Documentation

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FlightControl
2017-04-02 09:39:00 +02:00
parent f8f68ea695
commit 7e9b97dda0
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@@ -63,6 +63,7 @@
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
<li><a href="Task_CARGO.html">Task_CARGO</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
@@ -97,60 +98,7 @@
<li>AI<em>CARGO</em>GROUPED, represented by a Group of CARGO_UNITs.</li>
</ul>
<h1>1) <a href="##(AI_CARGO)">#AI_CARGO</a> class, extends <a href="Fsm.html##(FSM_PROCESS)">Fsm#FSM_PROCESS</a></h1>
<p>The <a href="##(AI_CARGO)">#AI_CARGO</a> class defines the core functions that defines a cargo object within MOOSE.
A cargo is a logical object defined that is available for transport, and has a life status within a simulation.</p>
<p>The AI<em>CARGO is a state machine: it manages the different events and states of the cargo.
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>
<h2>1.2.1) AI_CARGO Events:</h2>
<ul>
<li><a href="##(AI_CARGO).Board">AI_CARGO.Board</a>( ToCarrier ): Boards the cargo to a carrier.</li>
<li><a href="##(AI_CARGO).Load">AI_CARGO.Load</a>( ToCarrier ): Loads the cargo into a carrier, regardless of its position.</li>
<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>
<li><a href="##(AI_CARGO).UnLoad">AI_CARGO.UnLoad</a>( ToPointVec2 ): UnLoads the cargo from a carrier.</li>
<li><a href="##(AI_CARGO).Dead">AI_CARGO.Dead</a>( Controllable ): The cargo is dead. The cargo process will be ended.</li>
</ul>
<h2>1.2.2) 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>1.2.3) 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>
<h1>2) #AI<em>CARGO</em>UNIT class</h1>
<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.
Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
<h1>5) #AI<em>CARGO</em>GROUPED class</h1>
<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.
Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI<em>CARGO</em>UNIT objects to and from carriers.</p>
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
@@ -160,19 +108,25 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO">AI_CARGO</a></td>
<td class="summary">
<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>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO_GROUP">AI_CARGO_GROUP</a></td>
<td class="summary">
<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>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO_GROUPED">AI_CARGO_GROUPED</a></td>
<td class="summary">
<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>
</td>
</tr>
<tr>
@@ -190,7 +144,9 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<tr>
<td class="name" nowrap="nowrap"><a href="#AI_CARGO_UNIT">AI_CARGO_UNIT</a></td>
<td class="summary">
<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>
</td>
</tr>
<tr>
@@ -218,24 +174,66 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).CargoObject">AI_CARGO.CargoObject</a></td>
<td class="summary">
<p>The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere...</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).ClassName">AI_CARGO.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).Containable">AI_CARGO.Containable</a></td>
<td class="summary">
<p>This flag defines if the cargo can be contained within a DCS Unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetBoardingRange">AI_CARGO:GetBoardingRange()</a></td>
<td class="summary">
<p>Get the range till cargo will board.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetName">AI_CARGO:GetName()</a></td>
<td class="summary">
<p>Get the name of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetPointVec2">AI_CARGO:GetPointVec2()</a></td>
<td class="summary">
<p>Get the current PointVec2 of the cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).GetType">AI_CARGO:GetType()</a></td>
<td class="summary">
<p>Get the type of the Cargo.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsInRadius">AI_CARGO:IsInRadius(PointVec2)</a></td>
<td class="summary">
<p>Check if CargoCarrier is in the radius for the Cargo to be Loaded.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsInZone">AI_CARGO:IsInZone(Zone)</a></td>
<td class="summary">
<p>Check if Cargo is the given <a href="Zone.html">Zone</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsLoaded">AI_CARGO:IsLoaded()</a></td>
<td class="summary">
<p>Check if cargo is loaded.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsNear">AI_CARGO:IsNear(PointVec2)</a></td>
<td class="summary">
<p>Check if CargoCarrier is near the Cargo to be Loaded.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO).IsUnLoaded">AI_CARGO:IsUnLoaded()</a></td>
<td class="summary">
<p>Check if cargo is unloaded.</p>
</td>
</tr>
<tr>
@@ -396,12 +394,6 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<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>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUP).ClassName">AI_CARGO_GROUP.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
@@ -421,12 +413,6 @@ Use the event functions as described above to Load, UnLoad, Board, UnBoard the A
<h2><a id="#(AI_CARGO_GROUPED)">Type <code>AI_CARGO_GROUPED</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUPED).ClassName">AI_CARGO_GROUPED.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(AI_CARGO_GROUPED).New">AI_CARGO_GROUPED:New(CargoSet, Type, Name, Weight, ReportRadius, NearRadius)</a></td>
<td class="summary">
<p>AI<em>CARGO</em>GROUPED constructor.</p>
@@ -589,9 +575,9 @@ 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).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>
</td>
</tr>
<tr>
@@ -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>