2()</a></td>
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||||
<td class="summary">
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<p>Get the current PointVec2 of the cargo.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetType">AI_CARGO:GetType()</a></td>
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<td class="summary">
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<p>Get the type of the Cargo.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsInRadius">AI_CARGO:IsInRadius(PointVec2)</a></td>
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||||
<td class="summary">
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||||
<p>Check if CargoCarrier is in the radius for the Cargo to be Loaded.</p>
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||||
</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsInZone">AI_CARGO:IsInZone(Zone)</a></td>
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<td class="summary">
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<p>Check if Cargo is the given <a href="Zone.html">Zone</a>.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsLoaded">AI_CARGO:IsLoaded()</a></td>
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<td class="summary">
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<p>Check if cargo is loaded.</p>
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</td>
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</tr>
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<tr>
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||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsNear">AI_CARGO:IsNear(PointVec2)</a></td>
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<td class="summary">
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<p>Check if CargoCarrier is near the Cargo to be Loaded.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsUnLoaded">AI_CARGO:IsUnLoaded()</a></td>
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<td class="summary">
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||||
<p>Check if cargo is unloaded.</p>
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</td>
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</tr>
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<tr>
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||||
@@ -396,12 +394,6 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUP).CargoSet">AI_CARGO_GROUP.CargoSet</a></td>
|
||||
<td class="summary">
|
||||
<p>A set of cargo objects.</p>
|
||||
</td>
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||||
</tr>
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<tr>
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||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUP).ClassName">AI_CARGO_GROUP.ClassName</a></td>
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||||
<td class="summary">
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||||
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||||
</td>
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||||
</tr>
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||||
<tr>
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@@ -421,12 +413,6 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
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<h2><a id="#(AI_CARGO_GROUPED)">Type <code>AI_CARGO_GROUPED</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUPED).ClassName">AI_CARGO_GROUPED.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
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||||
</tr>
|
||||
<tr>
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||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUPED).New">AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)</a></td>
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||||
<td class="summary">
|
||||
<p>AI<em>CARGO</em>GROUPED constructor.</p>
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@@ -589,9 +575,9 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</td>
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||||
</tr>
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||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).ClassName">AI_CARGO_UNIT.ClassName</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).Destroy">AI_CARGO_UNIT:Destroy()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
<p>AI<em>CARGO</em>UNIT Destructor.</p>
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||||
</td>
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||||
</tr>
|
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<tr>
|
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@@ -607,7 +593,7 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onafterBoard">AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onafterBoard">AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Board Event.</p>
|
||||
</td>
|
||||
@@ -619,7 +605,7 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onenterBoarding">AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onenterBoarding">AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Enter Boarding State.</p>
|
||||
</td>
|
||||
@@ -643,7 +629,7 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onleaveBoarding">AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier)</a></td>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_UNIT).onleaveBoarding">AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Leave Boarding State.</p>
|
||||
</td>
|
||||
@@ -667,6 +653,52 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>AI_CARGO class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
|
||||
|
||||
<p>The AI_CARGO class defines the core functions that defines a cargo object within MOOSE.</p>
|
||||
|
||||
|
||||
<p>A cargo is a logical object defined that is available for transport, and has a life status within a simulation.</p>
|
||||
|
||||
<p>The AI_CARGO is a state machine: it manages the different events and states of the cargo.
|
||||
All derived classes from AI_CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.</p>
|
||||
|
||||
<h2>AI_CARGO Events:</h2>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AI)">#AI</a>( ToCarrier ): Boards the cargo to a carrier.</li>
|
||||
<li><a href="##(AI)">#AI</a>( ToCarrier ): Loads the cargo into a carrier, regardless of its position.</li>
|
||||
<li><a href="##(AI)">#AI</a>( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.</li>
|
||||
<li><a href="##(AI)">#AI</a>( ToPointVec2 ): UnLoads the cargo from a carrier.</li>
|
||||
<li><a href="##(AI)">#AI</a>( Controllable ): The cargo is dead. The cargo process will be ended.</li>
|
||||
</ul>
|
||||
|
||||
<h2>AI_CARGO States:</h2>
|
||||
|
||||
<ul>
|
||||
<li><strong>UnLoaded</strong>: The cargo is unloaded from a carrier.</li>
|
||||
<li><strong>Boarding</strong>: The cargo is currently boarding (= running) into a carrier.</li>
|
||||
<li><strong>Loaded</strong>: The cargo is loaded into a carrier.</li>
|
||||
<li><strong>UnBoarding</strong>: The cargo is currently unboarding (=running) from a carrier.</li>
|
||||
<li><strong>Dead</strong>: The cargo is dead ...</li>
|
||||
<li><strong>End</strong>: The process has come to an end.</li>
|
||||
</ul>
|
||||
|
||||
<h2>AI_CARGO state transition methods:</h2>
|
||||
|
||||
<p>State transition functions can be set <strong>by the mission designer</strong> customizing or improving the behaviour of the state.
|
||||
There are 2 moments when state transition methods will be called by the state machine:</p>
|
||||
|
||||
<ul>
|
||||
<li><p><strong>Leaving</strong> the state.
|
||||
The state transition method needs to start with the name <strong>OnLeave + the name of the state</strong>.
|
||||
If the state transition method returns false, then the processing of the state transition will not be done!
|
||||
If you want to change the behaviour of the AIControllable at this event, return false,
|
||||
but then you'll need to specify your own logic using the AIControllable!</p></li>
|
||||
<li><p><strong>Entering</strong> the state.
|
||||
The state transition method needs to start with the name <strong>OnEnter + the name of the state</strong>.
|
||||
These state transition methods need to provide a return value, which is specified at the function description.</p></li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -681,6 +713,12 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>AI_CARGO_GROUP class</h1>
|
||||
|
||||
<p>The AI_CARGO_GROUP class defines a cargo that is represented by a group of <a href="Unit.html">Unit</a> objects within the simulator, and can be transported by a carrier.</p>
|
||||
|
||||
|
||||
<p>Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_GROUP to and from carrier.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -695,6 +733,12 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>AI_CARGO_GROUPED class</h1>
|
||||
|
||||
<p>The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.</p>
|
||||
|
||||
|
||||
<p>Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -737,6 +781,14 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>AI_CARGO_UNIT class, extends <a href="##(AI_CARGO_REPRESENTABLE)">#AI<em>CARGO</em>REPRESENTABLE</a></h1>
|
||||
|
||||
<p>The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.</p>
|
||||
|
||||
|
||||
<p>Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -811,20 +863,6 @@ The Carrier that will hold the cargo.</p>
|
||||
|
||||
<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_CARGO).ClassName" >
|
||||
<strong>AI_CARGO.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -844,6 +882,148 @@ The Carrier that will hold the cargo.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).GetBoardingRange" >
|
||||
<strong>AI_CARGO:GetBoardingRange()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the range till cargo will board.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#number:</em>
|
||||
The range till cargo will board.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).GetName" >
|
||||
<strong>AI_CARGO:GetName()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the name of the Cargo.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The name of the Cargo.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).GetPointVec2" >
|
||||
<strong>AI_CARGO:GetPointVec2()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the current PointVec2 of the cargo.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).GetType" >
|
||||
<strong>AI_CARGO:GetType()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Get the type of the Cargo.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#string:</em>
|
||||
The type of the Cargo.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).IsInRadius" >
|
||||
<strong>AI_CARGO:IsInRadius(PointVec2)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Check if CargoCarrier is in the radius for the Cargo to be Loaded.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> PointVec2 </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).IsInZone" >
|
||||
<strong>AI_CARGO:IsInZone(Zone)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Check if Cargo is the given <a href="Zone.html">Zone</a>.</p>
|
||||
|
||||
<h3>Parameter</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> Zone </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
<strong>true</strong> if cargo is in the Zone, <strong>false</strong> if cargo is not in the Zone.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).IsLoaded" >
|
||||
<strong>AI_CARGO:IsLoaded()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Check if cargo is loaded.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if loaded</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).IsNear" >
|
||||
<strong>AI_CARGO:IsNear(PointVec2)</strong>
|
||||
</a>
|
||||
@@ -865,6 +1045,24 @@ The Carrier that will hold the cargo.</p>
|
||||
<p><em>#boolean:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO).IsUnLoaded" >
|
||||
<strong>AI_CARGO:IsUnLoaded()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Check if cargo is unloaded.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#boolean:</em>
|
||||
true if unloaded</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1467,20 +1665,6 @@ The amount of seconds to delay the action.</p>
|
||||
|
||||
<p>A set of cargo objects.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_CARGO_GROUP).ClassName" >
|
||||
<strong>AI_CARGO_GROUP.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@@ -1556,20 +1740,6 @@ The amount of seconds to delay the action.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_CARGO_GROUPED).ClassName" >
|
||||
<strong>AI_CARGO_GROUPED.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO_GROUPED).New" >
|
||||
<strong>AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)</strong>
|
||||
</a>
|
||||
@@ -2426,6 +2596,7 @@ The UNIT carrying the package.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
|
||||
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
|
||||
</a>
|
||||
@@ -2467,13 +2638,17 @@ The UNIT carrying the package.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AI_CARGO_UNIT).ClassName" >
|
||||
<strong>AI_CARGO_UNIT.ClassName</strong>
|
||||
<a id="#(AI_CARGO_UNIT).Destroy" >
|
||||
<strong>AI_CARGO_UNIT:Destroy()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>AI<em>CARGO</em>UNIT Destructor.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(AI_CARGO_UNIT)">#AI<em>CARGO</em>UNIT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
@@ -2548,7 +2723,7 @@ The UNIT carrying the package.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO_UNIT).onafterBoard" >
|
||||
<strong>AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier)</strong>
|
||||
<strong>AI_CARGO_UNIT:onafterBoard(Event, From, To, CargoCarrier, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -2576,6 +2751,11 @@ The UNIT carrying the package.</p>
|
||||
|
||||
<p><code><em> CargoCarrier </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
@@ -2620,7 +2800,7 @@ The UNIT carrying the package.</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO_UNIT).onenterBoarding" >
|
||||
<strong>AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier)</strong>
|
||||
<strong>AI_CARGO_UNIT:onenterBoarding(Event, From, To, CargoCarrier, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -2648,6 +2828,11 @@ The UNIT carrying the package.</p>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
@@ -2770,7 +2955,7 @@ Point#POINT_VEC2</p>
|
||||
<dt>
|
||||
|
||||
<a id="#(AI_CARGO_UNIT).onleaveBoarding" >
|
||||
<strong>AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier)</strong>
|
||||
<strong>AI_CARGO_UNIT:onleaveBoarding(Event, From, To, CargoCarrier, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
@@ -2798,6 +2983,11 @@ Point#POINT_VEC2</p>
|
||||
|
||||
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> CargoCarrier </em></code>: </p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
Reference in New Issue
Block a user