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Planes remaining at airfield fixed
* AI_A2A_DISPATCHER: Planes remaining on the airfield is now fixed. The issue was with planes out of fuel doing CAP, which would return to a different airbase because they were out of control. At the landing, these weren't despawned.
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@ -440,7 +440,7 @@ function AI_A2A:onafterStatus()
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end
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end
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if self:Is( "Damaged" ) or self:Is( "LostControl" ) then
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if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
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if DistanceFromHomeBase < 5000 then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Home( "Destroy" )
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@ -448,25 +448,27 @@ function AI_A2A:onafterStatus()
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end
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local Fuel = self.Controllable:GetFuel()
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self:F({Fuel=Fuel})
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if Fuel < self.PatrolFuelThresholdPercentage then
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if self.TankerName then
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
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local Fuel = self.Controllable:GetFuel()
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self:F({Fuel=Fuel})
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if Fuel < self.PatrolFuelThresholdPercentage then
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if self.TankerName then
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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else
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local AIControllableTemplate = self.Controllable:GetTemplate()
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
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OldAIControllable:SetTask( TimedOrbitTask, 10 )
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self:Fuel()
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RTB = true
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end
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else
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self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local AIControllableTemplate = self.Controllable:GetTemplate()
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
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OldAIControllable:SetTask( TimedOrbitTask, 10 )
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self:Fuel()
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RTB = true
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end
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else
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end
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-- TODO: Check GROUP damage function.
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@ -477,6 +479,7 @@ function AI_A2A:onafterStatus()
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self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:Damaged()
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RTB = true
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self:SetStatusOff()
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end
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-- Check if planes went RTB and are out of control.
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@ -1000,7 +1000,7 @@ do -- AI_A2A_DISPATCHER
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--- @param #AI_A2A_DISPATCHER self
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-- @param Core.Event#EVENTDATA EventData
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function AI_A2A_DISPATCHER:OnEventLand( EventData )
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self:F( "Landed" )
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self:E( "Landed" )
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local DefenderUnit = EventData.IniUnit
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local Defender = EventData.IniGroup
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local Squadron = self:GetSquadronFromDefender( Defender )
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@ -1019,7 +1019,11 @@ do -- AI_A2A_DISPATCHER
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-- Damaged units cannot be repaired anymore.
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DefenderUnit:Destroy()
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return
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end
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end
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if DefenderUnit:GetFuel() <= self.DefenderDefault.FuelThreshold then
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DefenderUnit:Destroy()
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return
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end
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end
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end
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@ -2597,6 +2601,33 @@ do -- AI_A2A_DISPATCHER
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Fsm:__Patrol( 2 )
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self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm )
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"CAP RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:E({"CAP Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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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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@ -2617,32 +2648,6 @@ do -- AI_A2A_DISPATCHER
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self:SetDefenderTaskTarget( Defender, Target )
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"CAP RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"CAP Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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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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