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Documentation
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<p><img src="..\Presentations\TASK_A2G\Dia1.JPG" alt="Banner Image"/></p>
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<h1>1) <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
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The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
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<ul>
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<li><strong>None</strong>: Start of the process</li>
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<li><strong>Planned</strong>: The A2G task is planned.</li>
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<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
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<li><strong>Success</strong>: The A2G task is successfully completed.</li>
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<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
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</ul>
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<h1>1.1) Set the scoring of achievements in an A2G attack.</h1>
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<p>Scoring or penalties can be given in the following circumstances:</p>
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<ul>
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<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
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<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
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<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
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</ul>
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<hr/>
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<h1><strong>API CHANGE HISTORY</strong></h1>
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<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
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<ul>
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<li><strong>Added</strong> parts are expressed in bold type face.</li>
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<li><em>Removed</em> parts are expressed in italic type face.</li>
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</ul>
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<p>Hereby the change log:</p>
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<p>2017-03-09: Revised version.</p>
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<hr/>
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<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
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<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
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<h3>Contributions:</h3>
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<ul>
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<li><strong>[WingThor]</strong>: Concept, Advice & Testing.</li>
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</ul>
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<h3>Authors:</h3>
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<ul>
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<li><strong>FlightControl</strong>: Concept, Design & Programming.
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</li>
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</ul>
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<hr/>
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<p> </p>
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<h2>Global(s)</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="#TASK_A2G">TASK_A2G</a></td>
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<td class="summary">
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<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
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</td>
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</tr>
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<tr>
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@@ -199,12 +154,6 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</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="##(TASK_A2G).ClassName">TASK_A2G.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="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</a></td>
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<td class="summary">
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@@ -349,6 +298,31 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
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</dt>
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<dd>
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<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
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<p>The TASK_A2G is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
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<ul>
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<li><strong>None</strong>: Start of the process</li>
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<li><strong>Planned</strong>: The A2G task is planned.</li>
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<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
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<li><strong>Success</strong>: The A2G task is successfully completed.</li>
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<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
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</ul>
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<h2>Set the scoring of achievements in an A2G attack.</h2>
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<p>Scoring or penalties can be given in the following circumstances:</p>
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<ul>
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<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
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<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
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<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
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</ul>
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</dd>
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@@ -435,20 +409,6 @@ based on detected enemy ground targets.</p>
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<dl class="function">
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<dt>
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<em>#string</em>
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<a id="#(TASK_A2G).ClassName" >
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<strong>TASK_A2G.ClassName</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<a id="#(TASK_A2G).GetPlannedMenuText" >
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<strong>TASK_A2G:GetPlannedMenuText()</strong>
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</a>
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