Documentation

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FlightControl
2017-05-29 18:02:57 +02:00
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<p><img src="..\Presentations\TASK_A2A\Dia1.JPG" alt="Banner Image"/></p>
<h1>1) <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The <a href="##(TASK_A2A)">#TASK_A2A</a> class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The A2A task is planned.</li>
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
<p>Scoring or penalties can be given in the following circumstances:</p>
<ul>
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
</ul>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>Hereby the change log:</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
<h3>Contributions:</h3>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Concept, Design &amp; Programming.
</li>
</ul>
<hr/>
<p> </p>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A">TASK_A2A</a></td>
<td class="summary">
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_A2A class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
</td>
</tr>
<tr>
@@ -195,12 +155,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
<h2><a id="#(TASK_A2A)">Type <code>TASK_A2A</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).ClassName">TASK_A2A.ClassName</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetPlannedMenuText">TASK_A2A:GetPlannedMenuText()</a></td>
<td class="summary">
@@ -345,6 +299,31 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
</dt>
<dd>
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
<p>The TASK_A2A class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
<p>The TASK_A2A is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
<ul>
<li><strong>None</strong>: Start of the process</li>
<li><strong>Planned</strong>: The A2A task is planned.</li>
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
</ul>
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
<p>Scoring or penalties can be given in the following circumstances:</p>
<ul>
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
</ul>
</dd>
@@ -441,20 +420,6 @@ The task is given a name and a briefing, that is used in the menu structure and
<dl class="function">
<dt>
<em>#string</em>
<a id="#(TASK_A2A).ClassName" >
<strong>TASK_A2A.ClassName</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A).GetPlannedMenuText" >
<strong>TASK_A2A:GetPlannedMenuText()</strong>
</a>