Code formatting, spelling and documentation fixes. (#1661)

* Update Point.lua

Minor code formatting fix.

* Update Airboss.lua

Minor code formatting and documentation fixes.

* Update Set.lua

Code formatting, spelling and documentation fixes.

* Update ATIS.lua

Code formatting, spelling and documentation fixes.

* Update Task_A2A_Dispatcher.lua

Minor code formatting and documentation fixes. Added TODO re. possible unused variables.
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TommyC81 2021-12-09 20:51:38 +04:00 committed by GitHub
parent a4ca4bdc99
commit a59343b987
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5 changed files with 1366 additions and 1570 deletions

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@ -395,8 +395,8 @@ do -- COORDINATE
id = world.VolumeType.SPHERE,
params = {
point = self:GetVec3(),
radius = radius
}
radius = radius,
},
}
-- Defaults

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@ -303,7 +303,6 @@
-- The AV-8B Harrier pattern is very similar, the only differences are as there is no angled deck there is no wake check. from the ninety you wil fly a straight approach offset 26 ft to port (left) of the tram line.
-- The aim is to arrive abeam the landing spot in a stable hover at 120 ft with forward speed matched to the boat. From there the LSO will call "cleared to land". You then level cross to the tram line at the designated landing spot at land vertcally. When you stabalise over the landing spot LSO will call Stabalise to indicate you are centered at the correct spot.
--
--
-- ## CASE III
--
-- ![Banner Image](..\Presentations\AIRBOSS\Airboss_Case3.png)
@ -958,8 +957,6 @@
--
-- Again, changing the file name, subtitle, subtitle duration is not required if you name the file exactly like the original one, which is this case would be "LSO-RogerBall.ogg".
--
--
--
-- ## The Radio Dilemma
--
-- DCS offers two (actually three) ways to send radio messages. Each one has its advantages and disadvantages and it is important to understand the differences.
@ -1304,19 +1301,19 @@ AIRBOSS.AircraftCarrier={
-- @field #string JCARLOS Juan Carlos I (L61) [V/STOL Carrier]
-- @field #string HMAS Canberra (L02) [V/STOL Carrier]
-- @field #string KUZNETSOV Admiral Kuznetsov (CV 1143.5)
AIRBOSS.CarrierType={
ROOSEVELT="CVN_71",
LINCOLN="CVN_72",
WASHINGTON="CVN_73",
TRUMAN="CVN_75",
STENNIS="Stennis",
FORRESTAL="Forrestal",
VINSON="VINSON",
TARAWA="LHA_Tarawa",
AMERICA="USS America LHA-6",
JCARLOS="L61",
CANBERRA="L02",
KUZNETSOV="KUZNECOW",
AIRBOSS.CarrierType = {
ROOSEVELT = "CVN_71",
LINCOLN = "CVN_72",
WASHINGTON = "CVN_73",
TRUMAN = "CVN_75",
STENNIS = "Stennis",
FORRESTAL = "Forrestal",
VINSON = "VINSON",
TARAWA = "LHA_Tarawa",
AMERICA = "USS America LHA-6",
JCARLOS = "L61",
CANBERRA = "L02",
KUZNETSOV = "KUZNECOW",
}
--- Carrier specific parameters.
@ -1396,36 +1393,36 @@ AIRBOSS.CarrierType={
-- @field #string BOLTER "Bolter Pattern".
-- @field #string EMERGENCY "Emergency Landing".
-- @field #string DEBRIEF "Debrief".
AIRBOSS.PatternStep={
UNDEFINED="Undefined",
REFUELING="Refueling",
SPINNING="Spinning",
COMMENCING="Commencing",
HOLDING="Holding",
WAITING="Waiting for free Marshal stack",
PLATFORM="Platform",
ARCIN="Arc Turn In",
ARCOUT="Arc Turn Out",
DIRTYUP="Dirty Up",
BULLSEYE="Bullseye",
INITIAL="Initial",
BREAKENTRY="Break Entry",
EARLYBREAK="Early Break",
LATEBREAK="Late Break",
ABEAM="Abeam",
NINETY="Ninety",
WAKE="Wake",
FINAL="Turn Final",
GROOVE_XX="Groove X",
GROOVE_IM="Groove In the Middle",
GROOVE_IC="Groove In Close",
GROOVE_AR="Groove At the Ramp",
GROOVE_IW="Groove In the Wires",
GROOVE_AL="Groove Abeam Landing Spot",
GROOVE_LC="Groove Level Cross",
BOLTER="Bolter Pattern",
EMERGENCY="Emergency Landing",
DEBRIEF="Debrief",
AIRBOSS.PatternStep = {
UNDEFINED = "Undefined",
REFUELING = "Refueling",
SPINNING = "Spinning",
COMMENCING = "Commencing",
HOLDING = "Holding",
WAITING = "Waiting for free Marshal stack",
PLATFORM = "Platform",
ARCIN = "Arc Turn In",
ARCOUT = "Arc Turn Out",
DIRTYUP = "Dirty Up",
BULLSEYE = "Bullseye",
INITIAL = "Initial",
BREAKENTRY = "Break Entry",
EARLYBREAK = "Early Break",
LATEBREAK = "Late Break",
ABEAM = "Abeam",
NINETY = "Ninety",
WAKE = "Wake",
FINAL = "Turn Final",
GROOVE_XX = "Groove X",
GROOVE_IM = "Groove In the Middle",
GROOVE_IC = "Groove In Close",
GROOVE_AR = "Groove At the Ramp",
GROOVE_IW = "Groove In the Wires",
GROOVE_AL = "Groove Abeam Landing Spot",
GROOVE_LC = "Groove Level Cross",
BOLTER = "Bolter Pattern",
EMERGENCY = "Emergency Landing",
DEBRIEF = "Debrief",
}
--- Groove position.
@ -1438,15 +1435,15 @@ AIRBOSS.PatternStep={
-- @field #string AL "AL": Abeam landing position (V/STOL).
-- @field #string LC "LC": Level crossing (V/STOL).
-- @field #string IW "IW": In the wires.
AIRBOSS.GroovePos={
X0="X0",
XX="XX",
IM="IM",
IC="IC",
AR="AR",
AL="AL",
LC="LC",
IW="IW",
AIRBOSS.GroovePos = {
X0 = "X0",
XX = "XX",
IM = "IM",
IC = "IC",
AR = "AR",
AL = "AL",
LC = "LC",
IW = "IW",
}
--- Radio.
@ -1581,10 +1578,10 @@ AIRBOSS.GroovePos={
-- @field #string EASY Flight Student. Shows tips and hints in important phases of the approach.
-- @field #string NORMAL Naval aviator. Moderate number of hints but not really zip lip.
-- @field #string HARD TOPGUN graduate. For people who know what they are doing. Nearly *ziplip*.
AIRBOSS.Difficulty={
EASY="Flight Student",
NORMAL="Naval Aviator",
HARD="TOPGUN Graduate",
AIRBOSS.Difficulty = {
EASY = "Flight Student",
NORMAL = "Naval Aviator",
HARD = "TOPGUN Graduate",
}
--- Recovery window parameters.

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@ -82,7 +82,7 @@ do -- TASK_A2A_DISPATCHER
-- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia7.JPG)
--
--
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
@ -182,7 +182,7 @@ do -- TASK_A2A_DISPATCHER
Mission = nil,
Detection = nil,
Tasks = {},
SweepZones = {}
SweepZones = {},
}
--- TASK_A2A_DISPATCHER constructor.
@ -292,7 +292,7 @@ do -- TASK_A2A_DISPATCHER
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
if DetectedItem.IsDetected == false then
@ -316,7 +316,7 @@ do -- TASK_A2A_DISPATCHER
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )