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Merge docu changes (#1818)
* Documentation fixes. (#1810) Fix documentation references. Correct spelling errors. Remove empty whitespaces. Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase). Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition". * Documentation fixes. (#1811) Update documentation text and links. Fix spelling errors. Other minor adjustments where appropriate, such as remove whitespaces and format code. * Documentation fixes. (#1815) Minor documentation and code formatting fixes. This is mostly intended to have something re-trigger the documentation generation to see if the filename capitalization is resolved. * Code formatting preparation. (#1817) Use EmmyLuaCodeStyle that comes with "Lua" VS Code extension (https://marketplace.visualstudio.com/items?itemName=sumneko.lua). More features and configurability than LuaFormatter, and no need for additional extension (beyond "Lua"). Formatting file set up from default template with some tweaks to correspond to most common coding style observed in the code base. Further tweaks are likely required. * Documentation fixes. (#1816) Co-authored-by: TommyC81 <tommyc81@gmail.com>
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@@ -374,7 +374,7 @@ end
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--- 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 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_AIR.
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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 targeted to the AI_AIR.
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-- Once the time is finished, the old AI will return to the base.
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-- @param #AI_AIR self
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-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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@@ -409,7 +409,7 @@ end
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
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-- @param #AI_AIR self
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-- @return #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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@@ -473,27 +473,27 @@ function AI_AIR:onafterStatus()
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-- self:Home( "Destroy" )
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-- end
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-- end
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if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
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local Fuel = self.Controllable:GetFuelMin()
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-- If the fuel in the controllable is below the threshold percentage,
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-- then send for refuel in case of a tanker, otherwise RTB.
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if Fuel < self.FuelThresholdPercentage then
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if self.TankerName then
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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else
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
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OldAIControllable:SetTask( TimedOrbitTask, 10 )
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self:Fuel()
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RTB = true
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end
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@@ -504,11 +504,11 @@ function AI_AIR:onafterStatus()
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if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
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RTB = true
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end
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-- TODO: Check GROUP damage function.
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local Damage = self.Controllable:GetLife()
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local InitialLife = self.Controllable:GetLife0()
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-- If the group is damaged, then RTB.
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-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
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-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
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@@ -518,7 +518,7 @@ function AI_AIR:onafterStatus()
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RTB = true
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self:SetStatusOff()
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end
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-- Check if planes went RTB and are out of control.
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-- We only check if planes are out of control, when they are in duty.
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if self.Controllable:HasTask() == false then
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@@ -532,7 +532,7 @@ function AI_AIR:onafterStatus()
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self:Damaged()
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else
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self:I( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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end
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else
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@@ -550,7 +550,7 @@ function AI_AIR:onafterStatus()
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if not self:Is("Home") then
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self:__Status( 10 )
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end
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end
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end
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@@ -559,11 +559,11 @@ end
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function AI_AIR.RTBRoute( AIGroup, Fsm )
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AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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Fsm:RTB()
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end
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end
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--- @param Wrapper.Group#GROUP AIGroup
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@@ -576,7 +576,7 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
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local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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AIGroup:SetTask( Task )
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end
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end
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--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
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@@ -598,54 +598,53 @@ end
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function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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if AIGroup and AIGroup:IsAlive() then
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if AIGroup and AIGroup:IsAlive() then
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self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:ClearTargetDistance()
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--AIGroup:ClearTasks()
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AIGroup:OptionProhibitAfterburner(true)
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local EngageRoute = {}
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--- Calculate the target route point.
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local FromCoord = AIGroup:GetCoordinate()
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local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
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local ToTargetVec3 = ToTargetCoord:GetVec3()
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ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
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local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
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if not self.RTBMinSpeed or not self.RTBMaxSpeed then
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local RTBSpeedMax = AIGroup:GetSpeedMax()
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local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
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local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
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self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
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end
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local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
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--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
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local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
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--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
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local ToAirbaseCoord = ToTargetCoord2
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if Distance < 5000 then
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self:I( "RTB and near the airbase!" )
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self:Home()
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return
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end
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if not AIGroup:InAir() == true then
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self:I( "Not anymore in the air, considered Home." )
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self:Home()
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return
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end
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--- Create a route point of type air.
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local FromRTBRoutePoint = FromCoord:WaypointAir(
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self.PatrolAltType,
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@@ -666,10 +665,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
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EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
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local Tasks = {}
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Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
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EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
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AIGroup:OptionROEHoldFire()
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@@ -677,9 +676,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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--- NOW ROUTE THE GROUP!
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AIGroup:Route( EngageRoute, self.TaskDelay )
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end
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end
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--- @param #AI_AIR self
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