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https://github.com/FlightControl-Master/MOOSE.git
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Final updates
This commit is contained in:
@@ -2,7 +2,6 @@
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--
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-- 
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--
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-- Examples can be found in the test missions.
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--
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-- ===
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--
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@@ -106,6 +105,17 @@
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--
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-- ====
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--
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-- # **OPEN ISSUES**
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--
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-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
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--
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-- 2016-01-17:
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-- -- Fixed problem with AI returning to base too early and unexpected.
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-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
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-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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@@ -115,7 +125,9 @@
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--
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-- Hereby the change log:
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--
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-- 2016-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
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-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
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--
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-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
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--
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-- 2016-09-01: Initial class and API.
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--
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@@ -178,12 +190,12 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
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self.CheckStatus = true
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self:ManageFuel( .2, 60 )
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self:ManageDamage( 10 )
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self:ManageDamage( 1 )
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self:SetDetectionInterval( 30 )
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self.DetectedUnits = {} -- This table contains the targets detected during patrol.
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self:SetStartState( "None" )
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self:AddTransition( "None", "Start", "Patrolling" )
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@@ -343,7 +355,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
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-- @param #AI_PATROL_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "RTB", "RTB" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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self:AddTransition( "*", "RTB", "Returning" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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--- OnBefore Transition Handler for Event RTB.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeRTB
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@@ -387,6 +399,8 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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return self
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end
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@@ -530,13 +544,21 @@ end
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function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
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self:F2()
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self:Route() -- Route to the patrol point.
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self:__Route( 5 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
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self:__Status( 30 ) -- Check status status every 30 seconds.
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self:__Detect( self.DetectInterval ) -- Detect for new targets every 30 seconds.
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Controllable:OptionROEHoldFire()
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Controllable:OptionROTVertical()
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self.Controllable:OnReSpawn(
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function( PatrolGroup )
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self:E( "ReSpawn" )
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self:__Reset()
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self:__Route( 5 )
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end
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)
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end
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@@ -554,7 +576,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
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local Detected = false
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local DetectedTargets = Controllable:GetDetectedTargets()
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for TargetID, Target in pairs( DetectedTargets ) do
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for TargetID, Target in pairs( DetectedTargets or {} ) do
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local TargetObject = Target.object
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self:T( TargetObject )
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if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
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@@ -583,11 +605,12 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
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end
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--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
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function _NewPatrolRoute( AIControllable )
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-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
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-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
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function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
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AIControllable:T( "NewPatrolRoute" )
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local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROL_ZONE
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PatrolZone:Route()
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PatrolZone:__Route( 1 )
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end
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@@ -608,55 +631,51 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
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if self.Controllable:IsAlive() then
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--- Determine if the AIControllable is within the PatrolZone.
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-- Determine if the AIControllable is within the PatrolZone.
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-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
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local PatrolRoute = {}
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--- Calculate the current route point.
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local CurrentVec2 = self.Controllable:GetVec2()
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-- Calculate the current route point of the controllable as the start point of the route.
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-- However, when the controllable is not in the air,
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-- the controllable current waypoint is probably the airbase...
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-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
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-- immediately back to the airbase, and this is not correct.
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-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
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-- This will make the plane fly immediately to the patrol zone.
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--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToPatrolZoneSpeed = self.PatrolMaxSpeed
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local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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POINT_VEC3.RoutePointAltType.BARO,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
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self:T2( PatrolRoute )
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if self.Controllable:IsNotInZone( self.PatrolZone ) then
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--- Find a random 2D point in PatrolZone.
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local ToPatrolZoneVec2 = self.PatrolZone:GetRandomVec2()
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self:T2( ToPatrolZoneVec2 )
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--- Define Speed and Altitude.
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local ToPatrolZoneAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
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if self.Controllable:InAir() == false then
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self:E( "Not in the air, finding route path within PatrolZone" )
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local CurrentVec2 = self.Controllable:GetVec2()
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--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToPatrolZoneSpeed = self.PatrolMaxSpeed
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self:T2( ToPatrolZoneSpeed )
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--- Obtain a 3D @{Point} from the 2D point + altitude.
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local ToPatrolZonePointVec3 = POINT_VEC3:New( ToPatrolZoneVec2.x, ToPatrolZoneAltitude, ToPatrolZoneVec2.y )
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--- Create a route point of type air.
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local ToPatrolZoneRoutePoint = ToPatrolZonePointVec3:RoutePointAir(
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POINT_VEC3.RoutePointAltType.BARO,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = ToPatrolZoneRoutePoint
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end
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local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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POINT_VEC3.RoutePointAltType.BARO,
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POINT_VEC3.RoutePointType.TakeOffParking,
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POINT_VEC3.RoutePointAction.FromParkingArea,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
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else
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self:E( "In the air, finding route path within PatrolZone" )
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local CurrentVec2 = self.Controllable:GetVec2()
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--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToPatrolZoneSpeed = self.PatrolMaxSpeed
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local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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POINT_VEC3.RoutePointAltType.BARO,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
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end
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--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
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@@ -683,7 +702,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
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--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
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ToTargetPointVec3:SmokeRed()
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--ToTargetPointVec3:SmokeRed()
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PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
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@@ -692,7 +711,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
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--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
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self.Controllable:SetState( self.Controllable, "PatrolZone", self )
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self.Controllable:WayPointFunction( #PatrolRoute, 1, "_NewPatrolRoute" )
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self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_PATROL_ZONE:_NewPatrolRoute" )
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--- NOW ROUTE THE GROUP!
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self.Controllable:WayPointExecute( 1, 2 )
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@@ -716,6 +735,7 @@ function AI_PATROL_ZONE:onafterStatus()
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local Fuel = self.Controllable:GetUnit(1):GetFuel()
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if Fuel < self.PatrolFuelTresholdPercentage then
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self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
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local OldAIControllable = self.Controllable
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local AIControllableTemplate = self.Controllable:GetTemplate()
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@@ -730,11 +750,12 @@ function AI_PATROL_ZONE:onafterStatus()
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-- TODO: Check GROUP damage function.
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local Damage = self.Controllable:GetLife()
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if Damage <= self.PatrolDamageTreshold then
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self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
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RTB = true
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end
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if RTB == true then
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self:__RTB( 1 )
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self:RTB()
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else
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self:__Status( 30 ) -- Execute the Patrol event after 30 seconds.
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end
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@@ -777,4 +798,4 @@ function AI_PATROL_ZONE:onafterRTB()
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end
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end
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end
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