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Documentation fixes. (#1811)
Update documentation text and links. Fix spelling errors. Other minor adjustments where appropriate, such as remove whitespaces and format code.
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@@ -374,7 +374,7 @@ end
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--- 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 threshold is calculated.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
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-- Once the time is finished, the old AI will return to the base.
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-- @param #AI_AIR self
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-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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@@ -409,7 +409,7 @@ end
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
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-- @param #AI_AIR self
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-- @return #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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@@ -473,27 +473,27 @@ function AI_AIR:onafterStatus()
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-- self:Home( "Destroy" )
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-- end
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-- end
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if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
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local Fuel = self.Controllable:GetFuelMin()
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-- If the fuel in the controllable is below the threshold percentage,
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-- then send for refuel in case of a tanker, otherwise RTB.
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if Fuel < self.FuelThresholdPercentage then
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if self.TankerName then
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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else
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
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OldAIControllable:SetTask( TimedOrbitTask, 10 )
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self:Fuel()
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RTB = true
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end
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@@ -504,11 +504,11 @@ function AI_AIR:onafterStatus()
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if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
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RTB = true
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end
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-- TODO: Check GROUP damage function.
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local Damage = self.Controllable:GetLife()
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local InitialLife = self.Controllable:GetLife0()
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-- If the group is damaged, then RTB.
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-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
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-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
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@@ -518,7 +518,7 @@ function AI_AIR:onafterStatus()
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RTB = true
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self:SetStatusOff()
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end
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-- Check if planes went RTB and are out of control.
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-- We only check if planes are out of control, when they are in duty.
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if self.Controllable:HasTask() == false then
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@@ -532,7 +532,7 @@ function AI_AIR:onafterStatus()
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self:Damaged()
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else
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self:I( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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end
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else
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@@ -550,7 +550,7 @@ function AI_AIR:onafterStatus()
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if not self:Is("Home") then
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self:__Status( 10 )
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end
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end
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end
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@@ -559,11 +559,11 @@ end
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function AI_AIR.RTBRoute( AIGroup, Fsm )
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AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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Fsm:RTB()
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end
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end
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--- @param Wrapper.Group#GROUP AIGroup
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@@ -576,7 +576,7 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
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local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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AIGroup:SetTask( Task )
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end
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end
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--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
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@@ -598,54 +598,53 @@ end
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function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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if AIGroup and AIGroup:IsAlive() then
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if AIGroup and AIGroup:IsAlive() then
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self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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self:ClearTargetDistance()
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--AIGroup:ClearTasks()
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AIGroup:OptionProhibitAfterburner(true)
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local EngageRoute = {}
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--- Calculate the target route point.
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local FromCoord = AIGroup:GetCoordinate()
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local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
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local ToTargetVec3 = ToTargetCoord:GetVec3()
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ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
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local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
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if not self.RTBMinSpeed or not self.RTBMaxSpeed then
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local RTBSpeedMax = AIGroup:GetSpeedMax()
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local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
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local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
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self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
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end
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local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
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--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
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local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
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--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
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local ToAirbaseCoord = ToTargetCoord2
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if Distance < 5000 then
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self:I( "RTB and near the airbase!" )
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self:Home()
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return
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end
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if not AIGroup:InAir() == true then
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self:I( "Not anymore in the air, considered Home." )
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self:Home()
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return
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end
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--- Create a route point of type air.
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local FromRTBRoutePoint = FromCoord:WaypointAir(
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self.PatrolAltType,
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@@ -666,10 +665,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
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EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
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local Tasks = {}
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Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
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EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
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AIGroup:OptionROEHoldFire()
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@@ -677,9 +676,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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--- NOW ROUTE THE GROUP!
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AIGroup:Route( EngageRoute, self.TaskDelay )
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end
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end
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--- @param #AI_AIR self
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