MOOSE/docs/Documentation/index.html
2017-02-07 13:46:52 +01:00

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<h2>Modules</h2>
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<li><a href="AI_Balancer.html">AI_Balancer</a></li>
<li><a href="AI_Cap.html">AI_Cap</a></li>
<li><a href="AI_Cas.html">AI_Cas</a></li>
<li><a href="AI_Patrol.html">AI_Patrol</a></li>
<li><a href="Account.html">Account</a></li>
<li><a href="Airbase.html">Airbase</a></li>
<li><a href="AirbasePolice.html">AirbasePolice</a></li>
<li><a href="Assign.html">Assign</a></li>
<li><a href="Base.html">Base</a></li>
<li><a href="Cargo.html">Cargo</a></li>
<li><a href="CleanUp.html">CleanUp</a></li>
<li><a href="Client.html">Client</a></li>
<li><a href="CommandCenter.html">CommandCenter</a></li>
<li><a href="Controllable.html">Controllable</a></li>
<li><a href="Database.html">Database</a></li>
<li><a href="Detection.html">Detection</a></li>
<li><a href="DetectionManager.html">DetectionManager</a></li>
<li><a href="Escort.html">Escort</a></li>
<li><a href="Event.html">Event</a></li>
<li><a href="Fsm.html">Fsm</a></li>
<li><a href="Group.html">Group</a></li>
<li><a href="Identifiable.html">Identifiable</a></li>
<li><a href="MOVEMENT.html">MOVEMENT</a></li>
<li><a href="Menu.html">Menu</a></li>
<li><a href="Message.html">Message</a></li>
<li><a href="MissileTrainer.html">MissileTrainer</a></li>
<li><a href="Mission.html">Mission</a></li>
<li><a href="Object.html">Object</a></li>
<li><a href="Point.html">Point</a></li>
<li><a href="Positionable.html">Positionable</a></li>
<li><a href="Process_JTAC.html">Process_JTAC</a></li>
<li><a href="Process_Pickup.html">Process_Pickup</a></li>
<li><a href="Route.html">Route</a></li>
<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
<li><a href="Scheduler.html">Scheduler</a></li>
<li><a href="Scoring.html">Scoring</a></li>
<li><a href="Sead.html">Sead</a></li>
<li><a href="Set.html">Set</a></li>
<li><a href="Smoke.html">Smoke</a></li>
<li><a href="Spawn.html">Spawn</a></li>
<li><a href="Static.html">Static</a></li>
<li><a href="Task.html">Task</a></li>
<li><a href="Task_A2G.html">Task_A2G</a></li>
<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
<li><a href="Task_SEAD.html">Task_SEAD</a></li>
<li><a href="Unit.html">Unit</a></li>
<li><a href="Utils.html">Utils</a></li>
<li><a href="Zone.html">Zone</a></li>
<li><a href="routines.html">routines</a></li>
</ul>
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<div id="content">
<h2>Module</h2>
<table class="module_list">
<tr>
<td class="name" nowrap="nowrap"><a href="AI_Balancer.html">AI_Balancer</a></td>
<td class="summary">
<p>Single-Player:<strong>No</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <strong>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.</strong></p>
<p><img src="..\Presentations\AI_Balancer\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> class, extends <a href="Fsm.html##(FSM_SET)">Fsm#FSM_SET</a></h1>
<p>The <a href="AI_Balancer.html##(AI_BALANCER)">AI<em>Balancer#AI</em>BALANCER</a> 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.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="AI_Cap.html">AI_Cap</a></td>
<td class="summary">
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class, extends <a href="AI_CAP.html##(AI_PATROL_ZONE)">AI<em>CAP#AI</em>PATROL_ZONE</a></h1>
<p>The <a href="##(AI_CAP_ZONE)">#AI<em>CAP</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>
and automatically engage any airborne enemies that are within a certain range or within a certain zone.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="AI_Cas.html">AI_Cas</a></td>
<td class="summary">
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
<strong>Provide Close Air Support to friendly ground troops.</strong></p>
<p><img src="..\Presentations\AI_CAS\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> class, extends <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a></h1>
<p><a href="##(AI_CAS_ZONE)">#AI<em>CAS</em>ZONE</a> derives from the <a href="AI_Patrol.html##(AI_PATROL_ZONE)">AI<em>Patrol#AI</em>PATROL_ZONE</a>, inheriting its methods and behaviour.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="AI_Patrol.html">AI_Patrol</a></td>
<td class="summary">
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Air</strong> --
<strong>Air Patrolling or Staging.</strong></p>
<p><img src="..\Presentations\AI_PATROL\Dia1.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Account.html">Account</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Airbase.html">Airbase</a></td>
<td class="summary">
<p>This module contains the AIRBASE classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="AirbasePolice.html">AirbasePolice</a></td>
<td class="summary">
<p>This module contains the AIRBASEPOLICE classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Assign.html">Assign</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Accept or reject process for player (task) assignments.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Base.html">Base</a></td>
<td class="summary">
<p>This module contains the BASE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Cargo.html">Cargo</a></td>
<td class="summary">
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>Ground</strong> -- <br/>
<strong>Management of logical cargo objects, that can be transported from and to transportation carriers.</strong></p>
<p><img src="..\Presentations\AI_CARGO\CARGO.JPG" alt="Banner Image"/></p>
<hr/>
<p>Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):</p>
<ul>
<li>AI<em>CARGO</em>UNIT, represented by a <a href="Unit.html">Unit</a> in a <a href="Group.html">Group</a>: Cargo can be represented by a Unit in a Group.</li>
</ul>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="CleanUp.html">CleanUp</a></td>
<td class="summary">
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Client.html">Client</a></td>
<td class="summary">
<p>This module contains the CLIENT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="CommandCenter.html">CommandCenter</a></td>
<td class="summary">
<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Controllable.html">Controllable</a></td>
<td class="summary">
<p>This module contains the CONTROLLABLE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Database.html">Database</a></td>
<td class="summary">
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Detection.html">Detection</a></td>
<td class="summary">
<p> This module contains the DETECTION classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="DetectionManager.html">DetectionManager</a></td>
<td class="summary">
<p>This module contains the DETECTION_MANAGER class and derived classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Escort.html">Escort</a></td>
<td class="summary">
<p>Taking the lead of AI escorting your flight.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Event.html">Event</a></td>
<td class="summary">
<p>This module contains the <strong>EVENT</strong> class, which models the dispatching of DCS Events to subscribed MOOSE classes,
following a given priority.</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>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Group.html">Group</a></td>
<td class="summary">
<p>This module contains the GROUP class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Identifiable.html">Identifiable</a></td>
<td class="summary">
<p>This module contains the IDENTIFIABLE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="MOVEMENT.html">MOVEMENT</a></td>
<td class="summary">
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Menu.html">Menu</a></td>
<td class="summary">
<p>This module contains the MENU classes.</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>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="MissileTrainer.html">MissileTrainer</a></td>
<td class="summary">
<p>This module contains the MISSILETRAINER class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Mission.html">Mission</a></td>
<td class="summary">
<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Object.html">Object</a></td>
<td class="summary">
<p>This module contains the OBJECT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Point.html">Point</a></td>
<td class="summary">
<p>This module contains the POINT classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Positionable.html">Positionable</a></td>
<td class="summary">
<p>This module contains the POSITIONABLE class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Process_JTAC.html">Process_JTAC</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Process_Pickup.html">Process_Pickup</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Route.html">Route</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></td>
<td class="summary">
<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Scheduler.html">Scheduler</a></td>
<td class="summary">
<p>This module contains the SCHEDULER class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Scoring.html">Scoring</a></td>
<td class="summary">
<p>Scoring system for MOOSE.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Sead.html">Sead</a></td>
<td class="summary">
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Set.html">Set</a></td>
<td class="summary">
<p>This module contains the SET classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Smoke.html">Smoke</a></td>
<td class="summary">
<p>(SP) (MP) (FSM) Route AI or players through waypoints or to zones.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Spawn.html">Spawn</a></td>
<td class="summary">
<p>Single-Player:<strong>Yes</strong> / Mulit-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <br/>
<strong>Spawn groups of units dynamically in your missions.</strong></p>
<p><img src="..\Presentations\SPAWN\SPAWN.JPG" alt="Banner Image"/></p>
<hr/>
<h1>1) <a href="##(SPAWN)">#SPAWN</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
<p>The <a href="##(SPAWN)">#SPAWN</a> class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Static.html">Static</a></td>
<td class="summary">
<p>This module contains the STATIC class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task.html">Task</a></td>
<td class="summary">
<p>This module contains the TASK class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_A2G.html">Task_A2G</a></td>
<td class="summary">
<p>(AI) (SP) (MP) Tasking for Air to Ground Processes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_PICKUP.html">Task_PICKUP</a></td>
<td class="summary">
<p>This module contains the TASK_PICKUP classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Task_SEAD.html">Task_SEAD</a></td>
<td class="summary">
<p>This module contains the TASK_SEAD classes.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Unit.html">Unit</a></td>
<td class="summary">
<p>This module contains the UNIT class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Utils.html">Utils</a></td>
<td class="summary">
<p>This module contains derived utilities taken from the MIST framework,
which are excellent tools to be reused in an OO environment!.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="Zone.html">Zone</a></td>
<td class="summary">
<p>This module contains the ZONE classes, inherited from <a href="Zone.html##(ZONE_BASE)">Zone#ZONE_BASE</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="routines.html">routines</a></td>
<td class="summary">
<p>Various routines</p>
</td>
</tr>
</table>
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