Added documentation in SPAWN

-- Added documentation for methods GetFirstAliveGroup,
GetNextAliveGroup, GetLastAliveGroup.
-- Added code snippets to the documentation for the methods
GetFirstAliveGroup, GetNextAliveGroup, GetLastAliveGroup.
This commit is contained in:
Sven Van de Velde
2016-07-29 08:22:57 +02:00
parent 54ff64aa94
commit daef3e415f
9 changed files with 184 additions and 1843 deletions

View File

@@ -7,7 +7,7 @@
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
--
-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
-- When new groups get spawned by using the SPAWN functions (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
-- When new groups get spawned by using the SPAWN methods (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
--
-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
@@ -28,10 +28,10 @@
-- -------------------------------
-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
--
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that represents the GROUP Template (definition).
--
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
-- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
--
-- 1.2) SPAWN initialization methods
@@ -43,7 +43,7 @@
-- * @{#SPAWN.RandomizeTemplate}: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
-- * @{#SPAWN.Uncontrolled}: Spawn plane groups uncontrolled.
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
-- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar methods are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}.
--
-- 1.3) SPAWN spawning methods
-- ---------------------------
@@ -61,7 +61,20 @@
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
--
-- 1.4) SPAWN object cleaning
-- 1.4) Retrieve alive GROUPs spawned by the SPAWN object
-- ------------------------------------------------------
-- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution.
-- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS.
-- SPAWN provides methods to iterate through that internal GROUP object reference table:
--
-- * @{#SPAWN.GetFirstAliveGroup}: Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
-- * @{#SPAWN.GetNextAliveGroup}: Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
-- * @{#SPAWN.GetLastAliveGroup}: Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
--
-- You can use the methods @{#SPAWN.GetFirstAliveGroup} and sequently @{#SPAWN.GetNextAliveGroup} to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example.
-- The method @{#SPAWN.GetGroupFromIndex} will return the GROUP object reference from the given Index, dead or alive...
--
-- 1.5) SPAWN object cleaning
-- --------------------------
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
@@ -727,19 +740,24 @@ function SPAWN:SpawnGroupName( SpawnIndex )
end
--- Find the first alive group.
--- Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found.
-- @param #SPAWN self
-- @param #number SpawnCursor A number holding the index from where to find the first group from.
-- @return Group#GROUP, #number The group found, the new index where the group was found.
-- @return Group#GROUP, #number The GROUP object found, the new Index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetFirstAliveGroup( SpawnCursor )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
-- @usage
-- -- Find the first alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission.
-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
-- while GroupPlane ~= nil do
-- -- Do actions with the GroupPlane object.
-- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
-- end
function SPAWN:GetFirstAliveGroup()
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
for SpawnIndex = 1, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
return SpawnGroup, SpawnIndex
end
end
@@ -747,27 +765,42 @@ function SPAWN:GetFirstAliveGroup( SpawnCursor )
end
--- Find the next alive group.
--- Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found.
-- @param #SPAWN self
-- @param #number SpawnCursor A number holding the last found previous index.
-- @return Group#GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetNextAliveGroup( SpawnCursor )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
-- @param #number SpawnIndexStart A Index holding the start position to search from. This function can also be used to find the first alive GROUP object from the given Index.
-- @return Group#GROUP, #number The next alive GROUP object found, the next Index where the next alive GROUP object was found.
-- @return #nil, #nil When no alive GROUP object is found from the start Index position, #nil is returned.
-- @usage
-- -- Find the first alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission.
-- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup()
-- while GroupPlane ~= nil do
-- -- Do actions with the GroupPlane object.
-- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index )
-- end
function SPAWN:GetNextAliveGroup( SpawnIndexStart )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndexStart } )
SpawnCursor = SpawnCursor + 1
for SpawnIndex = SpawnCursor, self.SpawnCount do
SpawnIndexStart = SpawnIndexStart + 1
for SpawnIndex = SpawnIndexStart, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
return SpawnGroup, SpawnIndex
end
end
return nil, nil
end
--- Find the last alive group during runtime.
--- Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found.
-- @param #SPAWN self
-- @return Group#GROUP, #number The last alive GROUP object found, the last Index where the last alive GROUP object was found.
-- @return #nil, #nil When no alive GROUP object is found, #nil is returned.
-- @usage
-- -- Find the last alive GROUP object of the SpawnPlanes SPAWN object GROUP collection that it has spawned during the mission.
-- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup()
-- if GroupPlane then -- GroupPlane can be nil!!!
-- -- Do actions with the GroupPlane object.
-- end
function SPAWN:GetLastAliveGroup()
self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )