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:
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e6c765c441
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2830bcb867
@ -1369,14 +1369,14 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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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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Message = Message .. Defender:GetName()
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Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
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self:F( { Target = Message } )
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if Target then
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self.DefenderTasks[Defender].Target = Target
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Message = Message .. ( AttackerDetection and ( " target " .. AttackerDetection.Index .. " [" .. AttackerDetection.Set:Count() .. "]" ) ) or ""
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self:F( { AttackerDetection = Message } )
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if AttackerDetection then
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self.DefenderTasks[Defender].Target = AttackerDetection
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end
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return self
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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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-- @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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local AIUnitCount = 0
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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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local DefenderTasks = self:GetDefenderTasks()
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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 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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self:E( "Defender Group Name: " .. AIGroup:GetName() .. ", Size: " .. AIGroup:GetSize() )
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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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-- @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 DetectedSet = DetectedItem.Set
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local DetectedCount = DetectedSet:Count()
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local AttackerSet = AttackerDetection.Set
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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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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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if Friendly and Friendly:IsAlive() then
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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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-- 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 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.Fsm:Is( "Returning" )
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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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-- @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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for DefenderID, Defender in pairs( Defenders ) do
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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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@ -2667,164 +2667,169 @@ do -- AI_A2A_DISPATCHER
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---
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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 AttackerCount = AttackerSet:Count()
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local DefendersCount = 0
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local AttackerSet = AttackerDetection.Set
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local AttackerUnit = AttackerSet:GetFirst()
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for DefenderID, AIGroup in pairs( Friendlies or {} ) do
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if AttackerUnit and AttackerUnit:IsAlive() then
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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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self:SetDefenderTaskTarget( AIGroup, DetectedItem )
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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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DefendersCount = DefendersCount + AIGroup:GetSize()
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end
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self:SetDefenderTaskTarget( DefenderGroup, AttackerDetection )
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DefendersCount = DefendersMissing
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DefenderCount = DefenderCount + DefenderGroup:GetSize()
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end
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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DefenderCount = DefendersMissing
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local BreakLoop = false
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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while( DefendersCount > 0 and not BreakLoop ) do
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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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self:F( { GCI = DefenderSquadron.Gci } )
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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local BreakLoop = false
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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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while( DefenderCount > 0 and not BreakLoop ) do
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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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self:F( { GCI = DefenderSquadron.Gci } )
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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if ClosestDistance == 0 or Distance < ClosestDistance then
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self:F( { DefenderSquadron } )
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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local AttackerCoord = AttackerUnit:GetCoordinate()
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local InterceptCoord = AttackerDetection.InterceptCoord
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self:F({InterceptCoord = InterceptCoord})
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if InterceptCoord then
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local InterceptDistance = SpawnCoord:Get2DDistance( InterceptCoord )
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local AirbaseDistance = SpawnCoord:Get2DDistance( AttackerCoord )
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self:F( { InterceptDistance = InterceptDistance, AirbaseDistance = AirbaseDistance, InterceptCoord = InterceptCoord } )
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-- Only intercept if the distance to target is smaller or equal to the GciRadius limit.
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if Distance <= self.GciRadius then
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ClosestDistance = Distance
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ClosestDefenderSquadronName = SquadronName
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if ClosestDistance == 0 or InterceptDistance < 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 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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if ClosestDefenderSquadronName then
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if ClosestDefenderSquadronName then
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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if DefenderSquadron then
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if DefenderSquadron then
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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if Gci then
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if Gci then
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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( DefendersCount * DefenderOverhead )
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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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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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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 = DefenderCount, DefendersNeeded = DefendersNeeded } )
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while ( DefendersNeeded > 0 ) do
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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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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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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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if DefenderGCI then
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DefendersCount = DefendersCount - DefenderGrouping
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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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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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Dispatcher:ClearDefenderTaskTarget( Defender )
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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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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterLostControl( Defender, From, Event, To )
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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 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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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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DefendersNeeded = DefendersNeeded - DefenderGrouping
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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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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if DefenderGCI then
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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DefenderCount = DefenderCount - DefenderGrouping
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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, AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, AttackerDetection )
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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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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterLostControl( Defender, From, Event, To )
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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
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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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end
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end -- if DefenderGCI then
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end -- while ( DefendersNeeded > 0 ) do
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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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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase 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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end -- if DefenderGCI then
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end -- while ( DefendersNeeded > 0 ) do
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end
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else
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-- No more resources, try something else.
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-- Subject for a later enhancement to try to depart from another squadron and disable this one.
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BreakLoop = true
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break
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end
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else
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-- No more resources, try something else.
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-- Subject for a later enhancement to try to depart from another squadron and disable this one.
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BreakLoop = true
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-- There isn't any closest airbase anymore, break the loop.
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break
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end
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else
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-- There isn't any closest airbase anymore, break the loop.
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break
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end
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end -- if DefenderSquadron then
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end -- if DefenderSquadron then
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end -- if AttackerUnit
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end
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