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Updates
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@ -597,10 +597,10 @@ FSM_SET = {
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-- @param #table FSMT Finite State Machine Table
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-- @param Set_SET_BASE FSMSet (optional) The Set object that the FSM_SET governs.
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-- @return #FSM_SET
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function FSM_SET:New( FSMT, FSMSet )
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function FSM_SET:New( FSMSet )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Fsm.Fsm#FSM_SET
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local self = BASE:Inherit( self, FSM:New() ) -- Fsm.Fsm#FSM_SET
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if FSMSet then
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self:Set( FSMSet )
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@ -177,20 +177,16 @@ PATROLZONE = {
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-- PatrolArea = PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )
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function PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
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local FSMT = {
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initial = 'None',
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events = {
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{ name = 'Start', from = '*', to = 'Route' },
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{ name = 'Route', from = '*', to = 'Route' },
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{ name = 'Patrol', from = { 'Patrol', 'Route' }, to = 'Patrol' },
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{ name = 'RTB', from = 'Patrol', to = 'RTB' },
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{ name = 'End', from = '*', to = 'End' },
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{ name = 'Dead', from = '*', to = 'End' },
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},
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}
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Fsm.Fsm#FSM_CONTROLLABLE
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self:SetStartState( "None" )
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self:AddTransition( "*", "Start", "Route" )
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self:AddTransition( "*", "Route", "Route" )
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self:AddTransition( { "Patrol", "Route" }, "Patrol", "Patrol" )
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self:AddTransition( "Patrol", "RTB", "RTB" )
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self:AddTransition( "*", "End", "End" )
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self:AddTransition( "*", "Dead", "End" )
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude
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@ -89,22 +89,20 @@ AIBALANCER = {
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-- @usage
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-- -- Define a new AIBALANCER Object.
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function AIBALANCER:New( SetClient, SpawnAI )
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local FSMT = {
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initial = 'None',
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events = {
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{ name = 'Start', from = '*', to = 'Monitoring' },
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{ name = 'Monitor', from = '*', to = 'Monitoring' },
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{ name = 'Spawn', from = '*', to = 'Spawning' },
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{ name = 'Destroy', from = '*', to = 'Destroying' },
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{ name = 'Return', from = '*', to = 'Returning' },
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{ name = 'End', from = '*', to = 'End' },
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{ name = 'Dead', from = '*', to = 'End' },
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},
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}
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_SET:New( FSMT, SET_GROUP:New() ) )
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local self = BASE:Inherit( self, FSM_SET:New( SET_GROUP:New() ) ) -- Fsm.Fsm#FSM_SET
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self:SetStartState( "None" )
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self:AddTransition( "*", "Start", "Monitoring" )
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self:AddTransition( "*", "Monitor", "Monitoring" )
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self:AddTransition( "*", "Spawn", "Spawning" )
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self:AddTransition( "*", "Destroy", "Destroying" )
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self:AddTransition( "*", "Return", "Returning" )
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self:AddTransition( "*", "End", "End" )
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self:AddTransition( "*", "Dead", "End" )
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self.SetClient = SetClient
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self.SpawnAI = SpawnAI
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@ -2,11 +2,11 @@
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local US_PlanesClientSet = SET_CLIENT:New():FilterCountries( "USA" ):FilterCategories( "plane" ):FilterStart()
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local US_PlanesSpawn = SPAWN:New( "AI US" ):InitCleanUp( 20 )
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local US_AIBalancer = AISET_BALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
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local US_AIBalancer = AIBALANCER:New( US_PlanesClientSet, US_PlanesSpawn )
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local RU_PlanesClientSet = SET_CLIENT:New():FilterCountries( "RUSSIA" ):FilterCategories( "plane" ):FilterStart()
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local RU_PlanesSpawn = SPAWN:New( "AI RU" ):InitCleanUp( 20 )
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local RU_AIBalancer = AISET_BALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
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local RU_AIBalancer = AIBALANCER:New( RU_PlanesClientSet, RU_PlanesSpawn )
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local RU_AirbasesSet = SET_AIRBASE:New():FilterCoalitions("red"):FilterStart()
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RU_AirbasesSet:Flush()
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