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https://github.com/FlightControl-Master/MOOSE.git
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API V2 of the A2A and A2G dispatchers. Now a more fine grained attack is possible. You can now tweak the altitude and speed when units engage the target. Especially useful for ground attacks when SEAD, CAS or BAI.You can model low altitude approaches. Added 2 new test missions under the IAD - A2G API v2. Please report any bugs.
This commit is contained in:
@@ -10,7 +10,8 @@
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-- @image AI_Combat_Air_Patrol.JPG
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--- @type AI_A2A_CAP
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-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
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-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
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-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
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--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
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@@ -97,6 +98,36 @@ AI_A2A_CAP = {
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ClassName = "AI_A2A_CAP",
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}
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--- Creates a new AI_A2A_CAP object
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap
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-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
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-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
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-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
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-- @return #AI_A2A_CAP
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function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
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-- Multiple inheritance ... :-)
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local AI_Air = AI_AIR:New( AICap )
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local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
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local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
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local self = BASE:Inherit( self, AI_Air_Engage )
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self:SetFuelThreshold( .2, 60 )
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self:SetDamageThreshold( 0.4 )
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self:SetDisengageRadius( 70000 )
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return self
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end
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--- Creates a new AI_A2A_CAP object
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap
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@@ -111,176 +142,8 @@ AI_A2A_CAP = {
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-- @return #AI_A2A_CAP
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function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_A2A_PATROL:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP
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return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolAltType )
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self.Accomplished = false
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self.Engaging = false
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self.EngageMinSpeed = EngageMinSpeed
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self.EngageMaxSpeed = EngageMaxSpeed
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self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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--- OnBefore Transition Handler for Event Engage.
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-- @function [parent=#AI_A2A_CAP] OnBeforeEngage
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Engage.
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-- @function [parent=#AI_A2A_CAP] OnAfterEngage
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Engage.
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-- @function [parent=#AI_A2A_CAP] Engage
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-- @param #AI_A2A_CAP self
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--- Asynchronous Event Trigger for Event Engage.
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-- @function [parent=#AI_A2A_CAP] __Engage
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-- @param #AI_A2A_CAP self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Engaging.
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-- @function [parent=#AI_A2A_CAP] OnLeaveEngaging
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnEnter Transition Handler for State Engaging.
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-- @function [parent=#AI_A2A_CAP] OnEnterEngaging
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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--- OnBefore Transition Handler for Event Fired.
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-- @function [parent=#AI_A2A_CAP] OnBeforeFired
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Fired.
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-- @function [parent=#AI_A2A_CAP] OnAfterFired
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Fired.
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-- @function [parent=#AI_A2A_CAP] Fired
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-- @param #AI_A2A_CAP self
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--- Asynchronous Event Trigger for Event Fired.
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-- @function [parent=#AI_A2A_CAP] __Fired
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-- @param #AI_A2A_CAP self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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--- OnBefore Transition Handler for Event Destroy.
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-- @function [parent=#AI_A2A_CAP] OnBeforeDestroy
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Destroy.
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-- @function [parent=#AI_A2A_CAP] OnAfterDestroy
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Destroy.
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-- @function [parent=#AI_A2A_CAP] Destroy
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-- @param #AI_A2A_CAP self
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--- Asynchronous Event Trigger for Event Destroy.
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-- @function [parent=#AI_A2A_CAP] __Destroy
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-- @param #AI_A2A_CAP self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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--- OnBefore Transition Handler for Event Abort.
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-- @function [parent=#AI_A2A_CAP] OnBeforeAbort
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Abort.
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-- @function [parent=#AI_A2A_CAP] OnAfterAbort
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Abort.
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-- @function [parent=#AI_A2A_CAP] Abort
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-- @param #AI_A2A_CAP self
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--- Asynchronous Event Trigger for Event Abort.
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-- @function [parent=#AI_A2A_CAP] __Abort
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-- @param #AI_A2A_CAP self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
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--- OnBefore Transition Handler for Event Accomplish.
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-- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Accomplish.
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-- @function [parent=#AI_A2A_CAP] OnAfterAccomplish
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Accomplish.
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-- @function [parent=#AI_A2A_CAP] Accomplish
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-- @param #AI_A2A_CAP self
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--- Asynchronous Event Trigger for Event Accomplish.
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-- @function [parent=#AI_A2A_CAP] __Accomplish
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-- @param #AI_A2A_CAP self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( { "Patrolling", "Engaging" }, "Refuel", "Refuelling" )
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return self
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end
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--- onafter State Transition for Event Patrol.
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@@ -291,7 +154,7 @@ end
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterStart( AICap, From, Event, To )
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self:GetParent( self ).onafterStart( self, AICap, From, Event, To )
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self:GetParent( self, AI_A2A_CAP ).onafterStart( self, AICap, From, Event, To )
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AICap:HandleEvent( EVENTS.Takeoff, nil, self )
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end
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@@ -324,168 +187,26 @@ function AI_A2A_CAP:SetEngageRange( EngageRange )
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end
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end
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--- onafter State Transition for Event Patrol.
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterPatrol( AICap, From, Event, To )
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2A_CAP self
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function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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-- Call the parent Start event handler
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self:GetParent(self).onafterPatrol( self, AICap, From, Event, To )
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self:HandleEvent( EVENTS.Dead )
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local AttackUnitTasks = {}
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end
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-- todo: need to fix this global function
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--- @param Wrapper.Group#GROUP AICap
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function AI_A2A_CAP.AttackRoute( AICap, Fsm )
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AICap:F( { "AI_A2A_CAP.AttackRoute:", AICap:GetName() } )
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if AICap:IsAlive() then
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Fsm:__Engage( 0.5 )
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end
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end
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--- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_CAP:onbeforeEngage( AICap, From, Event, To )
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if self.Accomplished == true then
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return false
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end
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end
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--- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterAbort( AICap, From, Event, To )
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AICap:ClearTasks()
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self:__Route( 0.5 )
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end
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--- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The AICap Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit )
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self:F( { AICap, From, Event, To, AttackSetUnit} )
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self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
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if AICap and AICap:IsAlive() then
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local EngageRoute = {}
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--- Calculate the target route point.
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local CurrentCoord = AICap:GetCoordinate()
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local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
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--- Create a route point of type air.
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local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
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self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
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self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
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if AttackUnit:IsAlive() and AttackUnit:IsAir() then
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-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
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-- Maybe the detected set also contains
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AttackTasks[#AttackTasks+1] = AICap:TaskAttackUnit( AttackUnit )
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end
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end
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if #AttackTasks == 0 then
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self:E("No targets found -> Going back to Patrolling")
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self:__Abort( 0.5 )
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else
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AICap:OptionROEOpenFire()
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AICap:OptionROTEvadeFire()
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AttackTasks[#AttackTasks+1] = AICap:TaskFunction( "AI_A2A_CAP.AttackRoute", self )
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EngageRoute[#EngageRoute].task = AICap:TaskCombo( AttackTasks )
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end
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AICap:Route( EngageRoute, 0.5 )
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
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self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
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if AttackUnit:IsAlive() and AttackUnit:IsAir() then
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-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
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-- Maybe the detected set also contains
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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else
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self:E("No targets found -> Going back to Patrolling")
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self:__Abort( 0.5 )
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end
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end
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--- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterAccomplish( AICap, From, Event, To )
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self.Accomplished = true
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self:SetDetectionOff()
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end
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--- @param #AI_A2A_CAP self
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-- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM.
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||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_CAP:onafterDestroy( AICap, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_CAP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_CAP:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AICap
|
||||
function AI_A2A_CAP.Resume( AICap, Fsm )
|
||||
|
||||
AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } )
|
||||
if AICap:IsAlive() then
|
||||
Fsm:__Reset( 1 )
|
||||
Fsm:__Route( 5 )
|
||||
end
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
Reference in New Issue
Block a user