Refactoring

This commit is contained in:
Frank
2020-05-16 12:58:59 +02:00
parent 5afd5cae27
commit 9b72254ccc
5 changed files with 496 additions and 323 deletions
+9 -286
View File
@@ -196,17 +196,6 @@ FLIGHTGROUP.Attribute = {
-- @field #number damage Damage of element in percent.
-- @field Wrapper.Airbase#AIRBASE.ParkingSpot parking The parking spot table the element is parking on.
--- Ammo data.
-- @type FLIGHTGROUP.Ammo
-- @field #number Total Total amount of ammo.
-- @field #number Guns Amount of gun shells.
-- @field #number Bombs Amount of bombs.
-- @field #number Rockets Amount of rockets.
-- @field #number Missiles Amount of missiles.
-- @field #number MissilesAA Amount of air-to-air missiles.
-- @field #number MissilesAG Amount of air-to-ground missiles.
-- @field #number MissilesAS Amount of anti-ship missiles.
--- FLIGHTGROUP class version.
-- @field #string version
@@ -1054,67 +1043,7 @@ function FLIGHTGROUP:onafterStatus(From, Event, To)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Queue Update: Missions & Tasks
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "QueueUpdate" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterQueueUpdate(From, Event, To)
---
-- Mission
---
-- First check if group is alive? Late activated groups are activated and uncontrolled units are started automatically.
if self:IsAlive()~=nil then
local mission=self:_GetNextMission()
if mission then
local currentmission=self:GetMissionCurrent()
if currentmission then
-- Current mission but new mission is urgent with higher prio.
if mission.urgent and mission.prio<currentmission.prio then
self:MissionCancel(currentmission)
self:__MissionStart(1, mission)
end
else
-- No current mission.
self:MissionStart(mission)
end
end
end
---
-- Tasks
---
-- Check no current task.
if self:IsAirborne() and self.taskcurrent<=0 then
-- Get task from queue.
local task=self:_GetNextTask()
-- Execute task if any.
if task then
self:TaskExecute(task)
end
end
-- Update queue every ~5 sec.
if not self:IsStopped() then
self:__QueueUpdate(-5)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Events
@@ -1553,7 +1482,6 @@ end
--- On after "Spawned" event. Sets the template, initializes the waypoints.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
@@ -1563,8 +1491,8 @@ function FLIGHTGROUP:onafterSpawned(From, Event, To)
if self.ai then
-- Set default ROE and ROT options.
self:SetOptionROE()
self:SetOptionROT()
self:SetOptionROE(self.roe)
self:SetOptionROT(self.rot)
-- TODO: make this input.
self.group:SetOption(AI.Option.Air.id.PROHIBIT_JETT, true)
@@ -1887,7 +1815,7 @@ function FLIGHTGROUP:onafterUpdateRoute(From, Event, To, n)
-- No waypoints left
---
self:_CheckFlightDone()
self:_CheckGroupDone()
end
@@ -1977,7 +1905,7 @@ function FLIGHTGROUP:onafterPassingWaypoint(From, Event, To, n, N)
-- Check if all tasks/mission are done? If so, RTB or WAIT.
-- Note, we delay it for a second to let the OnAfterPassingwaypoint function to be executed in case someone wants to add another waypoint there.
if #taskswp==0 then
self:_CheckFlightDone(1)
self:_CheckGroupDone(1)
end
end
@@ -1994,13 +1922,13 @@ end
--
-- @param #FLIGHTGROUP self
-- @param #number delay Delay in seconds.
function FLIGHTGROUP:_CheckFlightDone(delay)
function FLIGHTGROUP:_CheckGroupDone(delay)
if self:IsAlive() and self.ai then
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, FLIGHTGROUP._CheckFlightDone, self)
self:ScheduleOnce(delay, FLIGHTGROUP._CheckGroupDone, self)
else
-- First check if there is a paused mission that
@@ -2424,7 +2352,7 @@ function FLIGHTGROUP:onafterRefueled(From, Event, To)
self:I(self.lid..text)
-- Check if flight is done.
self:_CheckFlightDone(1)
self:_CheckGroupDone(1)
end
@@ -3209,7 +3137,7 @@ function FLIGHTGROUP:InitWaypoints(waypoints)
end
-- Update route (when airborne).
--self:_CheckFlightDone(1)
--self:_CheckGroupDone(1)
self:__UpdateRoute(-1)
end
@@ -3271,7 +3199,7 @@ function FLIGHTGROUP:AddWaypointAir(coordinate, wpnumber, speed, updateroute)
-- Update route.
if updateroute==nil or updateroute==true then
self:_CheckFlightDone(1)
self:_CheckGroupDone(1)
--self:__UpdateRoute(-1)
end
@@ -3366,211 +3294,6 @@ function FLIGHTGROUP:_GetOnboardNumber(unitname)
return nil
end
--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
-- @param #FLIGHTGROUP self
-- @param #FLIGHTGROUP.Element element The element.
-- @return #FLIGHTGROUP.Ammo Ammo data.
function FLIGHTGROUP:GetAmmoElement(element)
return self:GetAmmoUnit(element.unit)
end
--- Get total amount of ammunition of the whole group.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP.Ammo Ammo data.
function FLIGHTGROUP:GetAmmoTot()
local units=self.group:GetUnits()
local Ammo={} --#FLIGHTGROUP.Ammo
Ammo.Total=0
Ammo.Guns=0
Ammo.Rockets=0
Ammo.Bombs=0
Ammo.Missiles=0
Ammo.MissilesAA=0
Ammo.MissilesAG=0
Ammo.MissilesAS=0
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive()~=nil then
-- Get ammo of the unit.
local ammo=self:GetAmmoUnit(unit)
-- Add up total.
Ammo.Total=Ammo.Total+ammo.Total
Ammo.Guns=Ammo.Guns+ammo.Guns
Ammo.Rockets=Ammo.Rockets+ammo.Rockets
Ammo.Bombs=Ammo.Bombs+ammo.Bombs
Ammo.Missiles=Ammo.Missiles+ammo.Missiles
Ammo.MissilesAA=Ammo.MissilesAA+ammo.MissilesAA
Ammo.MissilesAG=Ammo.MissilesAG+ammo.MissilesAG
Ammo.MissilesAS=Ammo.MissilesAS+ammo.MissilesAS
end
end
return Ammo
end
--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Unit#UNIT unit The unit object.
-- @param #boolean display Display ammo table as message to all. Default false.
-- @return #FLIGHTGROUP.Ammo Ammo data.
function FLIGHTGROUP:GetAmmoUnit(unit, display)
-- Default is display false.
if display==nil then
display=false
end
-- Init counter.
local nammo=0
local nshells=0
local nrockets=0
local nmissiles=0
local nmissilesAA=0
local nmissilesAG=0
local nmissilesAS=0
local nbombs=0
-- Output.
local text=string.format("FLIGHTGROUP group %s - unit %s:\n", self.groupname, unit:GetName())
-- Get ammo table.
local ammotable=unit:GetAmmo()
if ammotable then
local weapons=#ammotable
-- Loop over all weapons.
for w=1,weapons do
-- Number of current weapon.
local Nammo=ammotable[w]["count"]
-- Type name of current weapon.
local Tammo=ammotable[w]["desc"]["typeName"]
local _weaponString = UTILS.Split(Tammo,"%.")
local _weaponName = _weaponString[#_weaponString]
-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3
local Category=ammotable[w].desc.category
-- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6
local MissileCategory=nil
if Category==Weapon.Category.MISSILE then
MissileCategory=ammotable[w].desc.missileCategory
end
-- We are specifically looking for shells or rockets here.
if Category==Weapon.Category.SHELL then
-- Add up all shells.
nshells=nshells+Nammo
-- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
elseif Category==Weapon.Category.ROCKET then
-- Add up all rockets.
nrockets=nrockets+Nammo
-- Debug info.
text=text..string.format("- %d rockets of type %s\n", Nammo, _weaponName)
elseif Category==Weapon.Category.BOMB then
-- Add up all rockets.
nbombs=nbombs+Nammo
-- Debug info.
text=text..string.format("- %d bombs of type %s\n", Nammo, _weaponName)
elseif Category==Weapon.Category.MISSILE then
-- Add up all cruise missiles (category 5)
if MissileCategory==Weapon.MissileCategory.AAM then
nmissiles=nmissiles+Nammo
nmissilesAA=nmissilesAA+Nammo
elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
nmissiles=nmissiles+Nammo
nmissilesAS=nmissilesAS+Nammo
elseif MissileCategory==Weapon.MissileCategory.BM then
nmissiles=nmissiles+Nammo
nmissilesAG=nmissilesAG+Nammo
elseif MissileCategory==Weapon.MissileCategory.OTHER then
nmissiles=nmissiles+Nammo
nmissilesAG=nmissilesAG+Nammo
end
-- Debug info.
text=text..string.format("- %d %s missiles of type %s\n", Nammo, self:_MissileCategoryName(MissileCategory), _weaponName)
else
-- Debug info.
text=text..string.format("- %d unknown ammo of type %s (category=%d, missile category=%s)\n", Nammo, Tammo, Category, tostring(MissileCategory))
end
end
end
-- Debug text and send message.
if display then
self:I(self.lid..text)
else
self:T3(self.lid..text)
end
MESSAGE:New(text, 10):ToAllIf(display)
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles+nbombs
local ammo={} --#FLIGHTGROUP.Ammo
ammo.Total=nammo
ammo.Guns=nshells
ammo.Rockets=nrockets
ammo.Bombs=nbombs
ammo.Missiles=nmissiles
ammo.MissilesAA=nmissilesAA
ammo.MissilesAG=nmissilesAG
ammo.MissilesAS=nmissilesAS
return ammo
end
--- Returns a name of a missile category.
-- @param #FLIGHTGROUP self
-- @param #number categorynumber Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon
-- @return #string Missile category name.
function FLIGHTGROUP:_MissileCategoryName(categorynumber)
local cat="unknown"
if categorynumber==Weapon.MissileCategory.AAM then
cat="air-to-air"
elseif categorynumber==Weapon.MissileCategory.SAM then
cat="surface-to-air"
elseif categorynumber==Weapon.MissileCategory.BM then
cat="ballistic"
elseif categorynumber==Weapon.MissileCategory.ANTI_SHIP then
cat="anti-ship"
elseif categorynumber==Weapon.MissileCategory.CRUISE then
cat="cruise"
elseif categorynumber==Weapon.MissileCategory.OTHER then
cat="other"
end
return cat
end
--- Checks if a human player sits in the unit.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Unit#UNIT unit Aircraft unit.
+135 -8
View File
@@ -31,6 +31,7 @@
-- @field #NAVYGROUP
NAVYGROUP = {
ClassName = "NAVYGROUP",
verbose = 2,
}
--- Navy group element.
@@ -140,6 +141,7 @@ end
--- Add a *scheduled* task.
-- @param #NAVYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
@@ -148,10 +150,24 @@ function NAVYGROUP:AddTaskFireAtPoint(Coordinate, Radius, Nshots, WeaponType, Cl
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
self:AddTask(DCStask, Clock, nil, Prio)
end
--- Add a *scheduled* task.
-- @param #NAVYGROUP self
-- @param Wrapper.Group#GROUP TargetGroup Target group.
-- @param #number WeaponExpend How much weapons does are used.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
function NAVYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)
self:AddTask(DCStask, Clock, nil, Prio)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
@@ -163,6 +179,15 @@ function NAVYGROUP:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
---
-- Detection
---
-- Check if group has detected any units.
if self.detectionOn then
self:_CheckDetectedUnits()
end
-- Current heading and position of the carrier.
@@ -173,11 +198,76 @@ function NAVYGROUP:onafterStatus(From, Event, To)
-- Check water is ahead.
local collision=self:_CheckCollisionCoord(pos:Translate(self.collisiondist or 5000, hdg))
local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
local nMissions=self:CountRemainingMissison()
-- Info text.
local text=string.format("State %s: Speed=%.1f knots Heading=%03d collision=%s", fsmstate, speed, hdg, tostring(collision))
local text=string.format("State %s: Speed=%.1f knots Heading=%03d collision=%s Tasks=%d Missions=%d", fsmstate, speed, hdg, tostring(collision), nTaskTot, nMissions)
self:I(self.lid..text)
self:__Status(-30)
---
-- Tasks
---
-- Task queue.
if #self.taskqueue>0 and self.verbose>1 then
local text=string.format("Tasks #%d", #self.taskqueue)
for i,_task in pairs(self.taskqueue) do
local task=_task --#FLIGHTGROUP.Task
local name=task.description
local taskid=task.dcstask.id or "unknown"
local status=task.status
local clock=UTILS.SecondsToClock(task.time, true)
local eta=task.time-timer.getAbsTime()
local started=task.timestamp and UTILS.SecondsToClock(task.timestamp, true) or "N/A"
local duration=-1
if task.duration then
duration=task.duration
if task.timestamp then
-- Time the task is running.
duration=task.duration-(timer.getAbsTime()-task.timestamp)
else
-- Time the task is supposed to run.
duration=task.duration
end
end
-- Output text for element.
if task.type==OPSGROUP.TaskType.SCHEDULED then
text=text..string.format("\n[%d] %s (%s): status=%s, scheduled=%s (%d sec), started=%s, duration=%d", i, taskid, name, status, clock, eta, started, duration)
elseif task.type==OPSGROUP.TaskType.WAYPOINT then
text=text..string.format("\n[%d] %s (%s): status=%s, waypoint=%d, started=%s, duration=%d, stopflag=%d", i, taskid, name, status, task.waypoint, started, duration, task.stopflag:Get())
end
end
self:I(self.lid..text)
end
---
-- Missions
---
-- Current mission name.
if self.verbose>0 then
local Mission=self:GetMissionByID(self.currentmission)
-- Current status.
local text=string.format("Missions %d, Current: %s", self:CountRemainingMissison(), Mission and Mission.name or "none")
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local Cstart= UTILS.SecondsToClock(mission.Tstart, true)
local Cstop = mission.Tstop and UTILS.SecondsToClock(mission.Tstop, true) or "INF"
text=text..string.format("\n[%d] %s (%s) status=%s (%s), Time=%s-%s, prio=%d wp=%s targets=%d",
i, tostring(mission.name), mission.type, mission:GetFlightStatus(self), tostring(mission.status), Cstart, Cstop, mission.prio, tostring(mission:GetFlightWaypointIndex(self)), mission:CountMissionTargets())
end
self:I(self.lid..text)
end
-- Next check in ~30 seconds.
if not self:IsStopped() then
self:__Status(-30)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -209,7 +299,7 @@ function NAVYGROUP:onafterSpawned(From, Event, To)
if self.ai then
-- Set default ROE and ROT options.
self:SetOptionROE()
self:SetOptionROE(self.roe)
end
@@ -252,6 +342,7 @@ function NAVYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth)
-- Set speed.
wp.speed=UTILS.KmphToMps(speed)
wp.alt=-depth
-- Add waypoint.
table.insert(waypoints, wp)
@@ -259,9 +350,11 @@ function NAVYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth)
if #waypoints>1 then
self:I(self.lid..string.format("Updateing route: WP=%d, Speed=%.1f knots, depth=%d meters", #self.waypoints-n+1, UTILS.KmphToKnots(speed), depth))
-- Route group to all defined waypoints remaining.
self.group:Route(waypoints, 1)
self:Route(waypoints)
else
@@ -269,7 +362,11 @@ function NAVYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth)
-- No waypoints left
---
self:UpdateRoute(1)
self:I(self.lid..string.format("No waypoints left"))
-- TODO: Switch to waypoint 1
--self:UpdateRoute(1)
end
@@ -299,7 +396,7 @@ function NAVYGROUP:onafterTurnIntoWind(From, Event, To, Duration, Speed, Uturn)
wp[1]=coord:WaypointNaval(Speed)
wp[2]=Coord:WaypointNaval(Speed)
self.group:Route(wp, 1)
self:Route(wp)
end
@@ -317,7 +414,7 @@ function NAVYGROUP:onafterFullStop(From, Event, To)
local wp=pos:WaypointNaval(0)
-- Create new route consisting of only this position ==> Stop!
self.group:Route({wp})
self:Route({wp})
end
@@ -340,6 +437,7 @@ end
-- @param #number Depth Dive depth in meters.
function NAVYGROUP:onafterDive(From, Event, To, Depth)
env.info("FF Diving")
self:UpdateRoute(nil, nil, Depth)
end
@@ -478,6 +576,8 @@ function NAVYGROUP:_InitGroup()
element.status=OPSGROUP.ElementStatus.INUTERO
table.insert(self.elements, element)
self:GetAmmoUnit(unit, true)
if unit:IsAlive() then
self:ElementSpawned(element)
end
@@ -639,6 +739,33 @@ function NAVYGROUP:_CheckTurning()
self.turning=turning
end
--- Check if group is done, i.e.
--
-- * passed the final waypoint,
-- * no current task
-- * no current mission
-- * number of remaining tasks is zero
-- * number of remaining missions is zero
--
-- @param #NAVYGROUP self
-- @param #number delay Delay in seconds.
function NAVYGROUP:_CheckGroupDone(delay)
if self:IsAlive() and self.ai then
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, NAVYGROUP._CheckGroupDone, self)
else
-- TODO: What?
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+329 -17
View File
@@ -16,6 +16,7 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #string groupname Name of the group.
-- @field Wrapper.Group#GROUP group Group object.
-- @field #table template Template of the group.
-- @field #boolean isLateActivated Is the group late activated.
-- @field #table elements Table of elements, i.e. units of the group.
-- @field #boolean ai If true, group is purely AI.
@@ -34,6 +35,7 @@
-- @field #number speedmax Max speed in km/h.
-- @field #number speedCruise Cruising speed in km/h.
-- @field #boolean passedfinalwp Group has passed the final waypoint.
-- @field #boolean respawning Group is being respawned.
-- @field Core.Set#SET_ZONE checkzones Set of zones.
-- @field Core.Set#SET_ZONE inzones Set of zones in which the group is currently in.
-- @field #boolean groupinitialized If true, group parameters were initialized.
@@ -113,6 +115,7 @@ OPSGROUP = {
checkzones = nil,
inzones = nil,
groupinitialized = nil,
respawning = nil,
}
--- Status of group element.
@@ -183,6 +186,19 @@ OPSGROUP.TaskType={
-- @field DCS#Task DCStask DCS task structure table.
-- @field #number WaypointIndex Waypoint number at which the enroute task is added.
--- Ammo data.
-- @type OPSGROUP.Ammo
-- @field #number Total Total amount of ammo.
-- @field #number Guns Amount of gun shells.
-- @field #number Bombs Amount of bombs.
-- @field #number Rockets Amount of rockets.
-- @field #number Torpedos Amount of torpedos.
-- @field #number Missiles Amount of missiles.
-- @field #number MissilesAA Amount of air-to-air missiles.
-- @field #number MissilesAG Amount of air-to-ground missiles.
-- @field #number MissilesAS Amount of anti-ship missiles.
-- @field #number MissilesCR Amount of cruise missiles.
-- @field #number MissilesBM Amount of ballistic missiles.
--- NavyGroup version.
-- @field #string version
@@ -604,7 +620,7 @@ function OPSGROUP:RemoveWaypoint(wpindex)
end
env.info("FF update route -1 after waypoint removed")
self:_CheckFlightDone()
self:_CheckGroupDone()
else
@@ -805,7 +821,7 @@ function OPSGROUP:AddTaskWaypoint(task, waypointindex, description, prio, durati
self:T3({newtask=newtask})
-- Update route.
--self:_CheckFlightDone(1)
--self:_CheckGroupDone(1)
self:__UpdateRoute(-1)
return newtask
@@ -926,7 +942,7 @@ function OPSGROUP:RemoveTask(Task)
-- Update route if this is a waypoint task.
if task.type==OPSGROUP.TaskType.WAYPOINT and task.status==OPSGROUP.TaskStatus.SCHEDULED then
self:_CheckFlightDone(1)
self:_CheckGroupDone(1)
--self:__UpdateRoute(-1)
end
@@ -1215,8 +1231,8 @@ function OPSGROUP:onafterTaskDone(From, Event, To, Task)
--Mission paused. Do nothing!
end
else
self:I(self.lid.."FF Task Done but NO mission found ==> _CheckFlightDone in 1 sec")
self:_CheckFlightDone(1)
self:I(self.lid.."FF Task Done but NO mission found ==> _CheckGroupDone in 1 sec")
self:_CheckGroupDone(1)
end
end
@@ -1566,7 +1582,7 @@ function OPSGROUP:onafterMissionCancel(From, Event, To, Mission)
Mission:SetFlightStatus(self, AUFTRAG.FlightStatus.CANCELLED)
-- Send flight RTB or WAIT if nothing left to do.
self:_CheckFlightDone(1)
self:_CheckGroupDone(1)
end
@@ -1608,7 +1624,7 @@ function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
-- TODO: reset mission specific parameters like radio, ROE etc.
-- Check if flight is done.
self:_CheckFlightDone(1)
self:_CheckGroupDone(1)
end
@@ -1703,6 +1719,73 @@ function OPSGROUP:RouteToMission(mission, delay)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Queue Update: Missions & Tasks
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "QueueUpdate" event.
-- @param #OPSGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSGROUP:onafterQueueUpdate(From, Event, To)
---
-- Mission
---
-- First check if group is alive? Late activated groups are activated and uncontrolled units are started automatically.
if self:IsAlive()~=nil then
local mission=self:_GetNextMission()
if mission then
local currentmission=self:GetMissionCurrent()
if currentmission then
-- Current mission but new mission is urgent with higher prio.
if mission.urgent and mission.prio<currentmission.prio then
self:MissionCancel(currentmission)
self:__MissionStart(1, mission)
end
else
-- No current mission.
self:MissionStart(mission)
end
end
end
---
-- Tasks
---
local ready=true
--TODO: For aircraft check airborne.
-- self:IsAirborne()
-- Check no current task.
if ready and self.taskcurrent<=0 then
-- Get task from queue.
local task=self:_GetNextTask()
-- Execute task if any.
if task then
self:TaskExecute(task)
end
end
-- Update queue every ~5 sec.
if not self:IsStopped() then
self:__QueueUpdate(-5)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1933,7 +2016,7 @@ function OPSGROUP:InitWaypoints(waypoints)
return self
end
--- Route group along waypoints. Enroute tasks are also applied.
--- Route group along waypoints.
-- @param #OPSGROUP self
-- @param #table waypoints Table of waypoints.
-- @return #OPSGROUP self
@@ -2071,15 +2154,13 @@ end
-- @return #OPSGROUP self
function OPSGROUP:SetOptionROE(roe)
roe=roe or self.roeDefault
self.roe=roe or self.roeDefault
if self:IsAlive() then
self.group:OptionROE(roe)
self.group:OptionROE(self.roe)
self.roe=roe
self:T2(self.lid..string.format("Setting current ROE=%d (0=WeaponFree, 1=OpenFireWeaponFree, 2=OpenFire, 3=ReturnFire, 4=WeaponHold)", self.roe))
self:I(self.lid..string.format("Setting current ROE=%d (0=WeaponFree, 1=OpenFireWeaponFree, 2=OpenFire, 3=ReturnFire, 4=WeaponHold)", self.roe))
else
-- TODO WARNING
end
@@ -2087,6 +2168,13 @@ function OPSGROUP:SetOptionROE(roe)
return self
end
--- Get current ROE of the group.
-- @param #OPSGROUP self
-- @return #number Current ROE.
function OPSGROUP:GetROE()
return self.roe
end
--- Set the default ROT for the group. This is the ROT state gets when the group is spawned or to which it defaults back after a mission.
-- @param #OPSGROUP self
-- @param #number roe ROE of group. Default is ENUMS.ROT.PassiveDefense.
@@ -2102,13 +2190,11 @@ end
-- @return #OPSGROUP self
function OPSGROUP:SetOptionROT(rot)
rot=rot or self.rotDefault
self.rot=rot or self.rotDefault
if self:IsAlive() then
self.group:OptionROT(rot)
self.rot=rot
self.group:OptionROT(self.rot)
self:T2(self.lid..string.format("Setting current ROT=%d (0=NoReaction, 1=Passive, 2=Evade, 3=ByPass, 4=AllowAbort)", self.rot))
else
@@ -2432,6 +2518,232 @@ function OPSGROUP:GetNelements(status)
return n
end
--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
-- @param #OPSGROUP self
-- @param #OPSGROUP.Element element The element.
-- @return #OPSGROUP.Ammo Ammo data.
function OPSGROUP:GetAmmoElement(element)
return self:GetAmmoUnit(element.unit)
end
--- Get total amount of ammunition of the whole group.
-- @param #OPSGROUP self
-- @return #OPSGROUP.Ammo Ammo data.
function OPSGROUP:GetAmmoTot()
local units=self.group:GetUnits()
local Ammo={} --#OPSGROUP.Ammo
Ammo.Total=0
Ammo.Guns=0
Ammo.Rockets=0
Ammo.Bombs=0
Ammo.Missiles=0
Ammo.MissilesAA=0
Ammo.MissilesAG=0
Ammo.MissilesAS=0
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive()~=nil then
-- Get ammo of the unit.
local ammo=self:GetAmmoUnit(unit)
-- Add up total.
Ammo.Total=Ammo.Total+ammo.Total
Ammo.Guns=Ammo.Guns+ammo.Guns
Ammo.Rockets=Ammo.Rockets+ammo.Rockets
Ammo.Bombs=Ammo.Bombs+ammo.Bombs
Ammo.Missiles=Ammo.Missiles+ammo.Missiles
Ammo.MissilesAA=Ammo.MissilesAA+ammo.MissilesAA
Ammo.MissilesAG=Ammo.MissilesAG+ammo.MissilesAG
Ammo.MissilesAS=Ammo.MissilesAS+ammo.MissilesAS
end
end
return Ammo
end
--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
-- @param #OPSGROUP self
-- @param Wrapper.Unit#UNIT unit The unit object.
-- @param #boolean display Display ammo table as message to all. Default false.
-- @return #OPSGROUP.Ammo Ammo data.
function OPSGROUP:GetAmmoUnit(unit, display)
-- Default is display false.
if display==nil then
display=false
end
-- Init counter.
local nammo=0
local nshells=0
local nrockets=0
local nmissiles=0
local nmissilesAA=0
local nmissilesAG=0
local nmissilesAS=0
local nmissilesSA=0
local nmissilesBM=0
local nmissilesCR=0
local ntorps=0
local nbombs=0
-- Output.
local text=string.format("OPSGROUP group %s - unit %s:\n", self.groupname, unit:GetName())
-- Get ammo table.
local ammotable=unit:GetAmmo()
if ammotable then
local weapons=#ammotable
-- Loop over all weapons.
for w=1,weapons do
-- Number of current weapon.
local Nammo=ammotable[w]["count"]
-- Type name of current weapon.
local Tammo=ammotable[w]["desc"]["typeName"]
local _weaponString = UTILS.Split(Tammo,"%.")
local _weaponName = _weaponString[#_weaponString]
-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3, torpedo=4
local Category=ammotable[w].desc.category
-- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6
local MissileCategory=nil
if Category==Weapon.Category.MISSILE then
MissileCategory=ammotable[w].desc.missileCategory
end
-- We are specifically looking for shells or rockets here.
if Category==Weapon.Category.SHELL then
-- Add up all shells.
nshells=nshells+Nammo
-- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
elseif Category==Weapon.Category.ROCKET then
-- Add up all rockets.
nrockets=nrockets+Nammo
-- Debug info.
text=text..string.format("- %d rockets of type %s\n", Nammo, _weaponName)
elseif Category==Weapon.Category.BOMB then
-- Add up all rockets.
nbombs=nbombs+Nammo
-- Debug info.
text=text..string.format("- %d bombs of type %s\n", Nammo, _weaponName)
elseif Category==Weapon.Category.MISSILE then
-- Add up all cruise missiles (category 5)
if MissileCategory==Weapon.MissileCategory.AAM then
nmissiles=nmissiles+Nammo
nmissilesAA=nmissilesAA+Nammo
elseif MissileCategory==Weapon.MissileCategory.SAM then
nmissiles=nmissiles+Nammo
nmissilesSA=nmissilesSA+Nammo
elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
nmissiles=nmissiles+Nammo
nmissilesAS=nmissilesAS+Nammo
elseif MissileCategory==Weapon.MissileCategory.BM then
nmissiles=nmissiles+Nammo
nmissilesAG=nmissilesAG+Nammo
elseif MissileCategory==Weapon.MissileCategory.CRUISE then
nmissiles=nmissiles+Nammo
nmissilesCR=nmissilesCR+Nammo
elseif MissileCategory==Weapon.MissileCategory.OTHER then
nmissiles=nmissiles+Nammo
nmissilesAG=nmissilesAG+Nammo
end
-- Debug info.
text=text..string.format("- %d %s missiles of type %s\n", Nammo, self:_MissileCategoryName(MissileCategory), _weaponName)
elseif Category==Weapon.Category.TORPEDO then
-- Add up all rockets.
ntorps=ntorps+Nammo
-- Debug info.
text=text..string.format("- %d torpedos of type %s\n", Nammo, _weaponName)
else
-- Debug info.
text=text..string.format("- %d unknown ammo of type %s (category=%d, missile category=%s)\n", Nammo, Tammo, Category, tostring(MissileCategory))
end
end
end
-- Debug text and send message.
if display then
self:I(self.lid..text)
else
self:T3(self.lid..text)
end
MESSAGE:New(text, 10):ToAllIf(display)
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles+nbombs+ntorps
local ammo={} --#OPSGROUP.Ammo
ammo.Total=nammo
ammo.Guns=nshells
ammo.Rockets=nrockets
ammo.Bombs=nbombs
ammo.Torpedos=ntorps
ammo.Missiles=nmissiles
ammo.MissilesAA=nmissilesAA
ammo.MissilesAG=nmissilesAG
ammo.MissilesAS=nmissilesAS
ammo.MissilesCR=nmissilesCR
ammo.MissilesBM=nmissilesBM
ammo.MissilesSA=nmissilesSA
return ammo
end
--- Returns a name of a missile category.
-- @param #OPSGROUP self
-- @param #number categorynumber Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon
-- @return #string Missile category name.
function OPSGROUP:_MissileCategoryName(categorynumber)
local cat="unknown"
if categorynumber==Weapon.MissileCategory.AAM then
cat="air-to-air"
elseif categorynumber==Weapon.MissileCategory.SAM then
cat="surface-to-air"
elseif categorynumber==Weapon.MissileCategory.BM then
cat="ballistic"
elseif categorynumber==Weapon.MissileCategory.ANTI_SHIP then
cat="anti-ship"
elseif categorynumber==Weapon.MissileCategory.CRUISE then
cat="cruise"
elseif categorynumber==Weapon.MissileCategory.OTHER then
cat="other"
end
return cat
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1444,21 +1444,12 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType )
params = {
point = Vec2,
zoneRadius = Radius,
expendQty = 100, -- dummy value
expendQtyEnabled = false,
expendQty = AmmoCount or 100,
expendQtyEnabled = AmmoCount and true or false,
weaponType = WeaponType or ENUMS.WeaponFlag.Auto,
}
}
if AmmoCount then
DCSTask.params.expendQty = AmmoCount
DCSTask.params.expendQtyEnabled = true
end
if WeaponType then
DCSTask.params.weaponType=WeaponType
end
self:T3( { DCSTask } )
return DCSTask
end
@@ -602,6 +602,26 @@ function POSITIONABLE:IsGround()
end
--- Returns if the unit is of ship category.
-- @param #POSITIONABLE self
-- @return #boolean Ship category evaluation result.
function POSITIONABLE:IsShip()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
local IsShip = ( UnitDescriptor.category == Unit.Category.SHIP )
return IsShip
end
return nil
end
--- Returns true if the POSITIONABLE is in the air.
-- Polymorphic, is overridden in GROUP and UNIT.
-- @param Wrapper.Positionable#POSITIONABLE self