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Fixes in documentation
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@ -86,7 +86,6 @@
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do -- FSM
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--- FSM class
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--- @type FSM
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-- @extends Core.Base#BASE
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@ -1102,7 +1101,7 @@ do -- FSM_TASK
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--- FSM_TASK class
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-- @type FSM_TASK
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-- @field Tasking.Task#TASK Task
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-- @extends Core.Fsm#FSM
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-- @extends #FSM
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--- # FSM_TASK, extends @{#FSM}
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--
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@ -1,9 +1,28 @@
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--- This module contains the TASK class.
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--- **Tasking** -- This module contains the TASK class.
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--
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-- ===
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--
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--
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-- ===
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--
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-- ### Authors: FlightControl - Design and Programming
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--
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-- @module Task
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--- @type TASK
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-- @field Core.Scheduler#SCHEDULER TaskScheduler
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-- @field Tasking.Mission#MISSION Mission
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-- @field Core.Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
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-- @field Core.Fsm#FSM_PROCESS FsmTemplate
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-- @field Tasking.Mission#MISSION Mission
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-- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter
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-- @extends Core.Fsm#FSM_TASK
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---
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-- # TASK class, extends @{Base#BASE}
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--
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-- ## The TASK class implements the methods for task orchestration within MOOSE.
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--
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-- 1) @{#TASK} class, extends @{Base#BASE}
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-- ============================================
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-- 1.1) The @{#TASK} class implements the methods for task orchestration within MOOSE.
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-- ----------------------------------------------------------------------------------------
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-- The class provides a couple of methods to:
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--
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-- * @{#TASK.AssignToGroup}():Assign a task to a group (of players).
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@ -16,8 +35,8 @@
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-- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit.
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-- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned.
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--
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-- 1.2) Set and enquire task status (beyond the task state machine processing).
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-- ----------------------------------------------------------------------------
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-- ## 1.2) Set and enquire task status (beyond the task state machine processing).
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--
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-- A task needs to implement as a minimum the following task states:
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--
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-- * **Success**: Expresses the successful execution and finalization of the task.
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@ -35,30 +54,17 @@
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-- The status of tasks can be set by the methods **State** followed by the task status. An example is `StateAssigned()`.
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-- The status of tasks can be enquired by the methods **IsState** followed by the task status name. An example is `if IsStateAssigned() then`.
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--
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-- 1.3) Add scoring when reaching a certain task status:
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-- -----------------------------------------------------
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-- ## 1.3) Add scoring when reaching a certain task status:
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--
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-- Upon reaching a certain task status in a task, additional scoring can be given. If the Mission has a scoring system attached, the scores will be added to the mission scoring.
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-- Use the method @{#TASK.AddScore}() to add scores when a status is reached.
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--
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-- 1.4) Task briefing:
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-- -------------------
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-- ## 1.4) Task briefing:
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--
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-- A task briefing can be given that is shown to the player when he is assigned to the task.
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--
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-- ===
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-- @field #TASK TASK
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--
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-- ### Authors: FlightControl - Design and Programming
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--
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-- @module Task
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--- The TASK class
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-- @type TASK
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-- @field Core.Scheduler#SCHEDULER TaskScheduler
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-- @field Tasking.Mission#MISSION Mission
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-- @field Core.Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
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-- @field Core.Fsm#FSM_PROCESS FsmTemplate
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-- @field Tasking.Mission#MISSION Mission
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-- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter
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-- @extends Core.Fsm#FSM_TASK
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TASK = {
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ClassName = "TASK",
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TaskScheduler = nil,
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@ -368,10 +368,7 @@ do -- TASK_SEAD
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-- @param Tasking.Mission#MISSION Mission
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-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Set#SET_UNIT UnitSetTargets
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-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
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-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
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-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
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-- @param Set#SET_UNIT TargetSetUnit
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-- @return #TASK_SEAD self
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function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD" ) ) -- #TASK_SEAD
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