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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>
This commit is contained in:
@@ -12,8 +12,7 @@
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--- @type AI_AIR_PATROL
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-- @extends AI.AI_Air#AI_AIR
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--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
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--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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--
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-- 
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@@ -86,7 +85,7 @@
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--
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-- 
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--
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-- An optional @{Zone} can be set,
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-- An optional @{Core.Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
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--
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@@ -101,7 +100,7 @@ AI_AIR_PATROL = {
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-- @param #AI_AIR_PATROL self
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-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
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-- @param Wrapper.Group#GROUP AIGroup The AI group.
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
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-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
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-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
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@@ -114,17 +113,17 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
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local SpeedMax = AIGroup:GetSpeedMax()
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
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self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
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self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
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self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
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-- defafult PatrolAltType to "RADIO" if not specified
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self.PatrolAltType = PatrolAltType or "RADIO"
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self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
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--- OnBefore Transition Handler for Event Patrol.
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@@ -135,7 +134,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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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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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Patrol.
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-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
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-- @param #AI_AIR_PATROL self
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@@ -143,16 +142,16 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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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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--- Synchronous Event Trigger for Event Patrol.
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-- @function [parent=#AI_AIR_PATROL] Patrol
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-- @param #AI_AIR_PATROL self
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--- Asynchronous Event Trigger for Event Patrol.
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-- @function [parent=#AI_AIR_PATROL] __Patrol
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-- @param #AI_AIR_PATROL self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Patrolling.
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-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
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-- @param #AI_AIR_PATROL self
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@@ -161,7 +160,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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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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-- @return #boolean Return false to cancel Transition.
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--- OnEnter Transition Handler for State Patrolling.
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-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
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-- @param #AI_AIR_PATROL self
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@@ -169,9 +168,9 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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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( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
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--- OnBefore Transition Handler for Event PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
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-- @param #AI_AIR_PATROL self
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@@ -180,7 +179,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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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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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
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-- @param #AI_AIR_PATROL self
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@@ -188,23 +187,21 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
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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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--- Synchronous Event Trigger for Event PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] PatrolRoute
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-- @param #AI_AIR_PATROL self
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--- Asynchronous Event Trigger for Event PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
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-- @param #AI_AIR_PATROL self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
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return self
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end
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--- Set the Engage Range when the AI will engage with airborne enemies.
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-- @param #AI_AIR_PATROL self
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-- @param #number EngageRange The Engage Range.
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@@ -230,7 +227,7 @@ end
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-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
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-- @return #AI_AIR_PATROL self
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function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
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self.racetrack=true
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self.racetracklegmin=LegMin or 10000
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self.racetracklegmax=LegMax or 15000
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@@ -238,18 +235,16 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
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self.racetrackheadingmax=HeadingMax or 180
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self.racetrackdurationmin=DurationMin
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self.racetrackdurationmax=DurationMax
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if self.racetrackdurationmax and not self.racetrackdurationmin then
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self.racetrackdurationmin=self.racetrackdurationmax
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end
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self.racetrackcapcoordinates=CapCoordinates
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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_PATROL self
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-- @return #AI_AIR_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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@@ -262,7 +257,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
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self:ClearTargetDistance()
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self:__PatrolRoute( self.TaskDelay )
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AIPatrol:OnReSpawn(
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function( PatrolGroup )
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self:__Reset( self.TaskDelay )
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@@ -271,7 +266,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
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)
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end
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--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
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--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
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-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
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-- @param Wrapper.Group#GROUP AIPatrol The AI group.
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-- @param #AI_AIR_PATROL Fsm The FSM.
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@@ -282,10 +277,10 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
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if AIPatrol and AIPatrol:IsAlive() then
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Fsm:PatrolRoute()
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end
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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_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
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-- @param #string From The From State string.
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@@ -300,21 +295,20 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
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return
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end
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if AIPatrol and AIPatrol:IsAlive() then
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local PatrolRoute = {}
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--- Calculate the target route point.
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local CurrentCoord = AIPatrol:GetCoordinate()
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local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
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local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
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ToTargetCoord:SetAlt( altitude )
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self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
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local speedkmh=ToTargetSpeed
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@@ -322,31 +316,31 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
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PatrolRoute[#PatrolRoute+1] = FromWP
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if self.racetrack then
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-- Random heading.
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local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
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-- Random leg length.
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local leg=math.random(self.racetracklegmin, self.racetracklegmax)
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-- Random duration if any.
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local duration = self.racetrackdurationmin
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if self.racetrackdurationmax then
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duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
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end
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-- CAP coordinate.
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local c0=self.PatrolZone:GetRandomCoordinate()
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if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
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c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
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end
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-- Race track points.
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local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
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local c2=c1:Translate(leg, heading):SetAltitude(altitude)
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self:SetTargetDistance(c0) -- For RTB status check
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-- Debug:
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self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
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--c1:MarkToAll("Race track c1")
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@@ -354,39 +348,41 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
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-- Task to orbit.
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local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
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-- Task function to redo the patrol at other random position.
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local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
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-- Controlled task with task condition.
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local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
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local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
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-- Second waypoint
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PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
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else
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--- Create a route point of type air.
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local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
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PatrolRoute[#PatrolRoute+1] = ToWP
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local Tasks = {}
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Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
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PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
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end
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AIPatrol:OptionROEReturnFire()
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AIPatrol:OptionROTEvadeFire()
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AIPatrol:Route( PatrolRoute, self.TaskDelay )
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end
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end
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--- @param Wrapper.Group#GROUP AIPatrol
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--- Resumes the AIPatrol
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-- @param Wrapper.Group#GROUP AIPatrol
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-- @param Core.Fsm#FSM Fsm
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function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
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AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
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@@ -394,5 +390,5 @@ function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
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Fsm:__Reset( Fsm.TaskDelay )
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Fsm:__PatrolRoute( Fsm.TaskDelay )
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end
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end
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