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Documentation
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--- **Functional** -- The ATC\_GROUND classes monitor airbase traffic and regulate speed while taxiing.
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--- **Functional** -- Monitor airbase traffic and regulate speed while taxiing.
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--
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-- ===
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--
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-- ### Features:
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--
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@ -1,24 +1,17 @@
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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.
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--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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-- ### Features:
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--
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--
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-- * Try to keep the airbase clean and operational.
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-- * Prevent airplanes from crashing.
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-- * Clean up obstructing airplanes from the runway that are standing still for a period of time.
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-- * Prevent airplanes firing missiles within the airbase zone.
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--
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-- ===
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--
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-- @module Functional.CleanUp
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-- @image CleanUp_Airbases.JPG
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--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
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-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
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-- @extends Core.Base#BASE
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--- @type CLEANUP_AIRBASE
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-- @extends #CLEANUP_AIRBASE.__
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--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
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--
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-- 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.
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-- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE.
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-- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits.
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@ -43,7 +36,32 @@
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--
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-- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.
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--
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-- ## 1. CLEANUP_AIRBASE Constructor
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-- ===
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--
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-- ### Missions:
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--
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-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- ===
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--
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-- @module Functional.CleanUp
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-- @image CleanUp_Airbases.JPG
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--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
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-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
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-- @extends Core.Base#BASE
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--- @type CLEANUP_AIRBASE
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-- @extends #CLEANUP_AIRBASE.__
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--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
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--
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-- # 1. CLEANUP_AIRBASE Constructor
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--
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-- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.
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--
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@ -54,12 +72,12 @@
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-- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
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-- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )
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--
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-- ## 2. Add or Remove airbases
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-- # 2. Add or Remove airbases
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--
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-- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process.
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-- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process.
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--
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-- ## 3. Clean missiles and bombs within the airbase zone.
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-- # 3. Clean missiles and bombs within the airbase zone.
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--
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-- When missiles or bombs hit the runway, the airbase operations stop.
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-- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop.
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--
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-- ===
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--
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-- Orchestrate the designation of potential targets executed by a Recce group,
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-- and communicates these to a dedicated attacking group of players,
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-- so that following a dynamically generated menu system,
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-- each detected set of potential targets can be lased or smoked...
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-- ### Features:
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--
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-- Targets can be:
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--
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-- * **Lased** for a period of time.
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-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
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-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
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-- * Faciliate the communication of detected targets to players.
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-- * Designate targets using lasers, through a menu system.
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-- * Designate targets using smoking, through a menu system.
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-- * Designate targets using illumination, through a menu system.
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-- * Auto lase targets.
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-- * Refresh detection upon specified time intervals.
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-- * Prioritization on threat levels.
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-- * Reporting system of threats.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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--
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- @module Functional.Designate
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-- @image Designation.JPG
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do -- DESIGNATE
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--- @type DESIGNATE
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-- @extends Core.Fsm#FSM_PROCESS
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--- Manage the designation of detected targets.
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--
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-- Targets detected by recce will be communicated to a group of attacking players.
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-- A menu system is made available that allows to:
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--
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@ -61,7 +38,7 @@ do -- DESIGNATE
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-- * A **Player** is an active CLIENT object containing a human player.
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-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
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--
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-- ## 0. Player Manual
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-- # Player Manual
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--
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-- 
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--
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@ -88,7 +65,7 @@ do -- DESIGNATE
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-- This will ensure that the detection process won't be interrupted and that targets can be designated.
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-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
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--
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-- ### 0.1. Player View (Observer)
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-- ## 1. Player View (Observer)
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--
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-- 
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--
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@ -101,7 +78,7 @@ do -- DESIGNATE
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-- that can be put in **scope** of the DesignateObject.
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-- We call this the **MaximumDesignations** term.
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--
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-- ### 0.2. Designate Menu
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-- ## 2. Designate Menu
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--
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-- 
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--
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@ -135,7 +112,7 @@ do -- DESIGNATE
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-- * Smoke Targets using a specific smoke color.
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-- * Illuminate areas.
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--
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-- ### 0.3. Lasing Targets
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-- ## 3. Lasing Targets
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--
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-- 
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--
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@ -159,7 +136,7 @@ do -- DESIGNATE
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--
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-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
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--
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-- ### 0.4. Illuminating Targets
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-- ## 4. Illuminating Targets
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--
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-- 
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--
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@ -168,7 +145,7 @@ do -- DESIGNATE
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-- Illumination bombs can be fired in while lasing targets.
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-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
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--
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-- ### 0.5. Smoking Targets
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-- ## 5. Smoking Targets
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--
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-- 
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--
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@ -180,19 +157,50 @@ do -- DESIGNATE
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--
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-- Have FUN!
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--
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-- ## 1. DESIGNATE constructor
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-- ===
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--
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-- ### Missions:
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--
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-- [](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation)
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--
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-- ===
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--
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-- ### Contributions:
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--
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-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
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-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
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-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- ===
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--
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-- @module Functional.Designate
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-- @image Designation.JPG
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do -- DESIGNATE
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--- @type DESIGNATE
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-- @extends Core.Fsm#FSM_PROCESS
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--- Manage the designation of detected targets.
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--
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--
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-- # 1. DESIGNATE constructor
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--
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-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
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--
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-- ## 2. DESIGNATE is a FSM
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-- # 2. DESIGNATE is a FSM
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--
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-- Designate is a finite state machine, which allows for controlled transitions of states.
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--
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-- ### 2.1 DESIGNATE States
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-- ## 2.1 DESIGNATE States
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--
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-- * **Designating** ( Group ): The designation process.
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--
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-- ### 2.2 DESIGNATE Events
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-- ## 2.2 DESIGNATE Events
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--
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-- * **@{#DESIGNATE.Detect}**: Detect targets.
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-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
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-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
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-- * **@{#DESIGNATE.Status}**: Report designation status.
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--
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-- ## 3. Maximum Designations
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-- # 3. Maximum Designations
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--
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-- In order to prevent an overflow of designations due to many Detected Targets, there is a
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-- Maximum Designations scope that is set in the DesignationObject.
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@ -208,9 +216,9 @@ do -- DESIGNATE
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-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
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-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
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--
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-- ## 4. Laser codes
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-- # 4. Laser codes
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--
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-- ### 4.1. Set possible laser codes
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-- ## 4.1. Set possible laser codes
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--
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-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
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-- The laser code is communicated by the Recce when it is lasing a larget.
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@ -228,11 +236,11 @@ do -- DESIGNATE
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--
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-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
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--
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-- ### 4.2. Auto generate laser codes
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-- ## 4.2. Auto generate laser codes
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--
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-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
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--
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-- ### 4.3. Add specific lase codes to the lase menu
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-- ## 4.3. Add specific lase codes to the lase menu
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--
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-- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
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-- The SU-25T needs targets to be lased using laser code 1113.
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@ -241,7 +249,7 @@ do -- DESIGNATE
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-- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code.
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-- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}().
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--
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-- ## 5. Autolase to automatically lase detected targets.
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-- # 5. Autolase to automatically lase detected targets.
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--
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-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
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-- The **auto lase** function can be activated through the Designation Menu.
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@ -252,7 +260,7 @@ do -- DESIGNATE
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--
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-- Activate the auto lasing.
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--
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-- ## 6. Target prioritization on threat level
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-- # 6. Target prioritization on threat level
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--
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-- 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.
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-- 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,
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@ -265,12 +273,12 @@ do -- DESIGNATE
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--
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-- 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.
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--
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-- ## 6. Designate Menu Location for a Mission
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-- # 7. Designate Menu Location for a Mission
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--
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-- 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.
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-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
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--
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-- ## 7. Status Report
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-- # 8. Status Report
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--
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-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
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--
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