Documenting further

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FlightControl 2017-01-09 11:27:37 +01:00
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--- SP:N MP:Y AI:Y HU:N TYP:A -- This module contains the AI_BALANCER class.
--
-- AI Balancing will replace in multi player missions non-occupied human slots with AI groups, in order to provide an
-- engaging simulation environment, even when there are hardly any players in the mission.
--- SP:N MP:Y AI:Y HU:N TYP:A -- This module contains the AI_BALANCER class. AI Balancing will replace in multi player missions
-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
-- even when there are hardly any players in the mission.
--
-- ![Banner Image](..\Presentations\AI_Balancer\Dia1.JPG)
--
-- Examples can be found in the test missions.
--
-- ===
--
-- # 1) @{AI.AI_Balancer#AI_BALANCER} class, extends @{Core.Fsm#FSM_SET}
--
-- The @{AI.AI_Balancer#AI_BALANCER} class monitors and manages as many AI GROUPS as there are
-- CLIENTS in a SET_CLIENT collection not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI.
-- The @{AI.AI_Balancer#AI_BALANCER} class monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
-- The AI_BALANCER class manages internally a collection of AI management objects, which govern the behaviour
-- of the spawned AI @{Wrapper.Group#GROUP)s.
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
--
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM)
-- and calls for each event the state transition methods providing the internal @{Core.Fsm#FSM_SET.Set} object containing the
-- AI and additional event parameters provided during the event.
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
--
-- * **@{#AI_BALANCER.OnAfterSpawned}**( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
--
-- ## 1.1) AI_BALANCER construction
--
@ -26,12 +28,8 @@
--
-- ## 1.2) AI_BALANCER is a FSM
--
-- The AI_BALANCER is a state machine: it manages the different events and states of the @{Core.Fsm#FSM_SET.Set} it is governing.
-- The AI_BALANCER has a default flow to manage the set.
--
-- ![Process](..\Presentations\AI_Balancer\Dia2.JPG)
--
--
-- ### 1.2.1) AI_BALANCER States
--
-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
@ -61,13 +59,12 @@
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
--
-- Note that when AI returns to an airbase, it will trigger the **Return** event and will return,
-- otherwise when the AI is destroyed, the **Destroy** event will be triggered.
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
--
-- ===
--
-- **API CHANGE HISTORY**
-- ======================
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
@ -94,8 +91,6 @@
--
-- @module AI_Balancer
--- AI_BALANCER class
-- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient

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