--- **Ops** - Airwing Warehouse. -- -- **Main Features:** -- -- * Manage squadrons. -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Airwing -- @image OPS_AirWing.png --- AIRWING class. -- @type AIRWING -- @field #string ClassName Name of the class. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field #string lid Class id string for output to DCS log file. -- @field #table menu Table of menu items. -- @field #table squadrons Table of squadrons. -- @field #table missionqueue Mission queue table. -- @field #table payloads Playloads for specific aircraft and mission types. -- @field #number payloadcounter Running index of payloads. -- @extends Functional.Warehouse#WAREHOUSE --- Be surprised! -- -- === -- -- ![Banner Image](..\Presentations\CarrierAirWing\AIRWING_Main.jpg) -- -- # The AIRWING Concept -- -- -- -- @field #AIRWING AIRWING = { ClassName = "AIRWING", Debug = false, lid = nil, menu = nil, squadrons = nil, missionqueue = {}, payloads = {}, payloadcounter = nil, } --- Squadron data. -- @type AIRWING.Squadron -- @field #string name Name of the squadron. -- @field #table assets Assets of the squadron. -- @field #table missiontypes Mission types that the squadron can do. -- @field #string livery Livery of the squadron. -- @field #table menu The squadron menu entries. -- @field #string skill Skill of squadron team members. --- Squadron asset. -- @type AIRWING.SquadronAsset -- @field #AIRWING.Payload payload The payload of the asset. -- @field Ops.Auftrag#AUFTRAG mission The assigned mission. -- @field Ops.FlightGroup#FLIGHTGROUP flightgroup The flightgroup object. -- @extends Functional.Warehouse#WAREHOUSE.Assetitem --- Payload data. -- @type AIRWING.Payload -- @field #string unitname Name of the unit this pylon was extracted from. -- @field #string aircrafttype Type of aircraft, which can use this payload. -- @field #table missiontypes Mission types for which this payload can be used. -- @field #table pylons Pylon data extracted for the unit template. -- @field #number navail Number of available payloads of this type. -- @field #boolean unlimited If true, this payload is unlimited and does not get consumed. --- AIRWING class version. -- @field #string version AIRWING.version="0.1.2" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DONE: Add squadrons to warehouse. -- TODO: Make special request to transfer squadrons to anther airwing (or warehouse). -- DONE: Build mission queue. -- DONE: Find way to start missions. -- TODO: Check if missions are accomplished. -- TODO: Paylods as assets. -- TODO: Spawn in air or hot. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new AIRWING class object for a specific aircraft carrier unit. -- @param #AIRWING self -- @param #string warehousename Name of the warehouse static or unit object representing the warehouse. -- @param #string airwingname Name of the air wing, e.g. "AIRWING-8". -- @return #AIRWING self function AIRWING:New(warehousename, airwingname) -- Inherit everything from WAREHOUSE class. local self=BASE:Inherit(self, WAREHOUSE:New(warehousename, airwingname)) -- #AIRWING if not self then BASE:E(string.format("ERROR: Could not find warehouse %s!", warehousename)) return nil end -- Squadrons. self.squadrons={} self.payloadcounter=0 -- Set some string id for output to DCS.log file. self.lid=string.format("AIRWING %s | ", self.alias) -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "MissionNew", "*") -- Add a new mission. self:AddTransition("*", "MissionRequest", "*") -- Add a (mission) request to the warehouse. self:AddTransition("*", "MissionDone", "*") -- Mission is over. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the AIRWING. Initializes parameters and starts event handlers. -- @function [parent=#AIRWING] Start -- @param #AIRWING self --- Triggers the FSM event "Start" after a delay. Starts the AIRWING. Initializes parameters and starts event handlers. -- @function [parent=#AIRWING] __Start -- @param #AIRWING self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the AIRWING and all its event handlers. -- @param #AIRWING self --- Triggers the FSM event "Stop" after a delay. Stops the AIRWING and all its event handlers. -- @function [parent=#AIRWING] __Stop -- @param #AIRWING self -- @param #number delay Delay in seconds. -- Debug trace. if false then self.Debug=true self:TraceOnOff(true) self:TraceClass(self.ClassName) self:TraceLevel(1) end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add a squadron to the air wing. -- @param #AIRWING self -- @param #string SquadronName Name of the squadron, e.g. "VFA-37". -- @param #table MissionTypes Table of mission types this squadron is able to perform. -- @param #string Livery The livery for all added flight group. Default is the livery of the template group. -- @param #string Skill The skill of all squadron members. -- @return #AIRWING.Squadron The squadron object. function AIRWING:AddSquadron(SquadronName, MissionTypes, Livery, Skill) local squadron={} --#AIRWING.Squadron squadron.name=SquadronName squadron.assets={} squadron.missiontypes=MissionTypes or {} squadron.livery=Livery squadron.skill=Skill self.squadrons[SquadronName]=squadron return squadron end --- Add a **new** payload to air wing resources. -- @param #AIRWING self -- @param #string UnitName Name of the unit, the payload is extracted from. -- @param #table MissionTypes Mission types this payload can be used for. -- @param #number Npayloads Number of payloads to add to the airwing resources. Default 99 (which should be enough for most scenarios). function AIRWING:NewPayload(UnitName, MissionTypes, Npayloads) local unit=UNIT:FindByName(UnitName) if unit then local unitpayload=unit:GetTemplatePayload() local payload={} --#AIRWING.Payload payload.unitname=UnitName payload.aircrafttype=unit:GetTypeName() payload.missiontypes=MissionTypes or {} payload.pylons=unitpayload payload.navail=Npayloads or 99 payload.unlimited=false table.insert(self.payloads, payload) end end --- Fetch a payload from the airwing resources for a given unit and mission type. -- @param #AIRWING self -- @param #string UnitType The type of the unit. -- @param #string MissionType The mission type. -- @return #AIRWING.Payload Payload table or *nil*. function AIRWING:FetchPayloadFromStock(UnitType, MissionType) for _,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload -- Check right type, mission and available. if payload.aircrafttype==UnitType and payload.navail>0 and self:CheckMissionType(MissionType, payload.missiontypes) then -- Consume if not unlimited. if not payload.unlimited then payload.navail=payload.navail-1 end -- Return a copy of the table. return payload end end return nil end --- Return payload from asset back to stock. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The squadron asset. function AIRWING:ReturnPayloadFromAsset(asset) local payload=asset.payload if payload then -- Increase count if not unlimited. if not payload.unlimited then payload.navail=payload.navail+1 end -- Remove asset payload. asset.payload=nil else self:E(self.lid.."ERROR: asset had no payload attached!") end end --- Add flight group(s) to squadron. -- @param #AIRWING self -- @param #AIRWING.Squadron SquadronName Name of the squadron. -- @param Wrapper.Group#GROUP Group The group object. -- @param #number Ngroups Number of groups to add. -- @return #AIRWING self function AIRWING:AddAssetToSquadron(SquadronName, Group, Ngroups) local squadron=self:GetSquadron(SquadronName) if squadron then if type(Group)=="string" then Group=GROUP:FindByName(Group) end if Group then local text=string.format("FF Adding asset %s to squadron %s", Group:GetName(), squadron.name) env.info(text) self:AddAsset(Group, Ngroups, nil, nil, nil, nil, squadron.skill, squadron.livery, squadron.name) else self:E("ERROR: Group does not exist!") end else self:E("ERROR: Squadron does not exit!") end return self end --- Get squadron by name. -- @param #AIRWING self -- @param #string SquadronName Name of the squadron, e.g. "VFA-37". -- @return #AIRWING.Squadron Squadron table. function AIRWING:GetSquadron(SquadronName) return self.squadrons[SquadronName] end --- Add mission to queue. -- @param #AIRWING self -- @param Ops.Auftrag#AUFTRAG Mission for this group. -- @param #number Nassets Number of required assets for this mission. Default 1. -- @param Core.Point#COORDINATE WaypointCoordinate Coordinate of the mission waypoint. -- @return #AIRWING self function AIRWING:AddMission(Mission, Nassets, WaypointCoordinate) -- Number of assets. Mission.nassets=Nassets or 1 Mission.waypointcoordinate=WaypointCoordinate Mission.waypointindex=nil -- Add mission to queue. table.insert(self.missionqueue, Mission) -- Info text. local text=string.format("Added %s mission %s at waypoint #%s. Starting at %s. Stopping at %s", tostring(Mission.type), tostring(Mission.name), tostring(Mission.waypointindex), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "never") self:I(self.lid..text) return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Start AIRWING FSM. -- @param #AIRWING self function AIRWING:onafterStart(From, Event, To) -- Start parent Warehouse. self:GetParent(self).onafterStart(self, From, Event, To) -- Info. self:I(self.lid..string.format("Starting AIRWING v%s", AIRWING.version)) -- Add F10 radio menu. self:_SetMenuCoalition() for _,_squadron in pairs(self.squadrons) do local squadron=_squadron --#AIRWING.Squadron self:_AddSquadonMenu(squadron) end -- Init status updates. --self:__AirwingStatus(-1) end --- Update status. -- @param #AIRWING self function AIRWING:onafterStatus(From, Event, To) -- Status of parent Warehouse. self:GetParent(self).onafterStatus(self, From, Event, To) local fsmstate=self:GetState() ------------------ -- Mission Info -- ------------------ local text=string.format("Missions Total=%d:", #self.missionqueue) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG text=text..string.format("\n[%d] %s: Status=%s, Nassets=%d, Prio=%d, ID=%d (%s)", i, mission.type, mission.status, mission.nassets, mission.prio, mission.auftragsnummer, mission.name) end self:I(self.lid..text) ------------------- -- Squadron Info -- ------------------- local text="Squadrons:" for i,_squadron in pairs(self.squadrons) do local squadron=_squadron --#AIRWING.Squadron -- Squadron text text=text..string.format("\n* %s", squadron.name) -- Loop over all assets. for j,_asset in pairs(squadron.assets) do local asset=_asset --#AIRWING.SquadronAsset local assignment=asset.assignment or "none" local name=asset.templatename local task=asset.mission and asset.mission.name or "none" local spawned=tostring(asset.spawned) local groupname=asset.spawngroupname local group=nil --Wrapper.Group#GROUP local typename=asset.unittype local fuel=100 if groupname then group=GROUP:FindByName(groupname) if group then fuel=group:GetFuelMin() end end text=text..string.format("\n -[%d] %s*%d: spawned=%s, mission=%s, fuel=%d", j, typename, asset.nunits, spawned, task, fuel) end end self:I(self.lid..text) -------------- -- Mission --- -------------- -- Get next mission. local mission=self:_GetNextMission() -- Request mission execution. if mission then self:MissionRequest(mission) end --self:__AirwingStatus(-30) end --- Get next mission. -- @param #AIRWING self -- @return Ops.Auftrag#AUFTRAG Next mission or *nil*. function AIRWING:_GetNextMission() -- Number of missions. local Nmissions=#self.missionqueue -- Treat special cases. if Nmissions==0 then return nil end -- Sort results table wrt times they have already been engaged. local function _sort(a, b) local taskA=a --Ops.Auftrag#AUFTRAG local taskB=b --Ops.Auftrag#AUFTRAG --TODO: probably sort by prio first and then by time as only missions for T>Tstart are executed. That would ensure that the highest prio mission is carried out first! return (taskA.Tstart=mission.Tstart then -- Check if airwing can do the mission and gather required assets. local can, assets=self:CanMission(mission.type, mission.nassets) -- Debug output. self:T3({self.lid.."Mission check:", MissionStatusScheduled=mission.status==AUFTRAG.Status.SCHEDULED, TstartPassed=time>=mission.Tstart, CanMission=can, Nassets=#assets}) -- Check that mission is still scheduled, time has passed and enough assets are available. if can then -- Optimize the asset selection. Most useful assets will come first. self:_OptimizeAssetSelection(assets, mission) -- TODO: check that mission.assets table is clean. mission.assets=mission.assets or {} -- Assign assets to mission. for i=1,mission.nassets do local asset=assets[i] --#AIRWING.SquadronAsset asset.payload=self:FetchPayloadFromStock(asset.unittype, mission.type) if not asset.payload then self:E("No payload for asset! This should not happen!") end table.insert(mission.assets, asset) asset.mission=mission end return mission end end -- mission due? end -- mission loop return nil end --- Optimize chosen assets for the mission at hand. -- @param #AIRWING self -- @param #table assets Table of (unoptimized) assets. -- @param Ops.Auftrag#AUFTRAG Next mission or *nil*. function AIRWING:_OptimizeAssetSelection(assets, Mission) local TargetCoordinate=Mission:GetTargetCoordinate() local dStock=self:GetCoordinate():Get2DDistance(TargetCoordinate) for _,_asset in pairs(assets) do local asset=_asset --#AIRWING.SquadronAsset if asset.spawned then local group=GROUP:FindByName(asset.spawngroupname) asset.dist=group:GetCoordinate():Get2DDistance(TargetCoordinate) else asset.dist=dStock end end -- Sort results table wrt distacance. local function optimize(a, b) local assetA=a --#AIRWING.SquadronAsset local assetB=b --#AIRWING.SquadronAsset --TODO: This could be vastly improved. Need to gather ideas during testing -- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away. -- Max speed of assets. -- Fuel amount? -- Range of assets? --TODO: Need to define a scoring function, which gives a weighted result of more parameters. return (assetA.dist RTB. function flightgroup:OnAfterOutOfMissiles() local airwing=flightgroup:GetAirWing() end --- Check if out of missiles. For A2G missions ==> RTB. But need to check A2G missiles, rockets as well. function flightgroup:OnAfterOutOfBombs() local airwing=flightgroup:GetAirWing() end --- Mission started. function flightgroup:OnAfterMissionStart(From, Event, To, Mission) local airwing=flightgroup:GetAirWing() -- TODO: Add event? Set mission status! --airwing:MissionStart(Mission) end --- Flight is DEAD. function flightgroup:OnAfterFlightDead(From, Event, To) local airwing=flightgroup:GetAirWing() -- TODO -- Mission failed ==> launch new mission? end -- Add mission to flightgroup queue. if asset.mission then local Cstart=UTILS.SecondsToClock(asset.mission.Tstart) local Cstop=asset.mission.Tstop and UTILS.SecondsToClock(asset.mission.Tstop) or nil asset.flightgroup:AddMission(asset.mission, asset.mission.waypointcoord, asset.mission.waypointindex, Cstart, Cstop, asset.mission.name) end end --- Check if there is a squadron that can execute a given mission type. Optionally, the number of required assets can be specified. -- @param #AIRWING self -- @param #AIRWING.Squadron Squadron The Squadron. -- @param #string MissionType Type of mission. -- @param #number Nassets Number of required assets for the mission. Use *nil* or 0 for none. Then only the general capability is checked. -- @return #boolean If true, Squadron can do that type of mission. Available assets are not checked. -- @return #table Assets that can do the required mission. function AIRWING:SquadronCanMission(Squadron, MissionType, Nassets) local cando=true local assets={} -- WARNING: This assumes that all assets of the squad can do the same mission types! -- TODO: we could make the mission type as a parameter of the assets! Then we can have heterogenious squads as well! local gotit=self:CheckMissionType(MissionType, Squadron.missiontypes) if not gotit then -- This squad cannot do this mission. cando=false else for _,_asset in pairs(Squadron.assets) do local asset=_asset --#AIRWING.SquadronAsset -- Check if has already a mission assigned. if asset.mission==nil then --- -- This asset as no current mission --- if asset.spawned then -- This asset is already spawned. Let's check if it has the right payload. if self:CheckMissionType(MissionType, asset.payload.missiontypes) then table.insert(assets, asset) end else -- Check if we got a payload and reserve it for this asset. local payload=self:FetchPayloadFromStock(asset.unittype, MissionType) if payload then asset.payload=payload table.insert(assets, asset) end end elseif asset.mission==AUFTRAG.Type.ORBIT then -- Check if the payload of this asset is compatible with the mission. if self:CheckMissionType(MissionType, asset.payload.missiontypes) then -- TODO: check if asset actually has weapons left! table.insert(assets, asset) end end end end -- Check if required assets are present. if Nassets and Nassets > #assets then cando=false end return cando, assets end --- Check if assets for a given mission type are available. -- @param #AIRWING self -- @return #boolean If true, enough assets are available. function AIRWING:IsAssetOnMission() end --- Check if assets for a given mission type are available. -- @param #AIRWING self -- @param #string MissionType Type of mission. -- @param #number Nassets Amount of assets required for the mission. Default 1. -- @return #boolean If true, enough assets are available. -- @return #table Assets that can do the required mission. function AIRWING:CanMission(MissionType, Nassets) -- Assume we CANNOT and NO assets are available. local Can=false local Assets={} for squadname,_squadron in pairs(self.squadrons) do local squadron=_squadron --#AIRWING.Squadron -- Check if this squadron can. local can, assets=self:SquadronCanMission(squadron, MissionType, Nassets) -- Debug output. local text=string.format("Mission=%s, squadron=%s, can=%s, assets=%d/%d", MissionType, squadron.name, tostring(can), #assets, Nassets) self:I(self.lid..text) -- If anyone can, we Can. if can then Can=true end -- Total number. for _,asset in pairs(assets) do table.insert(Assets, asset) end end -- Now clear all reserved payloads. for _,_asset in pairs(Assets) do local asset=_asset --#AIRWING.SquadronAsset self:ReturnPayloadFromAsset(asset,payload) end return Can, Assets end --- Returns the mission for a given mission ID (Autragsnummer). -- @param #AIRWING self -- @param #string MissionType The requested mission type. -- @param #table PossibleTypes A table with possible mission types. -- @return #boolean If true, the requested mission type is part of the possible mission types. function AIRWING:CheckMissionType(MissionType, PossibleTypes) for _,canmission in pairs(PossibleTypes) do if canmission==MissionType then return true end end return false end --- Returns the mission for a given mission ID (Autragsnummer). -- @param #AIRWING self -- @param #number mid Mission ID (Auftragsnummer). -- @return Ops.Auftrag#AUFTRAG Mission table. function AIRWING:GetMissionByID(mid) for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==tonumber(mid) then return mission end end return nil end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Menu Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Patrol carrier. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:_SetMenuCoalition() -- Get coalition. local Coalition=self:GetCoalition() -- Init menu table. self.menu=self.menu or {} -- Init menu coalition table. self.menu[Coalition]=self.menu[Coalition] or {} -- Shortcut. local menu=self.menu[Coalition] if self.menusingle then -- F10/Skipper/... if not menu.AIRWING then menu.AIRWING=MENU_COALITION:New(Coalition, "AIRWING") end else -- F10/Skipper//... if not menu.Root then menu.Root=MENU_COALITION:New(Coalition, "AIRWING") end menu.AIRWING=MENU_COALITION:New(Coalition, self.alias, menu.Root) end ------------------- -- Squadron Menu -- ------------------- menu.Squadron={} menu.Squadron.Main= MENU_COALITION:New(Coalition, "Squadrons", menu.AIRWING) menu.Warehouse={} menu.Warehouse.Main = MENU_COALITION:New(Coalition, "Warehouse", menu.AIRWING) menu.Warehouse.Reports = MENU_COALITION_COMMAND:New(Coalition, "Reports On/Off", menu.Warehouse.Main, self.WarehouseReportsToggle, self) menu.Warehouse.Assets = MENU_COALITION_COMMAND:New(Coalition, "Report Assets", menu.Warehouse.Main, self.ReportWarehouseStock, self) menu.ReportSquadrons = MENU_COALITION_COMMAND:New(Coalition, "Report Squadrons", menu.AIRWING, self.ReportSquadrons, self) end --- Report squadron status. -- @param #AIRWING self function AIRWING:ReportSquadrons() local text="Squadron Report:" for i,_squadron in pairs(self.squadrons) do local squadron=_squadron --#AIRWING.Squadron local name=squadron.name local nspawned=0 local nstock=0 for _,_asset in pairs(squadron.assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem --env.info(string.format("Asset name=%s", asset.spawngroupname)) local n=asset.nunits if asset.spawned then nspawned=nspawned+n else nstock=nstock+n end end text=string.format("\n%s: AC on duty=%d, in stock=%d", name, nspawned, nstock) end self:I(self.lid..text) MESSAGE:New(text, 10, "AIRWING", true):ToCoalition(self:GetCoalition()) end --- Add sub menu for this intruder. -- @param #AIRWING self -- @param #AIRWING.Squadron squadron The squadron data. function AIRWING:_AddSquadonMenu(squadron) local Coalition=self:GetCoalition() local root=self.menu[Coalition].Squadron.Main local menu=MENU_COALITION:New(Coalition, squadron.name, root) MENU_COALITION_COMMAND:New(Coalition, "Report", menu, self._ReportSq, self, squadron) MENU_COALITION_COMMAND:New(Coalition, "Launch CAP", menu, self._LaunchCAP, self, squadron) -- Set menu. squadron.menu=menu end --- Report squadron status. -- @param #AIRWING self -- @param #AIRWING.Squadron squadron The squadron object. function AIRWING:_ReportSq(squadron) local text=string.format("%s: %s assets:", squadron.name, tostring(squadron.categoryname)) for i,_asset in pairs(squadron.assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem text=text..string.format("%d.) ") end end --- Warehouse reports on/off. -- @param #AIRWING self function AIRWING:WarehouseReportsToggle() self.Report=not self.Report MESSAGE:New(string.format("Warehouse reports are now %s", tostring(self.Report)), 10, "AIRWING", true):ToCoalition(self:GetCoalition()) end --- Report warehouse stock. -- @param #AIRWING self function AIRWING:ReportWarehouseStock() local text=self:_GetStockAssetsText(false) MESSAGE:New(text, 10, "AIRWING", true):ToCoalition(self:GetCoalition()) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------