MOOSE generated documentation [skip ci]

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Applevangelist
2021-12-28 10:09:15 +00:00
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@@ -1827,7 +1827,7 @@ and the resulting state will be the <strong>To</strong> state.</p>
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR).SetDamageThreshold">AI_AIR:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
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<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
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@@ -2934,17 +2934,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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#number
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
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@@ -4509,14 +4498,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<h2><a id="#(AI_AIR).SetDamageThreshold" ><strong>AI_AIR:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
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<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
<p>However, damage cannot be foreseen early on.
Therefore, when the damage treshold is reached,
Therefore, when the damage threshold is reached,
the AI will return immediately to the home base (RTB).
Note that for groups, the average damage of the complete group will be calculated.
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
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@@ -4534,7 +4523,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
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<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
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@@ -4637,8 +4626,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
Once the time is finished, the old AI will return to the base.</p>
<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
@@ -4657,7 +4646,7 @@ Once the time is finished, the old AI will return to the base.</p>
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<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
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@@ -5689,17 +5678,6 @@ Once the time is finished, the old AI will return to the base.</p>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
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@@ -6425,17 +6403,6 @@ Once the time is finished, the old AI will return to the base.</p>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
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@@ -8053,17 +8020,6 @@ Once the time is finished, the old AI will return to the base.</p>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
#number
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
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