Documentation

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FlightControl 2018-10-08 05:56:14 +02:00
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--- **Functional** -- The ATC\_GROUND classes monitor airbase traffic and regulate speed while taxiing.
--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing.
--
-- ===
--
-- ### Features:
--

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--- **Functional** -- The CLEANUP_AIRBASE class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Features:
--
--
-- * Try to keep the airbase clean and operational.
-- * Prevent airplanes from crashing.
-- * Clean up obstructing airplanes from the runway that are standing still for a period of time.
-- * Prevent airplanes firing missiles within the airbase zone.
--
-- ===
--
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
--
-- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase.
-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
@ -43,7 +36,32 @@
--
-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
--
-- ## 1. CLEANUP_AIRBASE Constructor
-- ===
--
-- ### Missions:
--
-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ===
--
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
--
-- # 1. CLEANUP_AIRBASE Constructor
--
-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
--
@ -54,12 +72,12 @@
-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
--
-- ## 2. Add or Remove airbases
-- # 2. Add or Remove airbases
--
-- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process.
-- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process.
--
-- ## 3. Clean missiles and bombs within the airbase zone.
-- # 3. Clean missiles and bombs within the airbase zone.
--
-- When missiles or bombs hit the runway, the airbase operations stop.
-- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop.

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--
-- ===
--
-- Orchestrate the designation of potential targets executed by a Recce group,
-- and communicates these to a dedicated attacking group of players,
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
-- ### Features:
--
-- Targets can be:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
-- * Faciliate the communication of detected targets to players.
-- * Designate targets using lasers, through a menu system.
-- * Designate targets using smoking, through a menu system.
-- * Designate targets using illumination, through a menu system.
-- * Auto lase targets.
-- * Refresh detection upon specified time intervals.
-- * Prioritization on threat levels.
-- * Reporting system of threats.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
--
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- @module Functional.Designate
-- @image Designation.JPG
do -- DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets.
--
-- Targets detected by recce will be communicated to a group of attacking players.
-- A menu system is made available that allows to:
--
@ -61,7 +38,7 @@ do -- DESIGNATE
-- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
--
-- ## 0. Player Manual
-- # Player Manual
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
@ -88,7 +65,7 @@ do -- DESIGNATE
-- This will ensure that the detection process won't be interrupted and that targets can be designated.
-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
--
-- ### 0.1. Player View (Observer)
-- ## 1. Player View (Observer)
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG)
--
@ -101,7 +78,7 @@ do -- DESIGNATE
-- that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term.
--
-- ### 0.2. Designate Menu
-- ## 2. Designate Menu
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG)
--
@ -135,7 +112,7 @@ do -- DESIGNATE
-- * Smoke Targets using a specific smoke color.
-- * Illuminate areas.
--
-- ### 0.3. Lasing Targets
-- ## 3. Lasing Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG)
--
@ -159,7 +136,7 @@ do -- DESIGNATE
--
-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
--
-- ### 0.4. Illuminating Targets
-- ## 4. Illuminating Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG)
--
@ -168,7 +145,7 @@ do -- DESIGNATE
-- Illumination bombs can be fired in while lasing targets.
-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
--
-- ### 0.5. Smoking Targets
-- ## 5. Smoking Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG)
--
@ -180,19 +157,50 @@ do -- DESIGNATE
--
-- Have FUN!
--
-- ## 1. DESIGNATE constructor
-- ===
--
-- ### Missions:
--
-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation)
--
-- ===
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- ===
--
-- @module Functional.Designate
-- @image Designation.JPG
do -- DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets.
--
--
-- # 1. DESIGNATE constructor
--
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
--
-- ## 2. DESIGNATE is a FSM
-- # 2. DESIGNATE is a FSM
--
-- Designate is a finite state machine, which allows for controlled transitions of states.
--
-- ### 2.1 DESIGNATE States
-- ## 2.1 DESIGNATE States
--
-- * **Designating** ( Group ): The designation process.
--
-- ### 2.2 DESIGNATE Events
-- ## 2.2 DESIGNATE Events
--
-- * **@{#DESIGNATE.Detect}**: Detect targets.
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
@ -200,7 +208,7 @@ do -- DESIGNATE
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
-- * **@{#DESIGNATE.Status}**: Report designation status.
--
-- ## 3. Maximum Designations
-- # 3. Maximum Designations
--
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
@ -208,9 +216,9 @@ do -- DESIGNATE
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- ## 4. Laser codes
-- # 4. Laser codes
--
-- ### 4.1. Set possible laser codes
-- ## 4.1. Set possible laser codes
--
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
-- The laser code is communicated by the Recce when it is lasing a larget.
@ -228,11 +236,11 @@ do -- DESIGNATE
--
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
--
-- ### 4.2. Auto generate laser codes
-- ## 4.2. Auto generate laser codes
--
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
--
-- ### 4.3. Add specific lase codes to the lase menu
-- ## 4.3. Add specific lase codes to the lase menu
--
-- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
-- The SU-25T needs targets to be lased using laser code 1113.
@ -241,7 +249,7 @@ do -- DESIGNATE
-- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code.
-- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}().
--
-- ## 5. Autolase to automatically lase detected targets.
-- # 5. Autolase to automatically lase detected targets.
--
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
-- The **auto lase** function can be activated through the Designation Menu.
@ -252,7 +260,7 @@ do -- DESIGNATE
--
-- Activate the auto lasing.
--
-- ## 6. Target prioritization on threat level
-- # 6. Target prioritization on threat level
--
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
@ -265,12 +273,12 @@ do -- DESIGNATE
--
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
--
-- ## 6. Designate Menu Location for a Mission
-- # 7. Designate Menu Location for a Mission
--
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
--
-- ## 7. Status Report
-- # 8. Status Report
--
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
--