mirror of
https://github.com/FlightControl-Master/MOOSE.git
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478 lines
16 KiB
Lua
478 lines
16 KiB
Lua
--- **Ops** - Airwing Squadron.
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--
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-- **Main Features:**
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--
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-- * Stuff
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Ops.Squadron
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-- @image OPS_Squadron.png
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--- SQUADRON class.
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-- @type SQUADRON
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-- @field #string ClassName Name of the class.
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-- @field #boolean Debug Debug mode. Messages to all about status.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #string name Name of the squadron.
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-- @field #string templatename Name of the template group.
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-- @field Wrapper.Group#GROUP templategroup Template group.
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-- @field #table assets Squadron assets.
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-- @field #table missiontypes Mission types the squadron can perform.
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-- @field #string livery Livery of the squadron.
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-- @field #number skill Skill of squadron members.
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-- @field Ops.AirWing#AIRWING airwing The AIRWING object the squadron belongs to.
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-- @field #number Ngroups Number of asset flight groups this squadron has.
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-- @field #number engageRange Engagement range in meters.
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-- @field #string attribute Generalized attribute of the squadron template group.
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-- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.
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-- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil.
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-- @extends Core.Fsm#FSM
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--- Be surprised!
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--
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-- ===
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--
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-- 
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--
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-- # The SQUADRON Concept
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--
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--
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--
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-- @field #SQUADRON
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SQUADRON = {
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ClassName = "SQUADRON",
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Debug = nil,
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lid = nil,
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name = nil,
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templatename = nil,
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assets = {},
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missiontypes = {},
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livery = nil,
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skill = nil,
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airwing = nil,
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Ngroups = nil,
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engageRange = nil,
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tankerSystem = nil,
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refuelSystem = nil,
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}
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--- Flight group element.
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-- @type SQUADRON.Flight
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-- @field Ops.FlightGroup#FLIGHTGROUP flightgroup The flight group object.
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-- @field #string mission Mission assigned to the flight.
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--- SQUADRON class version.
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-- @field #string version
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SQUADRON.version="0.0.3"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- DONE: Engage radius.
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-- TODO: Modex.
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-- TODO: Call signs.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new SQUADRON object and start the FSM.
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-- @param #SQUADRON self
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-- @param #string TemplateGroupName Name of the template group.
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-- @param #number Ngroups Number of asset groups of this squadron. Default 3.
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-- @param #string SquadronName Name of the squadron, e.g. "VFA-37".
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-- @return #SQUADRON self
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function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
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-- Inherit everything from FSM class.
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local self=BASE:Inherit(self, FSM:New()) -- #SQUADRON
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-- Name of the template group.
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self.templatename=TemplateGroupName
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-- Squadron name.
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self.name=tostring(SquadronName or TemplateGroupName)
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("SQUADRON %s | ", self.name)
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-- Template group.
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self.templategroup=GROUP:FindByName(self.templatename)
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-- Check if template group exists.
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if not self.templategroup then
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self:E(self.lid..string.format("ERROR: Template group %s does not exist!", tostring(self.templatename)))
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return nil
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end
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-- Defaults.
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self.Ngroups=Ngroups or 3
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self:SetEngagementRange()
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self.attribute=self.templategroup:GetAttribute()
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self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable())
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self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker())
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-- Start State.
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self:SetStartState("Stopped")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
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self:AddTransition("*", "Status", "*") -- Status update.
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self:AddTransition("Running", "Pause", "Paused") -- Pause squadron.
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self:AddTransition("Paused", "Unpause", "Running") -- Unpause squadron.
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self:AddTransition("*", "Stop", "Stopped") -- Stop squadron.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the SQUADRON. Initializes parameters and starts event handlers.
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-- @function [parent=#SQUADRON] Start
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-- @param #SQUADRON self
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--- Triggers the FSM event "Start" after a delay. Starts the SQUADRON. Initializes parameters and starts event handlers.
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-- @function [parent=#SQUADRON] __Start
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-- @param #SQUADRON self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the SQUADRON and all its event handlers.
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-- @param #SQUADRON self
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--- Triggers the FSM event "Stop" after a delay. Stops the SQUADRON and all its event handlers.
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-- @function [parent=#SQUADRON] __Stop
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-- @param #SQUADRON self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Status".
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-- @function [parent=#SQUADRON] Status
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-- @param #SQUADRON self
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--- Triggers the FSM event "Status" after a delay.
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-- @function [parent=#SQUADRON] __Status
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-- @param #SQUADRON self
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-- @param #number delay Delay in seconds.
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-- Debug trace.
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if false then
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self.Debug=true
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BASE:TraceOnOff(true)
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BASE:TraceClass(self.ClassName)
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BASE:TraceLevel(1)
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end
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self.Debug=true
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set livery.
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-- @param #SQUADRON self
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-- @param #string LiveryName Name of the livery.
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-- @return #SQUADRON self
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function SQUADRON:SetLivery(LiveryName)
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self.livery=LiveryName
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return self
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end
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--- Set skill.
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-- @param #SQUADRON self
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-- @param #string Skill Skill of all flights.
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-- @return #SQUADRON self
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function SQUADRON:SetSkill(Skill)
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self.skill=Skill
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return self
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end
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--- Set mission types this squadron is able to perform.
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-- @param #SQUADRON self
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-- @param #table MissionTypes Table of mission types. Can also be passed as a #string if only one type.
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-- @return #SQUADRON self
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function SQUADRON:SetMissonTypes(MissionTypes)
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-- Ensure Missiontypes is a table.
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if MissionTypes and type(MissionTypes)~="table" then
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MissionTypes={MissionTypes}
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end
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-- Add ORBIT for all.
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if not self:CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then
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table.insert(MissionTypes, AUFTRAG.Type.ORBIT)
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end
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-- Set table.
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self.missiontypes=MissionTypes
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self:I(self.missiontypes)
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return self
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end
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--- Get mission types this squadron is able to perform.
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-- @param #SQUADRON self
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-- @param #table MissionTypes Table of mission types.
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function SQUADRON:GetMissonTypes()
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return self.missiontypes
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end
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--- Set max engagement range.
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-- @param #SQUADRON self
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-- @param #number EngageRange Engagement range in NM. Default 80 NM.
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-- @return #SQUADRON self
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function SQUADRON:SetEngagementRange(EngageRange)
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self.engageRange=UTILS.NMToMeters(EngageRange or 80)
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return self
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end
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--- Set airwing.
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-- @param #SQUADRON self
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-- @param Ops.AirWing#AIRWING Airwing The airwing.
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-- @return #SQUADRON self
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function SQUADRON:SetAirwing(Airwing)
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self.airwing=Airwing
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return self
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end
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--- Add airwing asset to squadron.
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-- @param #SQUADRON self
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-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
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-- @return #SQUADRON self
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function SQUADRON:AddAsset(Asset)
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table.insert(self.assets, Asset)
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return self
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end
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--- Remove airwing asset from squadron.
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-- @param #SQUADRON self
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-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
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-- @return #SQUADRON self
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function SQUADRON:DelAsset(Asset)
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for i,_asset in pairs(self.assets) do
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local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
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if Asset.uid==asset.uid then
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self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
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table.remove(self.assets, i)
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break
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end
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end
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Start & Status
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
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-- @param #SQUADRON self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function SQUADRON:onafterStart(From, Event, To)
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-- Short info.
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local text=string.format("Starting SQUADRON %s.", self.name)
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self:I(self.lid..text)
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-- Start the status monitoring.
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self:__Status(-1)
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end
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--- On after "Status" event.
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-- @param #SQUADRON self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function SQUADRON:onafterStatus(From, Event, To)
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-- FSM state.
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local fsmstate=self:GetState()
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-- Check if group has detected any units.
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--self:_CheckAssetStatus()
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-- Short info.
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local text=string.format("Status %s", fsmstate)
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self:I(self.sid..text)
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self:__Status(-30)
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end
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--- Check asset status.
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-- @param #SQUADRON self
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function SQUADRON:_CheckAssetStatus()
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for _,_asset in pairs(self.assets) do
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local asset=_asset --#SQUADRON.Flight
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flight.flightgroup:IsSpawned()
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end
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end
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--- On after "Stop" event.
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-- @param #SQUADRON self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function SQUADRON:onafterStop(From, Event, To)
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-- Remove all assets.
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for i=#self.assets,1,-1 do
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local asset=self.assets[i]
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self:DelAsqsset(asset)
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Misc Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Check if there is a squadron that can execute a given mission type. Optionally, the number of required assets can be specified.
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-- @param #SQUADRON self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @return #boolean If true, Squadron can do that type of mission.
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-- @return #table Assets that can do the required mission.
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function SQUADRON:CanMission(Mission)
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-- Assets available for this mission.
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local assets={}
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-- WARNING: This assumes that all assets of the squad can do the same mission types!
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local cando=self:CheckMissionType(Mission.type, self.missiontypes)
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-- Check that tanker mission
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if cando and Mission.type==AUFTRAG.Type.TANKER then
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if Mission.refuelSystem and Mission.refuelSystem==self.tankerSystem then
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-- Correct refueling system.
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else
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self:I(self.lid..string.format("wrong refuling system mi=%s ta=%s", tostring(Mission.refuelSystem), tostring(self.tankerSystem)))
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cando=false
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end
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end
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if cando then
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local TargetDistance=Mission:GetTargetDistance(self.airwing:GetCoordinate())
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for _,_asset in pairs(self.assets) do
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local asset=_asset --#AIRWING.SquadronAsset
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-- Set range is valid.
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if TargetDistance<=self.engageRange then
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-- Check if asset is currently on a mission (STARTED or QUEUED).
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if self.airwing:IsAssetOnMission(asset) then
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---
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-- This asset is already on a mission
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---
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-- Check if this asset is currently on a PATROL mission (STARTED or EXECUTING).
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if self.airwing:IsAssetOnMission(asset, AUFTRAG.Type.PATROL) and Mission.type==AUFTRAG.Type.INTERCEPT then
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-- Check if the payload of this asset is compatible with the mission.
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-- Note: we do not check the payload as an asset that is on a PATROL mission should be able to do an intercept as well!
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--if self:CheckMissionType(Mission.type, asset.payload.missiontypes) then
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-- TODO: Check if asset actually has weapons left. Difficult!
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table.insert(assets, asset)
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--end
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end
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else
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---
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-- This asset as no current mission
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---
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if asset.spawned then
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local combatready=false
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local flightgroup=asset.flightgroup
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if flightgroup then
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if (flightgroup:IsAirborne() or flightgroup:IsWaiting()) and not flightgroup:IsFuelLow() then
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combatready=true
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end
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end
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-- This asset is "combatready". Let's check if it has the right payload.
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if combatready and self:CheckMissionType(Mission.type, asset.payload.missiontypes) then
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table.insert(assets, asset)
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end
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else
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if not asset.requested then
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-- Check if we got a payload and reserve it for this asset.
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local payload=self.airwing:FetchPayloadFromStock(asset.unittype, Mission.type)
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if payload then
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asset.payload=payload
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table.insert(assets, asset)
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end
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end
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end
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end
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end
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end
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end
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-- Check if required assets are present.
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if Mission.nassets and Mission.nassets > #assets then
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cando=false
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end
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return cando, assets
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end
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--- Checks if a mission type is contained in a table of possible types.
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-- @param #SQUADRON self
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-- @param #string MissionType The requested mission type.
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-- @param #table PossibleTypes A table with possible mission types.
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-- @return #boolean If true, the requested mission type is part of the possible mission types.
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function SQUADRON:CheckMissionType(MissionType, PossibleTypes)
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if type(PossibleTypes)=="string" then
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PossibleTypes={PossibleTypes}
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end
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for _,canmission in pairs(PossibleTypes) do
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if canmission==MissionType then
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return true
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end
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end
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return false
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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