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Progress on AI_CARGO_TROOPS
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@@ -24,19 +24,16 @@ AI_CARGO_TROOPS = {
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--- Creates a new AI_CARGO_TROOPS object.
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-- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @param Cargo.CargoGroup#CARGO_GROUP CargoGroup
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-- @param #number CombatRadius
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( ) ) -- #AI_CARGO_TROOPS
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self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
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self.CargoGroup = CargoGroup -- Core.Cargo#CARGO_GROUP
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self.CargoGroup = CargoGroup -- Cargo.CargoGroup#CARGO_GROUP
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self.CombatRadius = CombatRadius
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:SetStartState( "UnLoaded" )
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@@ -50,14 +47,91 @@ function AI_CARGO_TROOPS:New( CargoCarrier, CargoGroup, CombatRadius )
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Guarding" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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self:__Monitor( 1 )
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self:__Load( 1 )
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self:SetCarrier( CargoCarrier )
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return self
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end
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--- Set the Carrier.
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-- @param #AI_CARGO_TROOPS self
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-- @param Wrapper.Unit#UNIT CargoCarrier
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-- @return #AI_CARGO_TROOPS
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function AI_CARGO_TROOPS:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Unit#UNIT
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_TROOPS", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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CargoCarrier:HandleEvent( EVENTS.Hit )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroops:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Destroyed()
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end
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end
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end
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function CargoCarrier:OnEventHit( EventData )
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self:F({"hit"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_TROOPS" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Unload()
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:Guard()
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return self
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO_TROOPS self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Unit#UNIT NewCarrier
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function AI_CARGO_TROOPS:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO_TROOPS" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttribute( "Trucks" ) then
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self:SetCarrier( NearUnit )
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break
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end
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end
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end
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end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO_TROOPS self
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-- @param #AI_CARGO_TROOPS Me
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@@ -68,40 +142,44 @@ function AI_CARGO_TROOPS:FollowToCarrier( Me, CargoCarrier, InfantryGroup )
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
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--if self:Is( "Following" ) then
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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if CargoCarrier:IsAlive() then
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", CargoCarrier, 5 ) ) then
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else
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CargoCarrier:GetCoordinate()
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = CargoCarrier:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_TROOPS.FollowToCarrier", Me, CargoCarrier, InfantryGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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end
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end
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@@ -132,6 +210,22 @@ function AI_CARGO_TROOPS:onafterMonitor( CargoCarrier, From, Event, To )
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self:Follow()
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end
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end
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if self:Is( "Following" ) then
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local Distance = Coordinate:Get2DDistance( self.CargoGroup:GetCoordinate() )
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self:F( { Distance = Distance } )
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if Distance > 40 then
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CargoCarrier:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if self.CargoGroup:IsNear( CargoCarrier, 10 ) then
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CargoCarrier:RouteResume()
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self.CarrierStopped = nil
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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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self.CarrierCoordinate = CargoCarrier:GetCoordinate()
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end
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@@ -149,7 +243,7 @@ function AI_CARGO_TROOPS:onafterLoad( CargoCarrier, From, Event, To )
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if CargoCarrier and CargoCarrier:IsAlive() then
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CargoCarrier:RouteStop()
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self:__Board( 10 )
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self.CargoGroup:Board( CargoCarrier, 100 )
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self.CargoGroup:Board( CargoCarrier, 10 )
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end
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end
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