MOOSE generated documentation [skip ci]

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@@ -1663,9 +1663,9 @@ 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 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>AI_</strong>, which indicates a FSM implementation directing <strong>AI controlled</strong> <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> and/or <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#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>
<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="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> (CA join). These ACT_ classes derive the <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> class.</li>
</ul>
<p>Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.</p>
@@ -1682,7 +1682,7 @@ Additionally, I've added extendability and created an API that allows seamless F
<li><a href="##(FSM_TASK)">#FSM_TASK</a>: Models Finite State Machines for <a href="Task.html">Task</a>s.</li>
<li><a href="##(FSM_PROCESS)">#FSM_PROCESS</a>: Models Finite State Machines for <a href="Task.html">Task</a> actions, which control <a href="Client.html">Client</a>s.</li>
<li><a href="##(FSM_CONTROLLABLE)">#FSM_CONTROLLABLE</a>: Models Finite State Machines for <a href="Wrapper.Controllable.html">Wrapper.Controllable</a>s, which are <a href="Wrapper.Group.html">Wrapper.Group</a>s, <a href="Wrapper.Unit.html">Wrapper.Unit</a>s, <a href="Client.html">Client</a>s.</li>
<li><a href="##(FSM_SET)">#FSM_SET</a>: Models Finite State Machines for <a href="Set.html">Set</a>s. Note that these FSMs control multiple objects!!! So State concerns here
<li><a href="##(FSM_SET)">#FSM_SET</a>: Models Finite State Machines for <a href="Core.Set.html">Core.Set</a>s. Note that these FSMs control multiple objects!!! So State concerns here
for multiple objects or the position of the state machine in the process.</li>
</ul>
@@ -1748,9 +1748,9 @@ 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>AI_</strong>, which indicates an FSM implementation directing <strong>AI controlled</strong> <a href="Wrapper.Group.html##(GROUP)">Wrapper.Group#GROUP</a> and/or <a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#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>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>
<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="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> (CA join). These ACT_ classes derive the <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> class.</li>
</ul>
<p><img src="..\Presentations\FSM\Dia3.JPG" alt="Transition Rules and Transition Handlers and Event Triggers"/></p>
@@ -2056,7 +2056,7 @@ Depending upon <strong>which state is returned</strong>, the main FSM can contin
<tr>
<td class="style="width:40%;"><p><h2>Global <strong>FSM_SET</strong></h2></p></td>
<td class="style="width:60%;">
<p>FSM_SET class models Finite State Machines for <a href="Set.html">Set</a>s.</p>
<p>FSM_SET class models Finite State Machines for <a href="Core.Set.html">Core.Set</a>s.</p>
</td>
</tr>
</table>
@@ -2067,7 +2067,7 @@ Depending upon <strong>which state is returned</strong>, the main FSM can contin
<a href="##(FSM_SET)">#FSM_SET</a>
<a id="FSM_SET" ><strong>FSM_SET</strong></a>
<p>FSM_SET class models Finite State Machines for <a href="Set.html">Set</a>s.</p>
<p>FSM_SET class models Finite State Machines for <a href="Core.Set.html">Core.Set</a>s.</p>
<p>Note that these FSMs control multiple objects!!! So State concerns here