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https://github.com/FlightControl-Master/MOOSE.git
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Documentation of SetState and GetState and BASE documentation update.
-- SetState documented. -- GetState documented. -- BASE main documentation. -- Test mission updated and documentation.
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@@ -202,6 +202,19 @@ The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure co
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<li><a href="##(BASE).GetClassNameAndID">BASE.GetClassNameAndID</a>(): Gets the name and ID of the object.</li>
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</ul>
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<h2>1.5) All objects derived from BASE can have "States"</h2>
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<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>.
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States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>.
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The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object.
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To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method.
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These two methods provide a very handy way to keep state at long lasting processes.
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Values can be stored within the objects, and later retrieved or changed when needed.
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There is one other important thing to note, the <a href="##(BASE).SetState">BASE.SetState</a>() and <a href="##(BASE).GetState">BASE.GetState</a> methods
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receive as the <strong>first parameter the object for which the state needs to be set</strong>.
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Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
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object name to the method.</p>
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<h2>1.10) BASE Inheritance (tree) support</h2>
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<p>The following methods are available to support inheritance:</p>
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@@ -520,9 +533,9 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(BASE).GetState">BASE:GetState(Object, StateName)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(BASE).GetState">BASE:GetState(Object, Key, Value)</a></td>
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<td class="summary">
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<p>Get a Value given a Key from the Object.</p>
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</td>
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</tr>
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<tr>
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@@ -544,9 +557,9 @@ YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(BASE).SetState">BASE:SetState(Object, StateName, State)</a></td>
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<td class="name" nowrap="nowrap"><a href="##(BASE).SetState">BASE:SetState(Object, Key, Value)</a></td>
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<td class="summary">
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<p>Set a state or property of the Object given a Key and a Value.</p>
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</td>
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</tr>
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<tr>
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@@ -1746,26 +1759,42 @@ is the Child class from which the Parent class needs to be retrieved.</p>
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<dt>
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<a id="#(BASE).GetState" >
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<strong>BASE:GetState(Object, StateName)</strong>
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<strong>BASE:GetState(Object, Key, Value)</strong>
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</a>
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</dt>
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<dd>
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<p>Get a Value given a Key from the Object.</p>
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<p>Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em> Object </em></code>: </p>
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<p><code><em> Object </em></code>:
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The object that holds the Value set by the Key.</p>
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</li>
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<li>
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<p><code><em> StateName </em></code>: </p>
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<p><code><em> Key </em></code>:
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The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!</p>
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</li>
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<li>
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<p><code><em> Value </em></code>:
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The value to is stored in the Object.</p>
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</li>
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</ul>
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<h3>Return value</h3>
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<p>The Value retrieved.</p>
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</dd>
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</dl>
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<dl class="function">
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@@ -1839,31 +1868,52 @@ Child</p>
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<dt>
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<a id="#(BASE).SetState" >
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<strong>BASE:SetState(Object, StateName, State)</strong>
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<strong>BASE:SetState(Object, Key, Value)</strong>
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</a>
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</dt>
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<dd>
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<p>Set a state or property of the Object given a Key and a Value.</p>
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<p>Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.</p>
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<h3>Parameters</h3>
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<ul>
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<li>
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<p><code><em> Object </em></code>: </p>
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<p><code><em> Object </em></code>:
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The object that will hold the Value set by the Key.</p>
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</li>
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<li>
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<p><code><em> StateName </em></code>: </p>
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<p><code><em> Key </em></code>:
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The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!</p>
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</li>
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<li>
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<p><code><em> State </em></code>: </p>
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<p><code><em> Value </em></code>:
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The value to is stored in the object.</p>
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</li>
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</ul>
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<h3>Return values</h3>
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<ol>
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<li>
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<p>The Value set.</p>
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</li>
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<li>
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<p><em>#nil:</em>
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The Key was not found and thus the Value could not be retrieved.</p>
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</li>
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</ol>
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</dd>
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</dl>
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<dl class="function">
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@@ -2413,7 +2413,6 @@ The UNIT carrying the package.</p>
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<dl class="function">
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<dt>
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<em></em>
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<a id="#(AI_CARGO_UNIT).CargoCarrier" >
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<strong>AI_CARGO_UNIT.CargoCarrier</strong>
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</a>
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@@ -2171,7 +2171,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxGroups" >
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<strong>SPAWN.SpawnMaxGroups</strong>
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</a>
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@@ -2188,7 +2188,7 @@ when nothing was spawned.</p>
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<dl class="function">
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<dt>
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<em>#number</em>
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<em></em>
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<a id="#(SPAWN).SpawnMaxUnitsAlive" >
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<strong>SPAWN.SpawnMaxUnitsAlive</strong>
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</a>
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