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@@ -1500,7 +1500,7 @@ Controls a network of short range air/missile defense groups.</p>
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<ul>
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<li>Patrol AI airplanes within a given zone.</li>
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<li>Trigger detected events when enemy airplanes are detected.</li>
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<li>Manage a fuel treshold to RTB on time.</li>
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<li>Manage a fuel threshold to RTB on time.</li>
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</ul>
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<hr/>
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@@ -1580,8 +1580,8 @@ use derived AI_ classes to model AI offensive or defensive behaviour.</p>
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<p><img src="..\Presentations\AI_PATROL\Dia10.JPG" alt="Process"/></p>
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
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@@ -1614,7 +1614,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
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<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
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<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
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<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
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<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
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<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
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</ul>
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<h2>3. Set or Get the AI controllable</h2>
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@@ -1653,8 +1653,8 @@ according the weather conditions.</p>
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<h2>6. Manage the "out of fuel" in the AI_PATROL_ZONE</h2>
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<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.
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Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
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Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
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while a new AI is targetted to the AI_PATROL_ZONE.
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Once the time is finished, the old AI will return to the base.
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Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE.ManageFuel</a>() to have this proces in place.</p>
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@@ -1662,7 +1662,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE.ManageFuel
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<h2>7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE</h2>
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<p>When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
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Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
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Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
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Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE.ManageDamage</a>() to have this proces in place.</p>
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<hr/>
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@@ -1760,7 +1760,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE.ManageDa
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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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>
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<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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</td>
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</tr>
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<tr class="w3-border">
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@@ -3136,9 +3136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<p> This table contains the targets detected during patrol.</p>
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</div>
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</div>
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@@ -3341,14 +3338,14 @@ It is up to the mission designer to use the <a href="Wrapper.Unit.html">Wrapper.
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<h2><a id="#(AI_PATROL_ZONE).ManageDamage" ><strong>AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
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</div>
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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>
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<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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<p>However, damage cannot be foreseen early on.
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Therefore, when the damage treshold is reached,
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Therefore, when the damage threshold is reached,
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the AI will return immediately to the home base (RTB).
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Note that for groups, the average damage of the complete group will be calculated.
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So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
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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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<div id= "#Functions##ManageDamage" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -3366,7 +3363,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
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</div>
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<div class="w3-half">
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<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
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<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
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</div>
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</div>
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@@ -3395,8 +3392,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
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<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>
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<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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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.
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<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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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.
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Once the time is finished, the old AI will return to the base.</p>
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<div id= "#Functions##ManageFuel" class="w3-show w3-white">
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@@ -3415,7 +3412,7 @@ Once the time is finished, the old AI will return to the base.</p>
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</div>
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<div class="w3-half">
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<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
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<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
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</div>
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</div>
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@@ -6386,9 +6383,6 @@ Note that this method is required, as triggers the next route when patrolling fo
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<p> This table contains the targets detected during patrol.</p>
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</div>
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</div>
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@@ -7133,9 +7127,6 @@ Note that this method is required, as triggers the next route when patrolling fo
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<p> This table contains the targets detected during patrol.</p>
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</div>
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</div>
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@@ -8772,9 +8763,6 @@ Note that this method is required, as triggers the next route when patrolling fo
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<p> This table contains the targets detected during patrol.</p>
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</div>
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</div>
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