MOOSE generated documentation [skip ci]

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@@ -1517,11 +1517,11 @@ Controls a network of short range air/missile defense groups.</p>
<p>A Finite State Machine (FSM) models a process flow that transitions between various <strong>States</strong> through triggered <strong>Events</strong>.</p>
<p>A FSM can only be in one of a finite number of states.
<p>A FSM can only be in one of a finite number of states.
The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
An <strong>FSM implementation</strong> is defined by <strong>a list of its states</strong>, <strong>its initial state</strong>, and <strong>the triggering events</strong> for <strong>each possible transition</strong>.
An FSM implementation is composed out of <strong>two parts</strong>, a set of <strong>state transition rules</strong>, and an implementation set of <strong>state transition handlers</strong>, implementing those transitions.</p>
A <strong>FSM implementation</strong> is defined by <strong>a list of its states</strong>, <strong>its initial state</strong>, and <strong>the triggering events</strong> for <strong>each possible transition</strong>.
A FSM implementation is composed out of <strong>two parts</strong>, a set of <strong>state transition rules</strong>, and an implementation set of <strong>state transition handlers</strong>, implementing those transitions.</p>
<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
that is, it allows to <strong>embed existing FSM implementations in a master FSM</strong>.
@@ -1534,14 +1534,14 @@ orders him to destroy x targets and account the results.
Other examples of ready made FSM could be:</p>
<ul>
<li>route a plane to a zone flown by a human</li>
<li>detect targets by an AI and report to humans</li>
<li>account for destroyed targets by human players</li>
<li>handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle </li>
<li>let an AI patrol a zone</li>
<li>Route a plane to a zone flown by a human.</li>
<li>Detect targets by an AI and report to humans.</li>
<li>Account for destroyed targets by human players.</li>
<li>Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.</li>
<li>Let an AI patrol a zone.</li>
</ul>
<p>The <strong>MOOSE framework</strong> uses extensively the FSM class and derived FSM_ classes,
<p>The <strong>MOOSE framework</strong> extensively uses the FSM class and derived FSM_ classes,
because <strong>the goal of MOOSE is to simplify mission design complexity for mission building</strong>.
By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
@@ -1549,8 +1549,8 @@ and tailored</strong> by mission designers through <strong>the implementation of
Each of these FSM implementation classes start either with:</p>
<ul>
<li>an acronym <strong>AI_</strong>, which indicates an FSM implementation directing <strong>AI controlled</strong> <a href="GROUP.html">GROUP</a> and/or <a href="UNIT.html">UNIT</a>. These AI_ classes derive the <a href="##(FSM_CONTROLLABLE)">#FSM_CONTROLLABLE</a> class.</li>
<li>an acronym <strong>TASK_</strong>, which indicates an FSM implementation executing a <a href="TASK.html">TASK</a> executed by Groups of players. These TASK_ classes derive the <a href="##(FSM_TASK)">#FSM_TASK</a> class.</li>
<li>an acronym <strong>AI_</strong>, which indicates a FSM implementation directing <strong>AI controlled</strong> <a href="GROUP.html">GROUP</a> and/or <a href="UNIT.html">UNIT</a>. These AI_ classes derive the <a href="##(FSM_CONTROLLABLE)">#FSM_CONTROLLABLE</a> class.</li>
<li>an acronym <strong>TASK_</strong>, which indicates a FSM implementation executing a <a href="TASK.html">TASK</a> executed by Groups of players. These TASK_ classes derive the <a href="##(FSM_TASK)">#FSM_TASK</a> class.</li>
<li>an acronym <strong>ACT_</strong>, which indicates an Sub-FSM implementation, directing <strong>Humans actions</strong> that need to be done in a <a href="TASK.html">TASK</a>, seated in a <a href="CLIENT.html">CLIENT</a> (slot) or a <a href="UNIT.html">UNIT</a> (CA join). These ACT_ classes derive the <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> class.</li>
</ul>
@@ -1562,7 +1562,7 @@ The state machine can be found on <a href="https://github.com/kyleconroy/lua-sta
I've reworked this development (taken the concept), and created a <strong>hierarchical state machine</strong> out of it, embedded within the DCS simulator.
Additionally, I've added extendability and created an API that allows seamless FSM implementation.</p>
<p>The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM:</p>
<p>The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:</p>
<ul>
<li><a href="##(FSM_TASK)">#FSM_TASK</a>: Models Finite State Machines for <a href="Task.html">Task</a>s.</li>
@@ -5651,7 +5651,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#string
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
@@ -7254,7 +7254,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
<div>
<div class="w3-card-2 w3-padding-small w3-margin-top">
#string
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>