MOOSE generated documentation [skip ci]

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Applevangelist
2021-12-28 10:09:15 +00:00
parent 823c49c6a2
commit d99593df6b
53 changed files with 1174 additions and 1245 deletions

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@@ -1500,7 +1500,7 @@ Controls a network of short range air/missile defense groups.</p>
<ul>
<li>Patrol AI airplanes within a given zone.</li>
<li>Trigger detected events when enemy airplanes are detected.</li>
<li>Manage a fuel treshold to RTB on time.</li>
<li>Manage a fuel threshold to RTB on time.</li>
<li>Engage the enemy when detected.</li>
</ul>
@@ -1576,8 +1576,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
@@ -1612,7 +1612,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
<li>**<a href="##(AI_CAP_ZONE).Destroy">AI_CAP_ZONE.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
<li>**<a href="##(AI_CAP_ZONE).Destroyed">AI_CAP_ZONE.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
</ul>
<h2>3. Set the Range of Engagement</h2>
@@ -1977,7 +1977,7 @@ Use the method <a href="AI.AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI.AI_Cap#A
<tr class="w3-border">
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_CAP_ZONE).ManageDamage">AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
<td class="summary w3-half w3-container" style="word-wrap: break-word">
<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>
</td>
</tr>
<tr class="w3-border">
@@ -5489,14 +5489,14 @@ It is up to the mission designer to use the <a href="Wrapper.Unit.html">Wrapper.
<h2><a id="#(AI_CAP_ZONE).ManageDamage" ><strong>AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
</div>
<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>
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
<div class="w3-container w3-white" id="functiontype">
@@ -5514,7 +5514,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
</div>
<div class="w3-half">
<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>
</div>
</div>
@@ -5543,8 +5543,8 @@ 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_PATROL_ZONE.
<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_PATROL_ZONE.
Once the time is finished, the old AI will return to the base.</p>
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
@@ -5563,7 +5563,7 @@ Once the time is finished, the old AI will return to the base.</p>
</div>
<div class="w3-half">
<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>
</div>
</div>