Merge branch 'FF/Develop' of https://github.com/FlightControl-Master/MOOSE into FF/Develop

This commit is contained in:
Frank 2018-09-27 23:44:06 +02:00
commit a744e08a75
2 changed files with 36 additions and 3 deletions

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@ -104,7 +104,7 @@
-- ## Strafe Pits
-- Each strafe pit can consist of multiple targets. Often one findes two or three strafe targets next to each other.
--
-- A strafe pit can be added to the range by the @{#RANGE.AddStrafepit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function.
-- A strafe pit can be added to the range by the @{#RANGE.AddStrafePit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function.
--
-- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Wrapper.Unit} or @{Static} objects defined in the mission editor.
-- * In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front

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@ -311,7 +311,7 @@
-- The parameter *group* is a late activated template group. The waypoints of this group are used to define the path between the two warehouses.
-- By default, the reverse paths is automatically added to get *from* the remote warehouse to this warehouse unless the parameter *oneway* is set to *true*.
--
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Off-RoadPaths.png)
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Off-Road_Paths.png)
--
-- **Note** that if an off road connection is defined between two warehouses this becomes the default path, i.e. even if there is a path *on road* possible
-- this will not be used.
@ -492,6 +492,39 @@
-- So the mission designer can intervene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good.
--
-- ===
--
-- # Hook in and Take Control
--
-- The Finite State Machine implementation allows mission designers to hook into important events and add their own code.
-- Most of these events have already been mentioned but here is the list at a glance:
--
-- * "NotReadyYet" --> "Start" --> "Running" (Starting the warehouse)
-- * "*" --> "Status" --> "*" (status updated in regular intervals)
-- * "*" --> "AddAsset" --> "*" (adding a new asset to the warehouse stock)
-- * "*" --> "NewAsset" --> "*" (a new asset has been added to the warehouse stock)
-- * "*" --> "AddRequest" --> "*" (adding a request for the warehouse assets)
-- * "Running" --> "Request" --> "*" (a request is processed when the warehouse is running)
-- * "Attacked" --> "Request" --> "*" (a request is processed when the warehouse is attacked)
-- * "*" --> "Arrived" --> "*" (asset group has arrived at its destination)
-- * "*" --> "Delivered" --> "*" (all assets of a request have been delivered)
-- * "Running" --> "SelfRequest" --> "*" (warehouse is requesting asset from itself when running)
-- * "Attacked" --> "SelfRequest" --> "*" (warehouse is requesting asset from itself while under attack)
-- * "*" --> "Attacked" --> "Attacked" (warehouse is being attacked)
-- * "Attacked" --> "Defeated" --> "Running" (an attack was defeated)
-- * "Attacked" --> "Captured" --> "Running" (warehouse was captured by the enemy)
-- * "*" --> "AirbaseCaptured" --> "*" (airbase belonging to the warehouse was captured by the enemy)
-- * "*" --> "AirbaseRecaptured" --> "*" (airbase was re-captured)
-- * "*" --> "Destroyed" --> "Destroyed" (warehouse was destroyed)
-- * "Running" --> "Pause" --> "Paused" (warehouse is paused)
-- * "Paused" --> "Unpause" --> "Running" (warehouse is unpaused)
-- * "*" --> "Stop" --> "Stopped" (warehouse is stopped)
--
-- The transitions are of the general form "From State" --> "Event" --> "To State". The "*" star denotes that the transition is possible from *any* state.
-- Some transitions, however, are only allowed from certain "From States". For example, no requests can be processed if the warehouse is in "Paused" or "Destroyed" or "Stopped" state.
--
-- Mission designers can capture the events with OnAfterEvent functions, e.g. @{#WAREHOUSE.OnAfterDelivered} or @{#WAREHOUSE.OnAfterAirbaseCaptured}.
--
-- ===
--
-- # Examples
--
@ -1346,7 +1379,7 @@ WAREHOUSE.db = {
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.5.3"
WAREHOUSE.version="0.5.3w"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.