mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Respect Gci radius
* Corrected the calculation to the distance to the airbase, when the intercept calculation is used. Now the intercept point is not anymore interfering with the gci radius validation and gci radius is now correctly respected and validated.
This commit is contained in:
parent
e6c765c441
commit
2830bcb867
@ -1369,14 +1369,14 @@ do -- AI_A2A_DISPATCHER
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---
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #AI_A2A_DISPATCHER self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, Target )
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function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, AttackerDetection )
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local Message = "(" .. self.DefenderTasks[Defender].Type .. ") "
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local Message = "(" .. self.DefenderTasks[Defender].Type .. ") "
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Message = Message .. Defender:GetName()
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Message = Message .. Defender:GetName()
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Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
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Message = Message .. ( AttackerDetection and ( " target " .. AttackerDetection.Index .. " [" .. AttackerDetection.Set:Count() .. "]" ) ) or ""
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self:F( { Target = Message } )
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self:F( { AttackerDetection = Message } )
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if Target then
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if AttackerDetection then
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self.DefenderTasks[Defender].Target = Target
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self.DefenderTasks[Defender].Target = AttackerDetection
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end
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end
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return self
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return self
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end
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end
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@ -2510,20 +2510,20 @@ do -- AI_A2A_DISPATCHER
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---
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:CountDefendersEngaged( Target )
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function AI_A2A_DISPATCHER:CountDefendersEngaged( AttackerDetection )
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-- First, count the active AIGroups Units, targetting the DetectedSet
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-- First, count the active AIGroups Units, targetting the DetectedSet
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local AIUnitCount = 0
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local AIUnitCount = 0
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self:E( "Counting Defenders Engaged for Attacker:" )
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self:E( "Counting Defenders Engaged for Attacker:" )
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local DetectedSet = Target.Set
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local DetectedSet = AttackerDetection.Set
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DetectedSet:Flush()
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DetectedSet:Flush()
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local DefenderTasks = self:GetDefenderTasks()
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local DefenderTasks = self:GetDefenderTasks()
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for AIGroup, DefenderTask in pairs( DefenderTasks ) do
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for AIGroup, DefenderTask in pairs( DefenderTasks ) do
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local AIGroup = AIGroup -- Wrapper.Group#GROUP
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local AIGroup = AIGroup -- Wrapper.Group#GROUP
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local DefenderTask = self:GetDefenderTaskTarget( AIGroup )
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local DefenderTask = self:GetDefenderTaskTarget( AIGroup )
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if DefenderTask and DefenderTask.Index == Target.Index then
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if DefenderTask and DefenderTask.Index == AttackerDetection.Index then
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AIUnitCount = AIUnitCount + AIGroup:GetSize()
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AIUnitCount = AIUnitCount + AIGroup:GetSize()
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self:E( "Defender Group Name: " .. AIGroup:GetName() .. ", Size: " .. AIGroup:GetSize() )
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self:E( "Defender Group Name: " .. AIGroup:GetName() .. ", Size: " .. AIGroup:GetSize() )
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end
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end
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@ -2534,18 +2534,18 @@ do -- AI_A2A_DISPATCHER
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---
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
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function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( AttackerDetection, DefenderCount )
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local Friendlies = nil
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local Friendlies = nil
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local DetectedSet = DetectedItem.Set
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local AttackerSet = AttackerDetection.Set
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local DetectedCount = DetectedSet:Count()
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local AttackerCount = AttackerSet:Count()
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local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
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local DefenderFriendlies = self:GetAIFriendliesNearBy( AttackerDetection )
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for FriendlyDistance, AIFriendly in UTILS.spairs( AIFriendlies or {} ) do
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for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
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-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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if DetectedCount > DefenderCount then
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if AttackerCount > DefenderCount then
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local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
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local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
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if Friendly and Friendly:IsAlive() then
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if Friendly and Friendly:IsAlive() then
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-- Ok, so we have a friendly near the potential target.
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-- Ok, so we have a friendly near the potential target.
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@ -2554,7 +2554,7 @@ do -- AI_A2A_DISPATCHER
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if DefenderTask then
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if DefenderTask then
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-- The Task should be CAP or GCI
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-- The Task should be CAP or GCI
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if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then
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if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then
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-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet
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-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the AttackerSet
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if DefenderTask.Target == nil then
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if DefenderTask.Target == nil then
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if DefenderTask.Fsm:Is( "Returning" )
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if DefenderTask.Fsm:Is( "Returning" )
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or DefenderTask.Fsm:Is( "Patrolling" ) then
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or DefenderTask.Fsm:Is( "Patrolling" ) then
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@ -2650,16 +2650,16 @@ do -- AI_A2A_DISPATCHER
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---
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, Defenders )
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function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, AttackerDetection, Defenders )
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if Defenders then
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if Defenders then
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for DefenderID, Defender in pairs( Defenders ) do
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for DefenderID, Defender in pairs( Defenders ) do
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local Fsm = self:GetDefenderTaskFsm( Defender )
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local Fsm = self:GetDefenderTaskFsm( Defender )
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Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
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Fsm:__Engage( 1, AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTaskTarget( Defender, Target )
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self:SetDefenderTaskTarget( Defender, AttackerDetection )
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end
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end
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end
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end
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@ -2667,164 +2667,169 @@ do -- AI_A2A_DISPATCHER
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---
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, DetectedItem, DefendersMissing, Friendlies )
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function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, AttackerDetection, DefendersMissing, DefenderFriendlies )
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self:F( { From, Event, To, DetectedItem.Index, DefendersMissing, Friendlies } )
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self:F( { From, Event, To, AttackerDetection.Index, DefendersMissing, DefenderFriendlies } )
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local AttackerSet = DetectedItem.Set
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local AttackerSet = AttackerDetection.Set
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local AttackerCount = AttackerSet:Count()
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local AttackerUnit = AttackerSet:GetFirst()
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local DefendersCount = 0
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if AttackerUnit and AttackerUnit:IsAlive() then
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for DefenderID, AIGroup in pairs( Friendlies or {} ) do
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local AttackerCount = AttackerSet:Count()
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local DefenderCount = 0
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local Fsm = self:GetDefenderTaskFsm( AIGroup )
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Fsm:__Engage( 1, AttackerSet ) -- Engage on the TargetSetUnit
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for DefenderID, DefenderGroup in pairs( DefenderFriendlies or {} ) do
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local Fsm = self:GetDefenderTaskFsm( DefenderGroup )
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Fsm:__Engage( 1, AttackerSet ) -- Engage on the TargetSetUnit
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self:SetDefenderTaskTarget( DefenderGroup, AttackerDetection )
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DefenderCount = DefenderCount + DefenderGroup:GetSize()
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end
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DefenderCount = DefendersMissing
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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self:SetDefenderTaskTarget( AIGroup, DetectedItem )
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local BreakLoop = false
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DefendersCount = DefendersCount + AIGroup:GetSize()
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while( DefenderCount > 0 and not BreakLoop ) do
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end
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self:F( { DefenderSquadrons = self.DefenderSquadrons } )
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
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DefendersCount = DefendersMissing
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self:F( { GCI = DefenderSquadron.Gci } )
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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self:F( { DefenderSquadron } )
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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local BreakLoop = false
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local AttackerCoord = AttackerUnit:GetCoordinate()
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local InterceptCoord = AttackerDetection.InterceptCoord
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while( DefendersCount > 0 and not BreakLoop ) do
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self:F({InterceptCoord = InterceptCoord})
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self:F( { DefenderSquadrons = self.DefenderSquadrons } )
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if InterceptCoord then
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
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local InterceptDistance = SpawnCoord:Get2DDistance( InterceptCoord )
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self:F( { GCI = DefenderSquadron.Gci } )
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local AirbaseDistance = SpawnCoord:Get2DDistance( AttackerCoord )
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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self:F( { InterceptDistance = InterceptDistance, AirbaseDistance = AirbaseDistance, InterceptCoord = InterceptCoord } )
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self:F( { DefenderSquadron } )
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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--local TargetCoord = AttackerSet:GetFirst():GetCoordinate()
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local InterceptCoord = DetectedItem.InterceptCoord
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self:F({InterceptCoord = InterceptCoord})
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if InterceptCoord then
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local Distance = SpawnCoord:Get2DDistance( InterceptCoord )
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self:F( { Distance = Distance, InterceptCoord = InterceptCoord } )
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if ClosestDistance == 0 or Distance < ClosestDistance then
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-- Only intercept if the distance to target is smaller or equal to the GciRadius limit.
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if ClosestDistance == 0 or InterceptDistance < ClosestDistance then
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if Distance <= self.GciRadius then
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ClosestDistance = Distance
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-- Only intercept if the distance to target is smaller or equal to the GciRadius limit.
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ClosestDefenderSquadronName = SquadronName
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if AirbaseDistance <= self.GciRadius then
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ClosestDistance = InterceptDistance
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ClosestDefenderSquadronName = SquadronName
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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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end
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end
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end
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if ClosestDefenderSquadronName then
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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if DefenderSquadron then
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if ClosestDefenderSquadronName then
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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if Gci then
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local DefenderOverhead = DefenderSquadron.Overhead or self.DefenderDefault.Overhead
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
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local DefendersNeeded = math.ceil( DefendersCount * DefenderOverhead )
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self:F( { DefaultOverhead = self.DefenderDefault.Overhead, Overhead = DefenderOverhead } )
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self:F( { DefaultGrouping = self.DefenderDefault.Grouping, Grouping = DefenderGrouping } )
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self:F( { DefendersCount = DefendersCount, DefendersNeeded = DefendersNeeded } )
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while ( DefendersNeeded > 0 ) do
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
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if DefenderSquadron then
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local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
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if DefenderGrouping then
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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Spawn:InitGrouping( DefenderGrouping )
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else
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if Gci then
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Spawn:InitGrouping()
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end
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local DefenderOverhead = DefenderSquadron.Overhead or self.DefenderDefault.Overhead
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local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
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local DefendersNeeded = math.ceil( DefenderCount * DefenderOverhead )
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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self:F( { DefaultOverhead = self.DefenderDefault.Overhead, Overhead = DefenderOverhead } )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
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self:F( { DefaultGrouping = self.DefenderDefault.Grouping, Grouping = DefenderGrouping } )
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
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DefendersNeeded = DefendersNeeded - DefenderGrouping
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while ( DefendersNeeded > 0 ) do
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
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local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
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if DefenderGrouping then
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Spawn:InitGrouping( DefenderGrouping )
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else
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Spawn:InitGrouping()
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end
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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DefendersNeeded = DefendersNeeded - DefenderGrouping
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if DefenderGCI then
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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DefendersCount = DefendersCount - DefenderGrouping
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if DefenderGCI then
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:Start()
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Fsm:__Engage( 2, DetectedItem.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, DetectedItem )
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DefenderCount = DefenderCount - DefenderGrouping
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"GCI RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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Dispatcher:ClearDefenderTaskTarget( Defender )
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Fsm:SetDispatcher( self )
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end
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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--- @param #AI_A2A_DISPATCHER self
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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function Fsm:onafterLostControl( Defender, From, Event, To )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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self:F({"GCI LostControl", Defender:GetName()})
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Fsm:Start()
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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Fsm:__Engage( 2, AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, AttackerDetection )
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Defender:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"GCI Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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function Fsm:onafterRTB( Defender, From, Event, To )
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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self:F({"GCI RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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Defender:Destroy()
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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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--- @param #AI_A2A_DISPATCHER self
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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function Fsm:onafterLostControl( Defender, From, Event, To )
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Defender:Destroy()
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self:F({"GCI LostControl", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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||||||
|
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
|
||||||
|
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||||
|
if Defender:IsAboveRunway() then
|
||||||
|
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||||
|
Defender:Destroy()
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
|
||||||
end -- if DefenderGCI then
|
--- @param #AI_A2A_DISPATCHER self
|
||||||
end -- while ( DefendersNeeded > 0 ) do
|
function Fsm:onafterHome( Defender, From, Event, To, Action )
|
||||||
|
self:F({"GCI Home", Defender:GetName()})
|
||||||
|
self:GetParent(self).onafterHome( self, Defender, From, Event, To )
|
||||||
|
|
||||||
|
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
|
||||||
|
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||||
|
|
||||||
|
if Action and Action == "Destroy" then
|
||||||
|
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||||
|
Defender:Destroy()
|
||||||
|
end
|
||||||
|
|
||||||
|
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
|
||||||
|
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||||
|
Defender:Destroy()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end -- if DefenderGCI then
|
||||||
|
end -- while ( DefendersNeeded > 0 ) do
|
||||||
|
end
|
||||||
|
else
|
||||||
|
-- No more resources, try something else.
|
||||||
|
-- Subject for a later enhancement to try to depart from another squadron and disable this one.
|
||||||
|
BreakLoop = true
|
||||||
|
break
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
-- No more resources, try something else.
|
-- There isn't any closest airbase anymore, break the loop.
|
||||||
-- Subject for a later enhancement to try to depart from another squadron and disable this one.
|
|
||||||
BreakLoop = true
|
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
else
|
end -- if DefenderSquadron then
|
||||||
-- There isn't any closest airbase anymore, break the loop.
|
end -- if AttackerUnit
|
||||||
break
|
|
||||||
end
|
|
||||||
end -- if DefenderSquadron then
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user