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Merge docu changes (#1818)
* Documentation fixes. (#1810) Fix documentation references. Correct spelling errors. Remove empty whitespaces. Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase). Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition". * Documentation fixes. (#1811) Update documentation text and links. Fix spelling errors. Other minor adjustments where appropriate, such as remove whitespaces and format code. * Documentation fixes. (#1815) Minor documentation and code formatting fixes. This is mostly intended to have something re-trigger the documentation generation to see if the filename capitalization is resolved. * Code formatting preparation. (#1817) Use EmmyLuaCodeStyle that comes with "Lua" VS Code extension (https://marketplace.visualstudio.com/items?itemName=sumneko.lua). More features and configurability than LuaFormatter, and no need for additional extension (beyond "Lua"). Formatting file set up from default template with some tweaks to correspond to most common coding style observed in the code base. Further tweaks are likely required. * Documentation fixes. (#1816) Co-authored-by: TommyC81 <tommyc81@gmail.com>
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@@ -59,7 +59,7 @@
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--
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-- 
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--
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-- Various @{Zone}s can be defined for which scores are also granted when objects in that @{Zone} are destroyed.
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-- Various @{Core.Zone}s can be defined for which scores are also granted when objects in that @{Core.Zone} are destroyed.
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-- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed.
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--
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-- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**.
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@@ -131,11 +131,11 @@
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-- # Define destruction zones that will give extra scores:
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--
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-- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
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-- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring.
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-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring.
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT},
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-- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points.
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-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone},
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-- Use the method @{#SCORING.AddZoneScore}() to add a @{Core.Zone} for additional scoring.
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-- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Core.Zone} for additional scoring.
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-- There are interesting variations that can be achieved with this functionality. For example, if the @{Core.Zone} is a @{Core.Zone#ZONE_UNIT},
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-- then the zone is a moving zone, and anything destroyed within that @{Core.Zone} will generate points.
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-- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Core.Zone},
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-- just large enough around that building.
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--
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-- # Add extra Goal scores upon an event or a condition:
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@@ -419,11 +419,11 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
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return self
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end
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--- Add a @{Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced!
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--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
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-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters.
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Core.Zone} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @param #number Score The Score value.
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-- @return #SCORING
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@@ -438,11 +438,11 @@ function SCORING:AddZoneScore( ScoreZone, Score )
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return self
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end
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--- Remove a @{Zone} for additional scoring.
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-- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring.
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--- Remove a @{Core.Zone} for additional scoring.
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-- The scoring will search if any @{Core.Zone} is added with the given name, and will remove that zone from the scoring.
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-- This allows for a dynamic destruction zone evolution within your mission.
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-- @param #SCORING self
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters.
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-- @param Core.Zone#ZONE_BASE ScoreZone The @{Core.Zone} which defines the destruction score perimeters.
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-- Note that a zone can be a polygon or a moving zone.
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-- @return #SCORING
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function SCORING:RemoveZoneScore( ScoreZone )
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