This commit is contained in:
Frank
2020-03-16 00:32:26 +01:00
parent fb85b94d2d
commit 3bc387c1c7
6 changed files with 318 additions and 117 deletions
+120 -1
View File
@@ -18,12 +18,14 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the squadron.
-- @field #string templatename Name of the template group.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #table assets Squadron assets.
-- @field #table missiontypes Mission types the squadron can perform.
-- @field #string livery Livery of the squadron.
-- @field #number skill Skill of squadron members.
-- @field Ops.AirWing#AIRWING airwing The AIRWING object the squadron belongs to.
-- @field #number Ngroups Number of asset flight groups this squadron has.
-- @field #number engageRange Engagement range in meters.
-- @extends Core.Fsm#FSM
--- Be surprised!
@@ -49,6 +51,7 @@ SQUADRON = {
skill = nil,
airwing = nil,
Ngroups = nil,
engageRange = nil,
}
--- Flight group element.
@@ -83,9 +86,23 @@ function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #SQUADRON
-- Name of the template group.
self.templatename=TemplateGroupName
self.Ngroups=Ngroups or 3
-- Template group.
self.templategroup=GROUP:FindByName(self.templatename)
-- Check if template group exists.
if not self.templategroup then
self:E("ERROR: Template group %s does not exist!", tostring(self.templatename))
return nil
end
-- Defaults.
self.Ngroups=Ngroups or 3
self:SetEngagementRange()
self.attribute=self.templategroup:GetAttribute()
--self.flightgroup=AIGroup
self.name=tostring(SquadronName or TemplateGroupName)
@@ -192,6 +209,15 @@ function SQUADRON:SetMissonTypes(MissionTypes)
return self
end
--- Set max engagement range.
-- @param #SQUADRON self
-- @param #number EngageRange Engagement range in NM. Default 250 NM.
-- @return #SQUADRON self
function SQUADRON:SetEngagementRange(EngageRange)
self.engageRange=UTILS.NMToMeters(EngageRange or 250)
return self
end
--- Set airwing.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING Airwing The airwing.
@@ -285,6 +311,99 @@ end
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if there is a squadron that can execute a given mission type. Optionally, the number of required assets can be specified.
-- @param #SQUADRON self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If true, Squadron can do that type of mission.
-- @return #table Assets that can do the required mission.
function SQUADRON:CanMission(Mission)
-- Assets available for this mission.
local assets={}
-- WARNING: This assumes that all assets of the squad can do the same mission types!
local cando=self:CheckMissionType(Mission.type, self.missiontypes)
if cando then
local TargetDistance=Mission:GetTargetDistance(self.airwing:GetCoordinate())
for _,_asset in pairs(self.assets) do
local asset=_asset --#AIRWING.SquadronAsset
-- Set range is valid.
if TargetDistance<=self.engageRange then
-- Check if has already any missions in the queue.
if self.airwing:IsAssetOnMission(asset) then
---
-- This asset is already on a mission
---
-- Check if this asset is currently on a PATROL mission (STARTED or EXECUTING).
if self.airwing:IsAssetOnMission(asset, AUFTRAG.Type.PATROL) and Mission.type~=AUFTRAG.Type.PATROL then
-- Check if the payload of this asset is compatible with the mission.
if self:CheckMissionType(Mission.type, asset.payload.missiontypes) then
-- TODO: Check if asset actually has weapons left. Difficult!
table.insert(assets, asset)
end
end
else
---
-- This asset as no current mission
---
if asset.spawned then
local combatready=false
local flightgroup=asset.flightgroup
if flightgroup then
if (flightgroup:IsAirborne() or flightgroup:IsWaiting()) and not flightgroup:IsFuelLow() then
combatready=true
end
end
-- This asset is "combatready". Let's check if it has the right payload.
if combatready and self:CheckMissionType(Mission.type, asset.payload.missiontypes) then
table.insert(assets, asset)
end
else
if not asset.requested then
-- Check if we got a payload and reserve it for this asset.
local payload=self.airwing:FetchPayloadFromStock(asset.unittype, Mission.type)
if payload then
asset.payload=payload
table.insert(assets, asset)
end
end
end
end
end
end
end
-- Check if required assets are present.
if Mission.nassets and Mission.nassets > #assets then
cando=false
end
return cando, assets
end
--- Checks if a mission type is contained in a table of possible types.
-- @param #SQUADRON self
-- @param #string MissionType The requested mission type.