Documentation refinement of Core Classes

This commit is contained in:
FlightControl
2017-03-07 20:58:53 +01:00
parent 343de7fe69
commit 0bfbf042b5
25 changed files with 219 additions and 180 deletions

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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 )
--