--- **Ops** - Commander Air Wing. -- -- **Main Features:** -- -- * Stuff -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.WingCommander -- @image OPS_WingCommander.png --- WINGCOMMANDER class. -- @type WINGCOMMANDER -- @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 airwings Table of airwings. -- @extends Core.Fsm#FSM --- Be surprised! -- -- === -- -- ![Banner Image](..\Presentations\CarrierAirWing\WINGCOMMANDER_Main.jpg) -- -- # The WINGCOMMANDER Concept -- -- -- -- @field #WINGCOMMANDER WINGCOMMANDER = { ClassName = "WINGCOMMANDER", Debug = nil, lid = nil, airwings = {}, } --- Mission capability. -- @type WINGCOMMANDER.Capability -- @field #string missiontype Mission Type. -- @field #number Ntot Total number of assets for this task. -- @field #number Navail Number of available assets -- @field #number Nonmission Number of assets currently on mission. --- Mission resources. -- @type WINGCOMMANDER.Recourses -- @field #string missiontype Mission Type. -- @field #number Ntot Total number of assets for this task. -- @field #number Navail Number of available assets -- @field #number Nonmission Number of assets currently on mission. --- WINGCOMMANDER class version. -- @field #string version WINGCOMMANDER.version="0.0.1" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Add tasks. -- TODO: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new WINGCOMMANDER object and start the FSM. -- @param #WINGCOMMANDER self -- @param Core.Set#SET_UNITS AgentSet Set of agents (units) providing intel. -- @return #WINGCOMMANDER self function WINGCOMMANDER:New(AgentSet) -- Inherit everything from INTEL class. local self=BASE:Inherit(self, INTEL:New(AgentSet)) --#WINGCOMMANDER -- Set some string id for output to DCS.log file. self.lid=string.format("WINGCOMMANDER | ") -- Start State. self:SetStartState("Stopped") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("Stopped", "Start", "Running") -- Start FSM. self:AddTransition("*", "Sitrep", "*") -- WINGCOMMANDER status update ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. -- @function [parent=#WINGCOMMANDER] Start -- @param #WINGCOMMANDER self --- Triggers the FSM event "Start" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. -- @function [parent=#WINGCOMMANDER] __Start -- @param #WINGCOMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers. -- @param #WINGCOMMANDER self --- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers. -- @function [parent=#WINGCOMMANDER] __Stop -- @param #WINGCOMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "FlightStatus". -- @function [parent=#WINGCOMMANDER] WingCommanderStatus -- @param #WINGCOMMANDER self --- Triggers the FSM event "SkipperStatus" after a delay. -- @function [parent=#WINGCOMMANDER] __WingCommanderStatus -- @param #WINGCOMMANDER self -- @param #number delay Delay in seconds. -- Debug trace. if false then self.Debug=true BASE:TraceOnOff(true) BASE:TraceClass(self.ClassName) BASE:TraceLevel(1) end self.Debug=true return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set livery. -- @param #WINGCOMMANDER self -- @param #string liveryname Name of the livery. -- @return #WINGCOMMANDER self function WINGCOMMANDER:SetLivery(liveryname) self.livery=liveryname return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. -- @param #WINGCOMMANDER self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function WINGCOMMANDER:onafterStart(From, Event, To) -- Short info. local text=string.format("Starting Wing Commander") self:I(self.lid..text) -- Start the status monitoring. self:__SitRep(-1) end --- On after "Sitrep" event. -- @param #WINGCOMMANDER self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function WINGCOMMANDER:onafterSitrep(From, Event, To) -- FSM state. local fsmstate=self:GetState() -- Short info. local text=string.format("No activities") local capabilities=self:CheckResources() -- Number of assets total, on mission, available -- Number of assets available of each mission type. self:I(self.lid..text) if DetectedGroupsUnknown then for _,_group in pairs(DetectedGroupsUnknown) do local group=_group --Wrapper.Group#GROUP if group and group:IsAlive() then local category=group:GetCategory() local attribute=group:GetAttribute() local threatlevel=group:GetThreatLevel() if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then if capability.INTERCEPT.Navail>0 then --TODO: Something like get closest AIRWING or squadron? -- Launch even from multiple airwings? Currently Navail is like this. end elseif category==Group.Category.GROUND then --TODO: action depends on type -- AA/SAM ==> SEAD -- Tanks ==> -- Artillery ==> -- Infantry ==> -- if attribute==GROUP.Attribute.GROUND_AAA or attribute==GROUP.Attribute.GROUND_SAM then --TODO: SEAD/DEAD end elseif category==Group.Category.SHIP then --TODO: ANTISHIP end end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check resources. -- @param #WINGCOMMANDER self -- @return #table function WINGCOMMANDER:CheckResources() local capabilities={} for _,MissionType in pairs(AUFTRAG.Type) do capabilities[MissionType]=0 for _,_airwing in pairs(self.airwings) do local airwing=_airwing --Ops.AirWing#AIRWING -- Get Number of assets that can do this type of missions. local _,nassets=airwing:CanMission(MissionType) -- Add up airwing resources. capabilities[MissionType]=capabilities[MissionType]+nassets end end return capabilities end --- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets. -- @param #WINGCOMMANDER self -- @return Ops.AirWing#AIRWING The airwing object best for this mission. function WINGCOMMANDER:GetAirwingForMission(MissionType, Coordinate, Nassets) --TODO: run over all airwings. sort by distance and available assets. end