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Updated documentation in AI_CAP, AI_CAS, AI_BALANCER, AI_PATROL
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<hr/>
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<h1>Demo Missions</h1>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling">AI_PATROL Demo Missions source code</a></h3>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling">AI_PATROL Demo Missions, only for beta testers</a></h3>
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<h3><a href="https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases">ALL Demo Missions pack of the last release</a></h3>
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<hr/>
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<h1>YouTube Channel</h1>
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<h3><a href="https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky">AI_PATROL YouTube Channel</a></h3>
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<hr/>
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<h1><strong>OPEN ISSUES</strong></h1>
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<p>2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.</p>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#AI_PATROL_ZONE">AI_PATROL_ZONE</a></td>
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<td class="summary">
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<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
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<h1>AI<em>PATROL</em>ZONE class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
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<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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<p>The AI<em>PATROL</em>ZONE class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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</td>
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</tr>
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</table>
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</dt>
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<dd>
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<h1>1) <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
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<h1>AI<em>PATROL</em>ZONE class, extends <a href="Fsm.html##(FSM_CONTROLLABLE)">Fsm#FSM_CONTROLLABLE</a></h1>
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<p>The <a href="##(AI_PATROL_ZONE)">#AI<em>PATROL</em>ZONE</a> class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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<p>The AI<em>PATROL</em>ZONE class implements the core functions to patrol a <a href="Zone.html">Zone</a> by an AI <a href="Controllable.html">Controllable</a> or <a href="Group.html">Group</a>.</p>
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@@ -692,17 +708,17 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
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<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
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<h2>1.1) AI<em>PATROL</em>ZONE constructor</h2>
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<h2>1. AI<em>PATROL</em>ZONE constructor</h2>
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<ul>
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<li><a href="##(AI_PATROL_ZONE).New">AI<em>PATROL</em>ZONE.New</a>(): Creates a new AI<em>PATROL</em>ZONE object.</li>
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</ul>
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<h2>1.2) AI<em>PATROL</em>ZONE is a FSM</h2>
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<h2>2. AI<em>PATROL</em>ZONE is a FSM</h2>
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<p><img src="..\Presentations\AI_PATROL\Dia2.JPG" alt="Process"/></p>
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<h3>1.2.1) AI<em>PATROL</em>ZONE States</h3>
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<h3>2.1. AI<em>PATROL</em>ZONE States</h3>
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<ul>
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<li><strong>None</strong> ( Group ): The process is not started yet.</li>
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<li><strong>Crashed</strong> ( Group ): The AI has crashed or is dead.</li>
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</ul>
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<h3>1.2.2) AI<em>PATROL</em>ZONE Events</h3>
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<h3>2.2. AI<em>PATROL</em>ZONE Events</h3>
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<ul>
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<li><strong>Start</strong> ( Group ): Start the process.</li>
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<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
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</ul>
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<h2>1.3) Set or Get the AI controllable</h2>
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<h2>3. Set or Get the AI controllable</h2>
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<ul>
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<li><a href="##(AI_PATROL_ZONE).SetControllable">AI<em>PATROL</em>ZONE.SetControllable</a>(): Set the AIControllable.</li>
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<li><a href="##(AI_PATROL_ZONE).GetControllable">AI<em>PATROL</em>ZONE.GetControllable</a>(): Get the AIControllable.</li>
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</ul>
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<h2>1.4) Set the Speed and Altitude boundaries of the AI controllable</h2>
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<h2>4. Set the Speed and Altitude boundaries of the AI controllable</h2>
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<ul>
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<li><a href="##(AI_PATROL_ZONE).SetSpeed">AI<em>PATROL</em>ZONE.SetSpeed</a>(): Set the patrol speed boundaries of the AI, for the next patrol.</li>
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<li><a href="##(AI_PATROL_ZONE).SetAltitude">AI<em>PATROL</em>ZONE.SetAltitude</a>(): Set altitude boundaries of the AI, for the next patrol.</li>
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</ul>
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<h2>1.5) Manage the detection process of the AI controllable</h2>
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<h2>5. Manage the detection process of the AI controllable</h2>
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<p>The detection process of the AI controllable can be manipulated.
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Detection requires an amount of CPU power, which has an impact on your mission performance.
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@@ -757,7 +773,7 @@ Use the method <a href="##(AI_PATROL_ZONE).SetDetectionZone">AI<em>PATROL</em>ZO
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Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
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according the weather conditions.</p>
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<h2>1.6) Manage the "out of fuel" in the AI<em>PATROL</em>ZONE</h2>
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<h2>6. Manage the "out of fuel" in the AI<em>PATROL</em>ZONE</h2>
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<p>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 treshold is calculated.
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Once the time is finished, the old AI will return to the base.
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Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI<em>PATROL</em>ZONE.ManageFuel</a>() to have this proces in place.</p>
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<h2>1.7) Manage "damage" behaviour of the AI in the AI<em>PATROL</em>ZONE</h2>
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<h2>7. Manage "damage" behaviour of the AI in the AI<em>PATROL</em>ZONE</h2>
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<p>When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
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Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
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<p> This table contains the targets detected during patrol.</p>
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</dd>
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</dl>
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<dl class="function">
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