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+--- **AI** -- **Provide Battleground Air Interdiction (bombing).**
+--
+-- 
+--
+-- ===
+--
+-- AI_BAI classes makes AI Controllables execute bombing tasks.
+--
+-- There are the following types of BAI classes defined:
+--
+-- * @{#AI_BAI_ZONE}: Perform a BAI in a zone.
+--
+-- ====
+--
+-- # Demo Missions
+--
+-- ### [AI_BAI Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/BOMB%20-%20Close%20Air%20Support)
+--
+-- ### [AI_BAI Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BOMB%20-%20Close%20Air%20Support)
+--
+-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
+--
+-- ====
+--
+-- # YouTube Channel
+--
+-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
+--
+-- ===
+--
+-- # **API CHANGE HISTORY**
+--
+-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
+--
+-- * **Added** parts are expressed in bold type face.
+-- * _Removed_ parts are expressed in italic type face.
+--
+-- Hereby the change log:
+--
+-- 2017-01-15: Initial class and API.
+--
+-- ===
+--
+-- # **AUTHORS and CONTRIBUTIONS**
+--
+-- ### Contributions:
+--
+-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
+--
+-- ### Authors:
+--
+-- * **FlightControl**: Concept, Design & Programming.
+--
+-- @module AI_BAI
+
+
+--- AI_BAI_ZONE class
+-- @type AI_BAI_ZONE
+-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
+-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
+-- @extends AI.AI_Patrol#AI_PATROL_ZONE
+
+--- # AI_BAI_ZONE class, extends @{AI_Patrol#AI_PATROL_ZONE}
+--
+-- AI_BAI_ZONE derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
+--
+-- The AI_BAI_ZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
+-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
+--
+-- 
+--
+-- The AI_BAI_ZONE is assigned a @{Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
+--
+-- 
+--
+-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
+-- using a random speed within the given altitude and speed limits.
+-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
+-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
+--
+-- 
+--
+-- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
+-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
+--
+-- 
+--
+-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
+--
+-- 
+--
+-- Every target that is destroyed, is reported< by the AI.
+--
+-- 
+--
+-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
+--
+-- 
+--
+-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
+--
+-- * a FAC
+-- * a timed event
+-- * a menu option selected by a human
+-- * a condition
+-- * others ...
+--
+-- 
+--
+-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
+--
+-- 
+--
+-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
+-- It can be notified to go RTB through the **RTB** event.
+--
+-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
+--
+-- 
+--
+-- # 1. AI_BAI_ZONE constructor
+--
+-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
+--
+-- ## 2. AI_BAI_ZONE is a FSM
+--
+-- 
+--
+-- ### 2.1. AI_BAI_ZONE States
+--
+-- * **None** ( Group ): The process is not started yet.
+-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
+-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
+-- * **Returning** ( Group ): The AI is returning to Base..
+--
+-- ### 2.2. AI_BAI_ZONE Events
+--
+-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
+-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
+-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
+-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
+-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
+-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
+-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
+-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Unit}.
+-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Unit}s assigned in the BOMB task.
+-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
+--
+-- ===
+--
+-- @field #AI_BAI_ZONE
+AI_BAI_ZONE = {
+ ClassName = "AI_BAI_ZONE",
+}
+
+
+
+--- Creates a new AI_BAI_ZONE object
+-- @param #AI_BAI_ZONE self
+-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
+-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
+-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
+-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
+-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
+-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
+-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
+-- @return #AI_BAI_ZONE self
+function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
+
+ -- Inherits from BASE
+ local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
+
+ self.EngageZone = EngageZone
+ self.Accomplished = false
+
+ self:SetDetectionZone( self.EngageZone )
+
+ self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
+
+ --- OnBefore Transition Handler for Event Engage.
+ -- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+
+ -- @return #boolean Return false to cancel Transition.
+
+ --- OnAfter Transition Handler for Event Engage.
+ -- @function [parent=#AI_BAI_ZONE] OnAfterEngage
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+
+ --- Synchronous Event Trigger for Event Engage.
+ -- @function [parent=#AI_BAI_ZONE] Engage
+ -- @param #AI_BAI_ZONE self
+ -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
+ -- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
+ -- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
+ -- If parameter is not defined the unit / controllable will choose expend on its own discretion.
+ -- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
+ -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
+ -- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
+
+ --- Asynchronous Event Trigger for Event Engage.
+ -- @function [parent=#AI_BAI_ZONE] __Engage
+ -- @param #AI_BAI_ZONE self
+ -- @param #number Delay The delay in seconds.
+ -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
+ -- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
+ -- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
+ -- If parameter is not defined the unit / controllable will choose expend on its own discretion.
+ -- Use the structure @{DCSTypes#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
+ -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
+ -- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
+
+--- OnLeave Transition Handler for State Engaging.
+-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
+-- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+-- @return #boolean Return false to cancel Transition.
+
+--- OnEnter Transition Handler for State Engaging.
+-- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
+-- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+
+ self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
+
+ self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
+
+ --- OnBefore Transition Handler for Event Fired.
+ -- @function [parent=#AI_BAI_ZONE] OnBeforeFired
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+ -- @return #boolean Return false to cancel Transition.
+
+ --- OnAfter Transition Handler for Event Fired.
+ -- @function [parent=#AI_BAI_ZONE] OnAfterFired
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+
+ --- Synchronous Event Trigger for Event Fired.
+ -- @function [parent=#AI_BAI_ZONE] Fired
+ -- @param #AI_BAI_ZONE self
+
+ --- Asynchronous Event Trigger for Event Fired.
+ -- @function [parent=#AI_BAI_ZONE] __Fired
+ -- @param #AI_BAI_ZONE self
+ -- @param #number Delay The delay in seconds.
+
+ self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
+
+ --- OnBefore Transition Handler for Event Destroy.
+ -- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+ -- @return #boolean Return false to cancel Transition.
+
+ --- OnAfter Transition Handler for Event Destroy.
+ -- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+
+ --- Synchronous Event Trigger for Event Destroy.
+ -- @function [parent=#AI_BAI_ZONE] Destroy
+ -- @param #AI_BAI_ZONE self
+
+ --- Asynchronous Event Trigger for Event Destroy.
+ -- @function [parent=#AI_BAI_ZONE] __Destroy
+ -- @param #AI_BAI_ZONE self
+ -- @param #number Delay The delay in seconds.
+
+
+ self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
+
+ --- OnBefore Transition Handler for Event Abort.
+ -- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+ -- @return #boolean Return false to cancel Transition.
+
+ --- OnAfter Transition Handler for Event Abort.
+ -- @function [parent=#AI_BAI_ZONE] OnAfterAbort
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+
+ --- Synchronous Event Trigger for Event Abort.
+ -- @function [parent=#AI_BAI_ZONE] Abort
+ -- @param #AI_BAI_ZONE self
+
+ --- Asynchronous Event Trigger for Event Abort.
+ -- @function [parent=#AI_BAI_ZONE] __Abort
+ -- @param #AI_BAI_ZONE self
+ -- @param #number Delay The delay in seconds.
+
+ self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
+
+ --- OnBefore Transition Handler for Event Accomplish.
+ -- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+ -- @return #boolean Return false to cancel Transition.
+
+ --- OnAfter Transition Handler for Event Accomplish.
+ -- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
+ -- @param #AI_BAI_ZONE self
+ -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+ -- @param #string From The From State string.
+ -- @param #string Event The Event string.
+ -- @param #string To The To State string.
+
+ --- Synchronous Event Trigger for Event Accomplish.
+ -- @function [parent=#AI_BAI_ZONE] Accomplish
+ -- @param #AI_BAI_ZONE self
+
+ --- Asynchronous Event Trigger for Event Accomplish.
+ -- @function [parent=#AI_BAI_ZONE] __Accomplish
+ -- @param #AI_BAI_ZONE self
+ -- @param #number Delay The delay in seconds.
+
+ return self
+end
+
+
+--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
+-- @param #AI_BAI_ZONE self
+-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
+-- @return #AI_BAI_ZONE self
+function AI_BAI_ZONE:SetEngageZone( EngageZone )
+ self:F2()
+
+ if EngageZone then
+ self.EngageZone = EngageZone
+ else
+ self.EngageZone = nil
+ end
+end
+
+
+
+--- onafter State Transition for Event Start.
+-- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
+
+ -- Call the parent Start event handler
+ self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
+ self:HandleEvent( EVENTS.Dead )
+
+ self:SetDetectionDeactivated() -- When not engaging, set the detection off.
+end
+
+--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
+function _NewEngageRoute( AIControllable )
+
+ AIControllable:T( "NewEngageRoute" )
+ local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
+ EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
+end
+
+
+--- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
+
+ if self.Accomplished == true then
+ return false
+ end
+end
+
+--- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
+ self:E("onafterTarget")
+
+ if Controllable:IsAlive() then
+
+ local AttackTasks = {}
+
+ for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
+ local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
+ if DetectedUnit:IsAlive() then
+ if DetectedUnit:IsInZone( self.EngageZone ) then
+ if Detected == true then
+ self:E( {"Target: ", DetectedUnit } )
+ self.DetectedUnits[DetectedUnit] = false
+ local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
+ self.Controllable:PushTask( AttackTask, 1 )
+ end
+ end
+ else
+ self.DetectedUnits[DetectedUnit] = nil
+ end
+ end
+
+ self:__Target( -10 )
+
+ end
+end
+
+
+--- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
+ Controllable:ClearTasks()
+ self:__Route( 1 )
+end
+
+--- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
+-- @param Dcs.DCSTypes#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
+-- @param Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
+-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
+-- @param Dcs.DCSTypes#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
+function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
+ EngageSpeed,
+ EngageAltitude,
+ EngageWeaponExpend,
+ EngageAttackQty,
+ EngageDirection )
+ self:F("onafterEngage")
+
+ self.EngageSpeed = EngageSpeed or 400
+ self.EngageAltitude = EngageAltitude or 2000
+ self.EngageWeaponExpend = EngageWeaponExpend
+ self.EngageAttackQty = EngageAttackQty
+ self.EngageDirection = EngageDirection
+
+ if Controllable:IsAlive() then
+
+ local EngageRoute = {}
+
+ --- Calculate the current route point.
+ local CurrentVec2 = self.Controllable:GetVec2()
+
+ --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
+ local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
+ local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
+ local ToEngageZoneSpeed = self.PatrolMaxSpeed
+ local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
+ self.PatrolAltType,
+ POINT_VEC3.RoutePointType.TurningPoint,
+ POINT_VEC3.RoutePointAction.TurningPoint,
+ self.EngageSpeed,
+ true
+ )
+
+ EngageRoute[#EngageRoute+1] = CurrentRoutePoint
+
+ local AttackTasks = {}
+
+ for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
+ local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
+ self:T( DetectedUnit )
+ if DetectedUnit:IsAlive() then
+ if DetectedUnit:IsInZone( self.EngageZone ) then
+ self:E( {"Engaging ", DetectedUnit } )
+ AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
+ DetectedUnit:GetPointVec2():GetVec2(),
+ true,
+ EngageWeaponExpend,
+ EngageAttackQty,
+ EngageDirection
+ )
+ end
+ else
+ self.DetectedUnits[DetectedUnit] = nil
+ end
+ end
+
+ EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
+
+ --- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
+
+ --- Find a random 2D point in EngageZone.
+ local ToTargetVec2 = self.EngageZone:GetRandomVec2()
+ self:T2( ToTargetVec2 )
+
+ --- Obtain a 3D @{Point} from the 2D point + altitude.
+ local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
+
+ --- Create a route point of type air.
+ local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
+ self.PatrolAltType,
+ POINT_VEC3.RoutePointType.TurningPoint,
+ POINT_VEC3.RoutePointAction.TurningPoint,
+ self.EngageSpeed,
+ true
+ )
+
+ EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
+
+ --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
+ Controllable:WayPointInitialize( EngageRoute )
+
+ --- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
+ Controllable:SetState( Controllable, "EngageZone", self )
+
+ Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
+
+ --- NOW ROUTE THE GROUP!
+ Controllable:WayPointExecute( 1 )
+
+ Controllable:OptionROEOpenFire()
+ Controllable:OptionROTVertical()
+
+ self:SetDetectionInterval( 2 )
+ self:SetDetectionActivated()
+ self:__Target( -2 ) -- Start Targetting
+ end
+end
+
+
+--- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @param #string From The From State string.
+-- @param #string Event The Event string.
+-- @param #string To The To State string.
+function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
+ self.Accomplished = true
+ self:SetDetectionDeactivated()
+end
+
+
+--- @param #AI_BAI_ZONE self
+-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
+-- @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_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
+
+ if EventData.IniUnit then
+ self.DetectedUnits[EventData.IniUnit] = nil
+ end
+end
+
+
+--- @param #AI_BAI_ZONE self
+-- @param Core.Event#EVENTDATA EventData
+function AI_BAI_ZONE:OnEventDead( EventData )
+ self:F( { "EventDead", EventData } )
+
+ if EventData.IniDCSUnit then
+ if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
+ self:__Destroy( 1, EventData )
+ end
+ end
+end
+
+
diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua
index ec62872f1..a1c038a40 100644
--- a/Moose Development/Moose/Wrapper/Controllable.lua
+++ b/Moose Development/Moose/Wrapper/Controllable.lua
@@ -585,14 +585,14 @@ end
--- (AIR) Delivering weapon at the point on the ground.
-- @param #CONTROLLABLE self
-- @param Dcs.DCSTypes#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
--- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
+-- @param #boolean GroupAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.
-- @param Dcs.DCSTypes#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (optional) Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks.
-- @param Dcs.DCSTypes#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
+-- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
-- @return Dcs.DCSTasking.Task#Task The DCS task structure.
-function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack )
- self:F2( { self.ControllableName, Vec2, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } )
+function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType )
+ self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, WeaponType } )
-- Bombing = {
-- id = 'Bombing',
@@ -607,15 +607,17 @@ function CONTROLLABLE:TaskBombing( Vec2, WeaponType, WeaponExpend, AttackQty, Di
-- }
local DCSTask
- DCSTask = { id = 'Bombing',
+ DCSTask = {
+ id = 'Bombing',
params = {
- point = Vec2,
- weaponType = WeaponType,
- expend = WeaponExpend,
- attackQty = AttackQty,
- direction = Direction,
- controllableAttack = ControllableAttack,
- },
+ point = Vec2,
+ groupAttack = GroupAttack,
+ expend = WeaponExpend or "Auto",
+ attackQty = AttackQty,
+ directionEnabled = Direction and true or false,
+ direction = Direction,
+ weaponType = WeaponType,
+ },
},
self:T3( { DCSTask } )
diff --git a/Moose Mission Setup/Moose.files b/Moose Mission Setup/Moose.files
index 2de1eb7b3..6cc1565c1 100644
--- a/Moose Mission Setup/Moose.files
+++ b/Moose Mission Setup/Moose.files
@@ -43,6 +43,7 @@ AI/AI_Balancer.lua
AI/AI_Patrol.lua
AI/AI_Cap.lua
AI/AI_Cas.lua
+AI/AI_Bai.lua
Actions/Act_Assign.lua
Actions/Act_Route.lua
diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua
index c384faa86..0e752810b 100644
--- a/Moose Mission Setup/Moose.lua
+++ b/Moose Mission Setup/Moose.lua
@@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
-env.info( 'Moose Generation Timestamp: 20170426_1017' )
+env.info( 'Moose Generation Timestamp: 20170509_1016' )
local base = _G
@@ -62,6 +62,7 @@ __Moose.Include( 'AI/AI_Balancer.lua' )
__Moose.Include( 'AI/AI_Patrol.lua' )
__Moose.Include( 'AI/AI_Cap.lua' )
__Moose.Include( 'AI/AI_Cas.lua' )
+__Moose.Include( 'AI/AI_Bai.lua' )
__Moose.Include( 'Actions/Act_Assign.lua' )
__Moose.Include( 'Actions/Act_Route.lua' )
__Moose.Include( 'Actions/Act_Account.lua' )
diff --git a/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv b/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv
index 41eb85a6a..11299e7e5 100644
--- a/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv
+++ b/Utils/Slate Documentation Generator/bin/TreeHierarchy.csv
@@ -1,22 +1,22 @@
-@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5129,
-@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5789,
-@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6186,
-@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6508,
-@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7380,
-@K=function, @M=Task_Cargo, @N=onenterWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10431,
-@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=12652,
-@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13428,
-@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13882,
-@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14310,
-@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14757,
-@K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15187,
-@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16069,
-@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16762,
-@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17166,
-@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18074,
-@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18704,
-@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19134,
-@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19788,
+@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5157,
+@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5817,
+@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6214,
+@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6536,
+@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=7408,
+@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10439,
+@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13082,
+@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13858,
+@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14477,
+@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15018,
+@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15465,
+@K=function, @M=Task_Cargo, @N=onafterLand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15895,
+@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16854,
+@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17620,
+@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18080,
+@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19021,
+@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19704,
+@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20664,
+@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21539,
@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12232,
@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12480,
@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12701,
diff --git a/docs/Documentation/AI_BAI.html b/docs/Documentation/AI_BAI.html
new file mode 100644
index 000000000..2234f5318
--- /dev/null
+++ b/docs/Documentation/AI_BAI.html
@@ -0,0 +1,1875 @@
+
+
+
AIBAIZONE derives from the AIPatrol#AIPATROL_ZONE, inheriting its methods and behaviour.
+
+
+
+The AIBAIZONE class implements the core functions to provide BattleGround Air Interdiction in an Engage Zone by an AIR Controllable or Group.
+The AIBAIZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
+
+
+
+
The AIBAIZONE is assigned a Group and this must be done before the AIBAIZONE process can be started through the Start event.
+
+
+
+
Upon started, The AI will Route itself towards the random 3D point within a patrol zone,
+using a random speed within the given altitude and speed limits.
+Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
+This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
+
+
+
+
When the AI is commanded to provide BattleGround Air Interdiction (through the event Engage), the AI will fly towards the Engage Zone.
+Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
+
+
+
+
The AI will detect the targets and will only destroy the targets within the Engage Zone.
+
+
+
+
Every target that is destroyed, is reported< by the AI.
+
+
+
+
Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
+
+
+
+
Until it is notified through the event Accomplish, which is to be triggered by an observing party:
+
+
+
a FAC
+
a timed event
+
a menu option selected by a human
+
a condition
+
others ...
+
+
+
+
+
When the AI has accomplished the BOMB, it will fly back to the Patrol Zone.
+
+
+
+
It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
+It can be notified to go RTB through the RTB event.
+
+
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
#number EngageSpeed :
+(optional) The speed the Group will hold when engaging to the target zone.
+
+
+
+
+
Dcs.DCSTypes#Distance EngageAltitude :
+(optional) Desired altitude to perform the unit engagement.
+
+
+
+
+
Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend :
+(optional) Determines how much weapon will be released at each attack.
+If parameter is not defined the unit / controllable will choose expend on its own discretion.
+Use the structure DCSTypes#AI.Task.WeaponExpend to define the amount of weapons to be release at each attack.
+
+
+
+
+
#number EngageAttackQty :
+(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
+
+
+
+
+
Dcs.DCSTypes#Azimuth EngageDirection :
+(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number EngageSpeed :
+(optional) The speed the Group will hold when engaging to the target zone.
+
+
+
+
+
Dcs.DCSTypes#Distance EngageAltitude :
+(optional) Desired altitude to perform the unit engagement.
+
+
+
+
+
Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend :
+(optional) Determines how much weapon will be released at each attack.
+If parameter is not defined the unit / controllable will choose expend on its own discretion.
+Use the structure DCSTypes#AI.Task.WeaponExpend to define the amount of weapons to be release at each attack.
+
+
+
+
+
#number EngageAttackQty :
+(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
+
+
+
+
+
Dcs.DCSTypes#Azimuth EngageDirection :
+(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number EngageSpeed :
+(optional) The speed the Group will hold when engaging to the target zone.
+
+
+
+
+
Dcs.DCSTypes#Distance EngageAltitude :
+(optional) Desired altitude to perform the unit engagement.
+
+
+
+
+
Dcs.DCSTypes#AI.Task.WeaponExpend EngageWeaponExpend :
+(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
+
+
+
+
+
#number EngageAttackQty :
+(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
+
+
+
+
+
Dcs.DCSTypes#Azimuth EngageDirection :
+(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number WeaponType :
-(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
+
#boolean GroupAttack :
+(optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.
@@ -2261,8 +2262,8 @@ The DCS task structure.
-
#boolean ControllableAttack :
-(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
+
#number WeaponType :
+(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
diff --git a/docs/Documentation/DCSAirbase.html b/docs/Documentation/DCSAirbase.html
index 01bc9464a..f9b40732f 100644
--- a/docs/Documentation/DCSAirbase.html
+++ b/docs/Documentation/DCSAirbase.html
@@ -17,6 +17,7 @@
index
#number TargetDistance :
-The distance to Target when the Player is considered to have "arrived" at the engagement range.
-
-
-
-
-
Core.Zone#ZONE_BASE TargetZone :
-The target zone, if known.
-If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
#number TargetDistance :
-The distance to Target when the Player is considered to have "arrived" at the engagement range.
-
-
-
-
-
Core.Zone#ZONE_BASE TargetZone :
-The target zone, if known.
-If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.