Documentation improvements.

This commit is contained in:
FlightControl_Master
2018-06-02 18:23:06 +02:00
parent e9473e9179
commit d9d53db53f
40 changed files with 215 additions and 215 deletions

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@@ -2,35 +2,35 @@
--
-- ===
--
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
--
-- 1.1) DETECTION_MANAGER constructor:
-- -----------------------------------
-- * @{DetectionManager#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.
--
-- 1.2) DETECTION_MANAGER reporting:
-- ---------------------------------
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{DetectionManager#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
-- Derived DETECTION_MANAGER classes will reports detected units using the method @{#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour.
--
-- The time interval in seconds of the reporting can be changed using the methods @{DetectionManager#DETECTION_MANAGER.SetRefreshTimeInterval}().
-- To control how long a reporting message is displayed, use @{DetectionManager#DETECTION_MANAGER.SetReportDisplayTime}().
-- Derived classes need to implement the method @{DetectionManager#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
-- The time interval in seconds of the reporting can be changed using the methods @{#DETECTION_MANAGER.SetRefreshTimeInterval}().
-- To control how long a reporting message is displayed, use @{#DETECTION_MANAGER.SetReportDisplayTime}().
-- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
--
-- Reporting can be started and stopped using the methods @{DetectionManager#DETECTION_MANAGER.StartReporting}() and @{DetectionManager#DETECTION_MANAGER.StopReporting}() respectively.
-- If an ad-hoc report is requested, use the method @{DetectionManager#DETECTION_MANAGER#ReportNow}().
-- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively.
-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}().
--
-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
--
-- ===
--
-- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
-- 2) @{#DETECTION_REPORTING} class, extends @{#DETECTION_MANAGER}
-- ===
-- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
-- The @{#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{Tasking.DetectionManager#DETECTION_MANAGER} class.
--
-- 2.1) DETECTION_REPORTING constructor:
-- -------------------------------
-- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
-- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
--
--
-- ===

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@@ -31,9 +31,9 @@
-- * @{#TASK.AssignToGroup}():Assign a task to a group (of players).
-- * @{#TASK.AddProcess}():Add a @{Process} to a task.
-- * @{#TASK.RemoveProcesses}():Remove a running @{Process} from a running task.
-- * @{#TASK.SetStateMachine}():Set a @{Fsm} to a task.
-- * @{#TASK.RemoveStateMachine}():Remove @{Fsm} from a task.
-- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Fsm}
-- * @{#TASK.SetStateMachine}():Set a @{Core.Fsm} to a task.
-- * @{#TASK.RemoveStateMachine}():Remove @{Core.Fsm} from a task.
-- * @{#TASK.HasStateMachine}():Enquire if the task has a @{Core.Fsm}
-- * @{#TASK.AssignToUnit}(): Assign a task to a unit. (Needs to be implemented in the derived classes from @{#TASK}.
-- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit.
-- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned.

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@@ -18,10 +18,10 @@ do -- TASK_ZONE_GOAL
-- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal
-- @extends Tasking.Task#TASK
--- # TASK_ZONE_GOAL class, extends @{Task#TASK}
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
--
-- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
-- The TASK_ZONE_GOAL is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
-- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
@@ -167,12 +167,12 @@ do -- TASK_ZONE_CAPTURE
-- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal
-- @extends #TASK_ZONE_GOAL
--- # TASK_ZONE_CAPTURE class, extends @{TaskZoneGoal#TASK_ZONE_GOAL}
--- # TASK_ZONE_CAPTURE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL}
--
-- The TASK_ZONE_CAPTURE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
--
-- The TASK_ZONE_CAPTURE is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
-- The TASK_ZONE_CAPTURE is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_ZONE_CAPTURE

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@@ -19,8 +19,8 @@ do -- TASK_A2A
-- @extends Tasking.Task#TASK
--- Defines Air To Air tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2A task is planned.
@@ -364,10 +364,10 @@ do -- TASK_A2A_INTERCEPT
--- Defines an intercept task for a human player to be executed.
-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_INTERCEPT
@@ -463,10 +463,10 @@ do -- TASK_A2A_SWEEP
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
--
-- The TASK_A2A_SWEEP is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
--
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_SWEEP
@@ -570,10 +570,10 @@ do -- TASK_A2A_ENGAGE
--- Defines an engage task for a human player to be executed.
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
--
-- The TASK_A2A_ENGAGE is used by the @{Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
-- The task is defined for a @{Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
-- @field #TASK_A2A_ENGAGE

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@@ -80,7 +80,7 @@ do -- TASK_A2A_DISPATCHER
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
-- It all depends on what the desired effect is.
--
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
-- increasing or decreasing the radar coverage of the Early Warning System.
--

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@@ -19,8 +19,8 @@ do -- TASK_A2G
-- @extends Tasking.Task#TASK
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
@@ -369,7 +369,7 @@ do -- TASK_A2G_SEAD
--- Defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
--
-- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
-- The TASK_A2G_SEAD is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_SEAD
@@ -461,7 +461,7 @@ do -- TASK_A2G_BAI
-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
--
-- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
-- The TASK_A2G_BAI is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_BAI
@@ -554,7 +554,7 @@ do -- TASK_A2G_CAS
-- Defines an Close Air Support task for a human player to be executed.
-- Friendly forces will be in the vicinity within 6km from the enemy.
--
-- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
-- The TASK_A2G_CAS is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_CAS

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@@ -32,7 +32,7 @@ do -- TASK_CARGO
-- @extends Tasking.Task#TASK
---
-- # TASK_CARGO class, extends @{Task#TASK}
-- # TASK_CARGO class, extends @{Tasking.Task#TASK}
--
-- ## A flexible tasking system
--
@@ -119,7 +119,7 @@ do -- TASK_CARGO
-- ## Handle TASK_CARGO Events ...
--
-- The TASK_CARGO classes define @{Cargo} transport tasks,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ### Specific TASK_CARGO Events
--
@@ -130,7 +130,7 @@ do -- TASK_CARGO
--
-- ### Standard TASK_CARGO Events
--
-- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following standard statuses:
-- The TASK_CARGO is implemented using a @{Core.Fsm#FSM_TASK}, and has the following standard statuses:
--
-- * **None**: Start of the process.
-- * **Planned**: The cargo task is planned.

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@@ -82,7 +82,7 @@ do -- TASK_CARGO_DISPATCHER
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
-- It all depends on what the desired effect is.
--
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
-- increasing or decreasing the radar coverage of the Early Warning System.
--

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@@ -2,25 +2,25 @@
--
-- ===
--
-- 1) @{Task_Manager#TASK_MANAGER} class, extends @{Fsm#FSM}
-- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM}
-- ===
-- The @{Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.
-- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if TASK_MANAGER to model the reporting behaviour.
--
-- 1.1) TASK_MANAGER constructor:
-- -----------------------------------
-- * @{Task_Manager#TASK_MANAGER.New}(): Create a new TASK_MANAGER instance.
-- * @{Tasking.Task_Manager#TASK_MANAGER.New}(): Create a new TASK_MANAGER instance.
--
-- 1.2) TASK_MANAGER reporting:
-- ---------------------------------
-- Derived TASK_MANAGER classes will manage tasks using the method @{Task_Manager#TASK_MANAGER.ManageTasks}(). This method implements polymorphic behaviour.
-- Derived TASK_MANAGER classes will manage tasks using the method @{Tasking.Task_Manager#TASK_MANAGER.ManageTasks}(). This method implements polymorphic behaviour.
--
-- The time interval in seconds of the task management can be changed using the methods @{Task_Manager#TASK_MANAGER.SetRefreshTimeInterval}().
-- To control how long a reporting message is displayed, use @{Task_Manager#TASK_MANAGER.SetReportDisplayTime}().
-- Derived classes need to implement the method @{Task_Manager#TASK_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
-- The time interval in seconds of the task management can be changed using the methods @{Tasking.Task_Manager#TASK_MANAGER.SetRefreshTimeInterval}().
-- To control how long a reporting message is displayed, use @{Tasking.Task_Manager#TASK_MANAGER.SetReportDisplayTime}().
-- Derived classes need to implement the method @{Tasking.Task_Manager#TASK_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
--
-- Task management can be started and stopped using the methods @{Task_Manager#TASK_MANAGER.StartTasks}() and @{Task_Manager#TASK_MANAGER.StopTasks}() respectively.
-- If an ad-hoc report is requested, use the method @{Task_Manager#TASK_MANAGER#ManageTasks}().
-- Task management can be started and stopped using the methods @{Tasking.Task_Manager#TASK_MANAGER.StartTasks}() and @{Tasking.Task_Manager#TASK_MANAGER.StopTasks}() respectively.
-- If an ad-hoc report is requested, use the method @{Tasking.Task_Manager#TASK_MANAGER#ManageTasks}().
--
-- The default task management interval is every 60 seconds.
--