Documentation refinement of Core Classes

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Grey-Echo 2017-03-10 23:32:39 +01:00
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--- This module contains the BASE class.
--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
--
-- 1) @{#BASE} class
-- =================
-- The @{#BASE} class is the super class for all the classes defined within MOOSE.
-- ![Banner Image](..\Presentations\BASE\Dia1.JPG)
--
-- It handles:
-- ===
--
-- * The construction and inheritance of child classes.
-- * The tracing of objects during mission execution within the **DCS.log** file, under the **"Saved Games\DCS\Logs"** folder.
-- # 1) @{#BASE} class
--
-- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.
-- All classes within the MOOSE framework are derived from the @{#BASE} class.
--
-- BASE provides facilities for :
--
-- * The construction and inheritance of MOOSE classes.
-- * The class naming and numbering system.
-- * The class hierarchy search system.
-- * The tracing of information or objects during mission execution for debuggin purposes.
-- * The subscription to DCS events for event handling in MOOSE objects.
--
-- Note: The BASE class is an abstract class and is not meant to be used directly.
--
-- ## 1.1) BASE constructor
--
-- Any class derived from BASE, must use the @{Base#BASE.New) constructor within the @{Base#BASE.Inherit) method.
-- See an example at the @{Base#BASE.New} method how this is done.
--
-- ## 1.2) BASE Trace functionality
-- ## 1.2) Trace information for debugging
--
-- The BASE class contains trace methods to trace progress within a mission execution of a certain object.
-- Note that these trace methods are inherited by each MOOSE class interiting BASE.
-- As such, each object created from derived class from BASE can use the tracing functions to trace its execution.
-- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.
--
-- ### 1.2.1) Tracing functions
-- Any type of information can be passed to these tracing methods. See the following examples:
--
-- self:E( "Hello" )
--
-- Result in the word "Hello" in the dcs.log.
--
-- local Array = { 1, nil, "h", { "a","b" }, "x" }
-- self:E( Array )
--
-- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.
--
-- local Object1 = "Object1"
-- local Object2 = 3
-- local Object3 = { Object 1, Object 2 }
-- self:E( { Object1, Object2, Object3 } )
--
-- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.
--
-- local SpawnObject = SPAWN:New( "Plane" )
-- local GroupObject = GROUP:FindByName( "Group" )
-- self:E( { Spawn = SpawnObject, Group = GroupObject } )
--
-- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.
--
-- Below a more detailed explanation of the different method types for tracing.
--
-- ### 1.2.1) Tracing methods categories
--
-- There are basically 3 types of tracing methods available within BASE:
-- There are basically 3 types of tracing methods available:
--
-- * @{#BASE.F}: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.
-- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
-- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
-- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.
--
-- ### 1.2.2) Tracing levels
--
@ -51,6 +83,7 @@
-- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method.
-- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method.
-- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method.
--
-- ### 1.2.4) Check if tracing is on.
--
-- The method @{#BASE.IsTrace}() will validate if tracing is activated or not.
@ -64,7 +97,7 @@
--
-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
-- So, when the DCS event occurs, the class will be notified of that event.
-- There are two functions which you use to subscribe to or unsubscribe from an event.
-- There are two methods which you use to subscribe to or unsubscribe from an event.
--
-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
@ -114,10 +147,12 @@
--
-- ## 1.5) All objects derived from BASE can have "States"
--
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
-- A mechanism is in place in MOOSE, that allows to let the objects administer **states**.
-- States are essentially properties of objects, which are identified by a **Key** and a **Value**.
--
-- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object.
-- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method.
--
-- These two methods provide a very handy way to keep state at long lasting processes.
-- Values can be stored within the objects, and later retrieved or changed when needed.
-- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods
@ -125,9 +160,9 @@
-- 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
-- object name to the method.
--
-- ## 1.10) BASE Inheritance (tree) support
-- ## 1.10) Inheritance
--
-- The following methods are available to support inheritance:
-- The following methods are available to implement inheritance
--
-- * @{#BASE.Inherit}: Inherits from a class.
-- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object.

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@ -1,5 +1,4 @@
--- This core module models the dispatching of DCS Events to subscribed MOOSE classes,
-- following a given priority.
--- **Core** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
--
-- ![Banner Image](..\Presentations\EVENT\Dia1.JPG)
--

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@ -1,5 +1,5 @@
--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes.
-- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.
--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
-- are design patterns allowing efficient (long-lasting) processes and workflows.
--
-- ![Banner Image](..\Presentations\FSM\Dia1.JPG)
--

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@ -1,4 +1,4 @@
--- This module contains the MENU classes.
--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
--
-- ===
--

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@ -1,26 +1,40 @@
--- This module contains the MESSAGE class.
--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
--
-- ![Banner Image](..\Presentations\MESSAGE\Dia1.JPG)
--
-- ===
--
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE}
--
-- 1) @{Message#MESSAGE} class, extends @{Base#BASE}
-- =================================================
-- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message.
--
-- 1.1) MESSAGE construction methods
-- ---------------------------------
-- ## 1.1) MESSAGE construction
--
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
-- 1.2) Send messages with MESSAGE To methods
-- ------------------------------------------
-- Messages are sent to:
-- ## 1.2) Send messages to an audience
--
-- Messages are sent:
--
-- * Clients with @{Message#MESSAGE.ToClient}.
-- * Coalitions with @{Message#MESSAGE.ToCoalition}.
-- * All Players with @{Message#MESSAGE.ToAll}.
-- * To a @{Client} using @{Message#MESSAGE.ToClient}().
-- * To a @{Group} using @{Message#MESSAGE.ToGroup}()
-- * To a coalition using @{Message#MESSAGE.ToCoalition}().
-- * To the red coalition using @{Message#MESSAGE.ToRed}().
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
-- * To all Players using @{Message#MESSAGE.ToAll}().
--
-- ## 1.3) Send conditionally to an audience
--
-- Messages can be sent conditionally to an audience (when a condition is true):
--
-- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
--
--
-- @module Message
-- @author FlightControl
--- The MESSAGE class
-- @type MESSAGE
@ -229,80 +243,3 @@ function MESSAGE:ToAllIf( Condition )
return self
end
----- The MESSAGEQUEUE class
---- @type MESSAGEQUEUE
--MESSAGEQUEUE = {
-- ClientGroups = {},
-- CoalitionSides = {}
--}
--
--function MESSAGEQUEUE:New( RefreshInterval )
-- local self = BASE:Inherit( self, BASE:New() )
-- self:F( { RefreshInterval } )
--
-- self.RefreshInterval = RefreshInterval
--
-- --self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
-- self.DisplayFunction = SCHEDULER:New( self, self._DisplayMessages, {}, 0, RefreshInterval )
--
-- return self
--end
--
----- This function is called automatically by the MESSAGEQUEUE scheduler.
--function MESSAGEQUEUE:_DisplayMessages()
--
-- -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- if MessageData.MessageSent == false then
-- --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageSent = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
--
-- -- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
-- -- Because the Client messages will overwrite the Coalition messages (for that Client).
-- for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
-- for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
-- if MessageData.MessageGroup == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageGroup = true
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
--
-- -- Now check if the Client also has messages that belong to the Coalition of the Client...
-- for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
-- for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
-- local CoalitionGroup = Group.getByName( ClientGroupName )
-- if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
-- if MessageData.MessageCoalition == false then
-- trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
-- MessageData.MessageCoalition = true
-- end
-- end
-- local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
-- if MessageTimeLeft <= 0 then
-- MessageData = nil
-- end
-- end
-- end
-- end
--
-- return true
--end
--
----- The _MessageQueue object is created when the MESSAGE class module is loaded.
----_MessageQueue = MESSAGEQUEUE:New( 0.5 )
--

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@ -1,4 +1,4 @@
--- This module contains the POINT classes.
--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
--
-- 1) @{Point#POINT_VEC3} class, extends @{Base#BASE}
-- ==================================================

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@ -1,4 +1,4 @@
--- This module contains the SET classes.
--- **Core** - SET classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
--
-- ===
--

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@ -1,4 +1,6 @@
--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
--
-- ===
--
-- There are essentially two core functions that zones accomodate:
--

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@ -72,40 +72,78 @@
<div id="content">
<h1>Module <code>Base</code></h1>
<p>This module contains the BASE class.</p>
<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
<p>Each class within the MOOSE framework derives from BASE.</p>
<p><img src="..\Presentations\BASE\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="##(BASE)">#BASE</a> class</h1>
<p>The <a href="##(BASE)">#BASE</a> class is the super class for all the classes defined within MOOSE.</p>
<p>It handles:</p>
<p>All classes within the MOOSE framework are derived from the <a href="##(BASE)">#BASE</a> class. </p>
<p>BASE provides facilities for :</p>
<ul>
<li>The construction and inheritance of child classes.</li>
<li>The tracing of objects during mission execution within the <strong>DCS.log</strong> file, under the <strong>"Saved Games\DCS\Logs"</strong> folder.</li>
<li>The construction and inheritance of MOOSE classes.</li>
<li>The class naming and numbering system.</li>
<li>The class hierarchy search system.</li>
<li>The tracing of information or objects during mission execution for debuggin purposes.</li>
<li>The subscription to DCS events for event handling in MOOSE objects.</li>
</ul>
<p>Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.</p>
<p>Note: The BASE class is an abstract class and is not meant to be used directly.</p>
<h2>1.1) BASE constructor</h2>
<p>Any class derived from BASE, must use the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
<h2>1.2) BASE Trace functionality</h2>
<h2>1.2) Trace information for debugging</h2>
<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
Note that these trace methods are inherited by each MOOSE class interiting BASE.
As such, each object created from derived class from BASE can use the tracing functions to trace its execution.</p>
These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.</p>
<h3>1.2.1) Tracing functions</h3>
<p>Any type of information can be passed to these tracing methods. See the following examples:</p>
<p>There are basically 3 types of tracing methods available within BASE:</p>
<pre><code>self:E( "Hello" )
</code></pre>
<p>Result in the word "Hello" in the dcs.log.</p>
<pre><code>local Array = { 1, nil, "h", { "a","b" }, "x" }
self:E( Array )
</code></pre>
<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. </p>
<pre><code>local Object1 = "Object1"
local Object2 = 3
local Object3 = { Object 1, Object 2 }
self:E( { Object1, Object2, Object3 } )
</code></pre>
<p>Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.</p>
<pre><code>local SpawnObject = SPAWN:New( "Plane" )
local GroupObject = GROUP:FindByName( "Group" )
self:E( { Spawn = SpawnObject, Group = GroupObject } )
</code></pre>
<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. </p>
<p>Below a more detailed explanation of the different method types for tracing.</p>
<h3>1.2.1) Tracing methods categories</h3>
<p>There are basically 3 types of tracing methods available:</p>
<ul>
<li><a href="##(BASE).F">BASE.F</a>: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
<li><a href="##(BASE).T">BASE.T</a>: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
<li><a href="##(BASE).E">BASE.E</a>: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.</li>
<li><a href="##(BASE).F">BASE.F</a>: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
<li><a href="##(BASE).T">BASE.T</a>: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
<li><a href="##(BASE).E">BASE.E</a>: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.</li>
</ul>
<h3>1.2.2) Tracing levels</h3>
@ -131,10 +169,11 @@ These tracing levels were defined to avoid bulks of tracing to be generated by l
<li>Activate all tracing through the <a href="##(BASE).TraceAll">BASE.TraceAll</a>() method.</li>
<li>Activate only the tracing of a certain class (name) through the <a href="##(BASE).TraceClass">BASE.TraceClass</a>() method.</li>
<li>Activate only the tracing of a certain method of a certain class through the <a href="##(BASE).TraceClassMethod">BASE.TraceClassMethod</a>() method.</li>
<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.
<h3>1.2.4) Check if tracing is on.</h3></li>
<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.</li>
</ul>
<h3>1.2.4) Check if tracing is on.</h3>
<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
<h2>1.3 DCS simulator Event Handling</h2>
@ -146,7 +185,7 @@ and handled through lua scripting. MOOSE provides an encapsulation to handle the
<p>At first, the mission designer will need to <strong>Subscribe</strong> to a specific DCS event for the class.
So, when the DCS event occurs, the class will be notified of that event.
There are two functions which you use to subscribe to or unsubscribe from an event.</p>
There are two methods which you use to subscribe to or unsubscribe from an event.</p>
<ul>
<li><a href="##(BASE).HandleEvent">BASE.HandleEvent</a>(): Subscribe to a DCS Event.</li>
@ -201,20 +240,22 @@ about the event that occurred.</p>
<h2>1.5) All objects derived from BASE can have "States"</h2>
<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>.
States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>.
The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object.
To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method.
These two methods provide a very handy way to keep state at long lasting processes.
<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>. <br/>
States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>. </p>
<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object. <br/>
To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method. </p>
<p>These two methods provide a very handy way to keep state at long lasting processes.
Values can be stored within the objects, and later retrieved or changed when needed.
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
receive as the <strong>first parameter the object for which the state needs to be set</strong>.
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
object name to the method.</p>
<h2>1.10) BASE Inheritance (tree) support</h2>
<h2>1.10) Inheritance</h2>
<p>The following methods are available to support inheritance:</p>
<p>The following methods are available to implement inheritance</p>
<ul>
<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>

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@ -2425,6 +2425,7 @@ The UNIT carrying the package.</p>
<dl class="function">
<dt>
<em></em>
<a id="#(AI_CARGO_UNIT).CargoCarrier" >
<strong>AI_CARGO_UNIT.CargoCarrier</strong>
</a>

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@ -108,7 +108,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
<p>Find below a list of the <strong>assigned task</strong> methods:</p>
<ul>
<li><a href="##(CONTROLLABLE).TaskAttackControllable">CONTROLLABLE.TaskAttackControllable</a>: (AIR) Attack a Controllable.</li>
<li><a href="##(CONTROLLABLE).TaskAttackGroup">CONTROLLABLE.TaskAttackGroup</a>: (AIR) Attack a Controllable.</li>
<li><a href="##(CONTROLLABLE).TaskAttackMapObject">CONTROLLABLE.TaskAttackMapObject</a>: (AIR) Attacking the map object (building, structure, e.t.c).</li>
<li><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE.TaskAttackUnit</a>: (AIR) Attack the Unit.</li>
<li><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE.TaskBombing</a>: (AIR) Delivering weapon at the point on the ground.</li>
@ -116,7 +116,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
<li><a href="##(CONTROLLABLE).TaskEmbarking">CONTROLLABLE.TaskEmbarking</a>: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.</li>
<li><a href="##(CONTROLLABLE).TaskEmbarkToTransport">CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
<li><a href="##(CONTROLLABLE).TaskEscort">CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne controllable. </li>
<li><a href="##(CONTROLLABLE).TaskFAC_AttackControllable">CONTROLLABLE.TaskFAC_AttackControllable</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
<li><a href="##(CONTROLLABLE).TaskFAC_AttackGroup">CONTROLLABLE.TaskFAC_AttackGroup</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire some or all ammunition at a VEC2 point.</li>
<li><a href="##(CONTROLLABLE).TaskFollow">CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne controllable.</li>
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
@ -1011,7 +1011,7 @@ All en-route tasks have the priority parameter. This is a number (less value - h
<li>
<p><code><em>#boolean AttackQtyLimit </em></code>:
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
</li>
</ul>
@ -2038,7 +2038,7 @@ The Controllable to be attacked.</p>
<li>
<p><code><em>#boolean AttackQtyLimit </em></code>:
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
</li>
</ul>
@ -2152,7 +2152,7 @@ The unit.</p>
<li>
<p><code><em>#boolean AttackQtyLimit </em></code>:
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackControllable" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.</p>
</li>
<li>
@ -2203,7 +2203,7 @@ The DCS task structure.</p>
<li>
<p><code><em>#number AttackQty </em></code>:
(optional) Desired quantity of passes. The parameter is not the same in AttackControllable and AttackUnit tasks. </p>
(optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks. </p>
</li>
<li>

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@ -72,8 +72,7 @@
<div id="content">
<h1>Module <code>Event</code></h1>
<p>This core module models the dispatching of DCS Events to subscribed MOOSE classes,
following a given priority.</p>
<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>

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@ -72,10 +72,10 @@
<div id="content">
<h1>Module <code>Fsm</code></h1>
<p>This module contains the <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes.</p>
<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
are design patterns allowing efficient (long-lasting) processes and workflows.</p>
<h2>Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows.</h2>
<p><img src="..\Presentations\FSM\Dia1.JPG" alt="Banner Image"/></p>

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@ -72,7 +72,7 @@
<div id="content">
<h1>Module <code>Menu</code></h1>
<p>This module contains the MENU classes.</p>
<p><strong>Core</strong> -- MENU_ classes model the definition of <strong>hierarchical menu structures</strong> and <strong>commands for players</strong> within a mission.</p>

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@ -72,29 +72,49 @@
<div id="content">
<h1>Module <code>Message</code></h1>
<p>This module contains the MESSAGE class.</p>
<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
<p><img src="..\Presentations\MESSAGE\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="Message.html##(MESSAGE)">Message#MESSAGE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>Message System to display Messages to Clients, Coalitions or All.
Messages are shown on the display panel for an amount of seconds, and will then disappear.
Messages can contain a category which is indicating the category of the message.</p>
<h2>1.1) MESSAGE construction methods</h2>
<h2>1.1) MESSAGE construction</h2>
<p>Messages are created with <a href="Message.html##(MESSAGE).New">Message#MESSAGE.New</a>. Note that when the MESSAGE object is created, no message is sent yet.
To send messages, you need to use the To functions.</p>
<h2>1.2) Send messages with MESSAGE To methods</h2>
<p>Messages are sent to:</p>
<h2>1.2) Send messages to an audience</h2>
<p>Messages are sent:</p>
<ul>
<li>Clients with <a href="Message.html##(MESSAGE).ToClient">Message#MESSAGE.ToClient</a>.</li>
<li>Coalitions with <a href="Message.html##(MESSAGE).ToCoalition">Message#MESSAGE.ToCoalition</a>.</li>
<li>All Players with <a href="Message.html##(MESSAGE).ToAll">Message#MESSAGE.ToAll</a>.
</li>
<li>To a <a href="Client.html">Client</a> using <a href="Message.html##(MESSAGE).ToClient">Message#MESSAGE.ToClient</a>().</li>
<li>To a <a href="Group.html">Group</a> using <a href="Message.html##(MESSAGE).ToGroup">Message#MESSAGE.ToGroup</a>()</li>
<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalition">Message#MESSAGE.ToCoalition</a>().</li>
<li>To the red coalition using <a href="Message.html##(MESSAGE).ToRed">Message#MESSAGE.ToRed</a>().</li>
<li>To the blue coalition using <a href="Message.html##(MESSAGE).ToBlue">Message#MESSAGE.ToBlue</a>().</li>
<li>To all Players using <a href="Message.html##(MESSAGE).ToAll">Message#MESSAGE.ToAll</a>().</li>
</ul>
<h2>1.3) Send conditionally to an audience</h2>
<p>Messages can be sent conditionally to an audience (when a condition is true):</p>
<ul>
<li>To all players using <a href="Message.html##(MESSAGE).ToAllIf">Message#MESSAGE.ToAllIf</a>().</li>
<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalitionIf">Message#MESSAGE.ToCoalitionIf</a>().</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>

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@ -72,7 +72,7 @@
<div id="content">
<h1>Module <code>Point</code></h1>
<p>This module contains the POINT classes.</p>
<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>

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@ -550,7 +550,7 @@ Various methods exist to configure:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreCSV">SCORING:ScoreCSV(PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</a></td>
<td class="name" nowrap="nowrap"><a href="##(SCORING).ScoreCSV">SCORING:ScoreCSV(PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</a></td>
<td class="summary">
<p>Registers a score for a player.</p>
</td>
@ -1637,7 +1637,7 @@ The player group.</p>
<dt>
<a id="#(SCORING).ScoreCSV" >
<strong>SCORING:ScoreCSV(PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</strong>
<strong>SCORING:ScoreCSV(PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType)</strong>
</a>
</dt>
<dd>
@ -1654,6 +1654,12 @@ The name of the player.</p>
</li>
<li>
<p><code><em>#string TargetPlayerName </em></code>:
The name of the target player.</p>
</li>
<li>
<p><code><em>#string ScoreType </em></code>:
The type of the score.</p>

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@ -72,7 +72,7 @@
<div id="content">
<h1>Module <code>Set</code></h1>
<p>This module contains the SET classes.</p>
<p><strong>Core</strong> - SET classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>

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@ -1759,9 +1759,6 @@ The group that was spawned. You can use this group for further actions.</p>
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
</dd>
</dl>
<dl class="function">

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@ -72,10 +72,12 @@
<div id="content">
<h1>Module <code>Zone</code></h1>
<p>This core module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
<hr/>
<p>There are essentially two core functions that zones accomodate:</p>
<ul>

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@ -161,7 +161,7 @@ and automatically engage any airborne enemies that are within a certain range or
<tr>
<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
<td class="summary">
<p>This module contains the BASE class.</p>
<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
</td>
</tr>
<tr>
@ -232,14 +232,14 @@ and automatically engage any airborne enemies that are within a certain range or
<tr>
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
<td class="summary">
<p>This core module models the dispatching of DCS Events to subscribed MOOSE classes,
following a given priority.</p>
<p><strong>Core</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Fsm.html">Fsm</a></td>
<td class="summary">
<p>This module contains the <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes.</p>
<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
are design patterns allowing efficient (long-lasting) processes and workflows.</p>
</td>
</tr>
<tr>
@ -263,13 +263,13 @@ following a given priority.</p>
<tr>
<td class="name" nowrap="nowrap"><a href="Menu.html">Menu</a></td>
<td class="summary">
<p>This module contains the MENU classes.</p>
<p><strong>Core</strong> -- MENU_ classes model the definition of <strong>hierarchical menu structures</strong> and <strong>commands for players</strong> within a mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Message.html">Message</a></td>
<td class="summary">
<p>This module contains the MESSAGE class.</p>
<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
</td>
</tr>
<tr>
@ -293,7 +293,7 @@ following a given priority.</p>
<tr>
<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
<td class="summary">
<p>This module contains the POINT classes.</p>
<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
</td>
</tr>
<tr>
@ -363,7 +363,7 @@ and creates a CSV file logging the scoring events and results for use at team or
<tr>
<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
<td class="summary">
<p>This module contains the SET classes.</p>
<p><strong>Core</strong> - SET classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
</td>
</tr>
<tr>
@ -433,7 +433,7 @@ which are excellent tools to be reused in an OO environment!.</p>
<tr>
<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
<td class="summary">
<p>This core module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
</td>
</tr>
<tr>

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