Documentation refinement of Core Classes

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Grey-Echo
2017-03-10 23:32:39 +01:00
parent 343de7fe69
commit ac0effe141
25 changed files with 219 additions and 180 deletions

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@@ -1,34 +1,66 @@
--- This module contains the BASE class.
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
--
-- 1) @{#BASE} class
-- =================
-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
-- ![Banner Image](..\Presentations\BASE\Dia1.JPG)
--
-- It handles:
-- ===
--
-- * The construction and inheritance of child classes.
-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
-- # 1) @{#BASE} class
--
-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
-- All classes within the MOOSE framework are derived from the @{#BASE} class.
--
-- BASE provides facilities for :
--
-- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system.
-- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes.
-- * The subscription to DCS events for event handling in MOOSE objects.
--
-- Note: The BASE class is an abstract class and is not meant to be used directly.
--
-- ## 1.1) BASE constructor
--
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
-- See an example at the @{Base#BASE.New} method how this is done.
--
-- ## 1.2) BASE Trace functionality
-- ## 1.2) Trace information for debugging
--
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
-- Note that these trace methods are inherited by each MOOSE class interiting BASE.
-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
--
-- ### 1.2.1) Tracing functions
-- Any type of information can be passed to these tracing methods. See the following examples:
--
-- self:E( "Hello" )
--
-- Result in the word "Hello" in the dcs.log.
--
-- local Array = { 1, nil, "h", { "a","b" }, "x" }
-- self:E( Array )
--
-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
--
-- local Object1 = "Object1"
-- local Object2 = 3
-- local Object3 = { Object 1, Object 2 }
-- self:E( { Object1, Object2, Object3 } )
--
-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
--
-- local SpawnObject = SPAWN:New( "Plane" )
-- local GroupObject = GROUP:FindByName( "Group" )
-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
--
-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
--
-- Below a more detailed explanation of the different method types for tracing.
--
-- ### 1.2.1) Tracing methods categories
--
-- There are basically 3 types of tracing methods available within BASE:
-- There are basically 3 types of tracing methods available:
--
-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.
-- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
--
-- ### 1.2.2) Tracing levels
--
@@ -51,6 +83,7 @@
-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
--
-- ### 1.2.4) Check if tracing is on.
--
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
@@ -64,7 +97,7 @@
--
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event.
-- There are two methods which you use to subscribe to or unsubscribe from an event.
--
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
@@ -114,10 +147,12 @@
--
-- ## 1.5) All objects derived from BASE can have "States"
--
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
--
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
--
-- These two methods provide a very handy way to keep state at long lasting processes.
-- Values can be stored within the objects, and later retrieved or changed when needed.
-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
@@ -125,9 +160,9 @@
-- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
-- object name to the method.
--
-- ## 1.10) BASE Inheritance (tree) support
-- ## 1.10) Inheritance
--
-- The following methods are available to support inheritance:
-- The following methods are available to implement inheritance
--
-- * @{#BASE.Inherit}: Inherits from a class.
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.

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@@ -1,5 +1,4 @@
--- This core module models the dispatching of DCS Events to subscribed MOOSE classes,
-- following a given priority.
--- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
--
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
--

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@@ -1,5 +1,5 @@
--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
-- are design patterns allowing efficient (long-lasting) processes and workflows.
--
-- ![Banner Image](..\Presentations\FSM\Dia1.JPG)
--

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@@ -1,4 +1,4 @@
--- This module contains the MENU classes.
--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
--
-- ===
--

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@@ -1,26 +1,40 @@
--- This module contains the MESSAGE class.
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--
-- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG)
--
-- ===
--
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
--
-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
-- =================================================
-- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message.
--
-- 1.1) MESSAGE construction methods
-- ---------------------------------
-- ## 1.1) MESSAGE construction
--
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
-- 1.2) Send messages with MESSAGE To methods
-- ------------------------------------------
-- Messages are sent to:
-- ## 1.2) Send messages to an audience
--
-- Messages are sent:
--
-- * Clients with @{Message#MESSAGE.ToClient}.
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
-- * All Players with @{Message#MESSAGE.ToAll}.
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
-- * To all Players using @{Message#MESSAGE.ToAll}().
--
-- ## 1.3) Send conditionally to an audience
--
-- Messages can be sent conditionally to an audience (when a condition is true):
--
-- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
--
--
-- @module Message
-- @author FlightControl
--- The MESSAGE class
-- @type MESSAGE
@@ -229,80 +243,3 @@ function MESSAGE:ToAllIf( Condition )
return self
end
----- The MESSAGEQUEUE class
---- @type MESSAGEQUEUE
--MESSAGEQUEUE = {
-- ClientGroups = {},
-- CoalitionSides = {}
--}
--
--function MESSAGEQUEUE:New( RefreshInterval )
-- local self = BASE:Inherit( self, BASE:New() )
-- self:F( { RefreshInterval } )
--
-- self.RefreshInterval = RefreshInterval
--
-- --self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 0, RefreshInterval )
--
-- return self
--end
--
----- This function is called automatically by the MESSAGEQUEUE scheduler.
--function MESSAGEQUEUE:_DisplayMessages()
--
-- -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- if MessageData.MessageSent == false then
-- --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageSent = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
--
-- -- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
-- -- Because the Client messages will overwrite the Coalition messages (for that Client).
-- for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
-- for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
-- if MessageData.MessageGroup == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageGroup = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
--
-- -- Now check if the Client also has messages that belong to the Coalition of the Client...
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- local CoalitionGroup = Group.getByName( ClientGroupName )
-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
-- if MessageData.MessageCoalition == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageCoalition = true
-- end
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
-- end
--
-- return true
--end
--
----- The _MessageQueue object is created when the MESSAGE class module is loaded.
----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
--

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--- This module contains the POINT classes.
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
--
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
-- ==================================================

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--- This module contains the SET classes.
--- **Core** - SET classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
--
-- ===
--

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@@ -1,4 +1,6 @@
--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--
-- ===
--
-- There are essentially two core functions that zones accomodate:
--