Fixes in documentation

This commit is contained in:
FlightControl 2017-03-31 14:31:00 +02:00
parent 2c5cc66826
commit 0c7622969d
3 changed files with 33 additions and 31 deletions

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@ -86,7 +86,6 @@
do -- FSM do -- FSM
--- FSM class
--- @type FSM --- @type FSM
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -1102,7 +1101,7 @@ do -- FSM_TASK
--- FSM_TASK class --- FSM_TASK class
-- @type FSM_TASK -- @type FSM_TASK
-- @field Tasking.Task#TASK Task -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM -- @extends #FSM
--- # FSM_TASK, extends @{#FSM} --- # FSM_TASK, extends @{#FSM}
-- --

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@ -1,9 +1,28 @@
--- This module contains the TASK class. --- **Tasking** -- This module contains the TASK class.
--
-- ===
--
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task
--- @type TASK
-- @field Core.Scheduler#SCHEDULER TaskScheduler
-- @field Tasking.Mission#MISSION Mission
-- @field Core.Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
-- @field Core.Fsm#FSM_PROCESS FsmTemplate
-- @field Tasking.Mission#MISSION Mission
-- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @extends Core.Fsm#FSM_TASK
---
-- # TASK class, extends @{Base#BASE}
--
-- ## The TASK class implements the methods for task orchestration within MOOSE.
-- --
-- 1) @{#TASK} class, extends @{Base#BASE}
-- ============================================
-- 1.1) The @{#TASK} class implements the methods for task orchestration within MOOSE.
-- ----------------------------------------------------------------------------------------
-- The class provides a couple of methods to: -- The class provides a couple of methods to:
-- --
-- * @{#TASK.AssignToGroup}():Assign a task to a group (of players). -- * @{#TASK.AssignToGroup}():Assign a task to a group (of players).
@ -16,8 +35,8 @@
-- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit. -- * @{#TASK.UnAssignFromUnit}(): Unassign the task from a unit.
-- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned. -- * @{#TASK.SetTimeOut}(): Set timer in seconds before task gets cancelled if not assigned.
-- --
-- 1.2) Set and enquire task status (beyond the task state machine processing). -- ## 1.2) Set and enquire task status (beyond the task state machine processing).
-- ---------------------------------------------------------------------------- --
-- A task needs to implement as a minimum the following task states: -- A task needs to implement as a minimum the following task states:
-- --
-- * **Success**: Expresses the successful execution and finalization of the task. -- * **Success**: Expresses the successful execution and finalization of the task.
@ -35,30 +54,17 @@
-- The status of tasks can be set by the methods **State** followed by the task status. An example is `StateAssigned()`. -- The status of tasks can be set by the methods **State** followed by the task status. An example is `StateAssigned()`.
-- The status of tasks can be enquired by the methods **IsState** followed by the task status name. An example is `if IsStateAssigned() then`. -- The status of tasks can be enquired by the methods **IsState** followed by the task status name. An example is `if IsStateAssigned() then`.
-- --
-- 1.3) Add scoring when reaching a certain task status: -- ## 1.3) Add scoring when reaching a certain task status:
-- ----------------------------------------------------- --
-- 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. -- 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.
-- Use the method @{#TASK.AddScore}() to add scores when a status is reached. -- Use the method @{#TASK.AddScore}() to add scores when a status is reached.
-- --
-- 1.4) Task briefing: -- ## 1.4) Task briefing:
-- ------------------- --
-- A task briefing can be given that is shown to the player when he is assigned to the task. -- A task briefing can be given that is shown to the player when he is assigned to the task.
-- --
-- === -- @field #TASK TASK
-- --
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task
--- The TASK class
-- @type TASK
-- @field Core.Scheduler#SCHEDULER TaskScheduler
-- @field Tasking.Mission#MISSION Mission
-- @field Core.Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
-- @field Core.Fsm#FSM_PROCESS FsmTemplate
-- @field Tasking.Mission#MISSION Mission
-- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @extends Core.Fsm#FSM_TASK
TASK = { TASK = {
ClassName = "TASK", ClassName = "TASK",
TaskScheduler = nil, TaskScheduler = nil,

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@ -368,10 +368,7 @@ do -- TASK_SEAD
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task. -- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets -- @param Set#SET_UNIT TargetSetUnit
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
-- 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.
-- @return #TASK_SEAD self -- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit ) function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD" ) ) -- #TASK_SEAD local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD" ) ) -- #TASK_SEAD