--- **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. -- @field Core.Set#SET_ZONE zonesetCAP Set of CAP zones. -- @field Core.Set#SET_ZONE zonesetTANKER Set of TANKER zones. -- @field Core.Set#SET_ZONE zonesetAWACS Set of AWACS zones. -- @field #number nflightsCAP Number of CAP flights constantly in the air. -- @field #number nflightsTANKER Number of TANKER flights constantly in the air. -- @field #number nflightsAWACS Number of AWACS flights constantly in the air. -- @field #table cappoints Table of CAP points. -- @field Ops.WingCommander#WINGCOMMANDER wingcommander The wing commander responsible for this airwing. -- @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 = {}, missionqueue = {}, payloads = {}, cappoints = {}, wingcommander = 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.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. --- CAP data. -- @type AIRWING.PatrolData -- @field Core.Point#COORDINATE coord CAP coordinate. -- @field #number heading heading -- @field #number leg Leg. -- @field #number speed Speed. -- @field #boolean occupied Is currently occupied. --- AIRWING class version. -- @field #string version AIRWING.version="0.1.4" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- 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 done/cancelled. -- DONE: Payloads as resources. -- TODO: Spawn in air or hot. -- TODO: Define CAP zones. -- TODO: Define TANKER zones for refuelling. -- TODO: Border zone or even multiple zones. -- TODO: Check that airbase has enough parking spots if a request is BIG. Alternatively, split requests. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- 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 -- 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("*", "MissionRequest", "*") -- Add a (mission) request to the warehouse. self:AddTransition("*", "MissionCancel", "*") -- Cancel mission. ------------------------ --- 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) -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end -- TODO: Mission types that anyone can do! ORBIT, Ferry, ??? if not self:CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then table.insert(MissionTypes, AUFTRAG.Type.ORBIT) end -- Set up new squadron data. local squadron={} --#AIRWING.Squadron squadron.name=SquadronName squadron.assets={} squadron.missiontypes=MissionTypes 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 Wrapper.Unit#UNIT Unit The unit, the payload is extracted from. Can also be given as *#string* name of the unit. -- @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). -- @param #boolean Unlimited If true, this payload is unlimited. -- @return #AIRWING.Payload The payload table or nil if the unit does not exist. function AIRWING:NewPayload(Unit, MissionTypes, Npayloads, Unlimited) if type(Unit)=="string" then Unit=UNIT:FindByName(Unit) if not Unit then Unit=GROUP:FindByName(Unit) end end -- If a GROUP object was given, get the first unit. if Unit:IsInstanceOf("GROUP") then Unit=Unit:GetUnit(1) end -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end if Unit then local payload={} --#AIRWING.Payload payload.unitname=Unit:GetName() payload.aircrafttype=Unit:GetTypeName() payload.missiontypes=MissionTypes or {} payload.pylons=Unit:GetTemplatePayload() payload.navail=Npayloads or 99 payload.unlimited=Unlimited if Unlimited then payload.navail=1 end -- Add payload table.insert(self.payloads, payload) -- Info self:I(self.lid..string.format("Adding new payload from unit %s for aircraft type %s: N=%d (unlimited=%s), missions:", payload.unitname, payload.aircrafttype, payload.navail, tostring(payload.unlimited))) self:I({MissionTypes=payload.missiontypes}) return payload end return nil 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. -- @return #AIRWING self function AIRWING:AddMission(Mission) -- Set status to QUEUED. This also attaches the airwing to this mission. Mission:Queued(self) -- Add mission to queue. table.insert(self.missionqueue, Mission) -- Info text. local text=string.format("Added %s mission %s. Starting at %s. Stopping at %s", tostring(Mission.type), tostring(Mission.name), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "INF") self:I(self.lid..text) return self end --- Remove mission from queue. -- @param #AIRWING self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. -- @return #AIRWING self function AIRWING:RemoveMission(Mission) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==Mission.auftragsnummer then table.remove(self.missionqueue, i) break end end return self end --- Set number of CAP flights constantly carried out. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberCAP(n) self.nflightsCAP=n or 1 return self end --- Set number of TANKER flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberTANKER(n) self.nflightsTANKER=n or 1 return self end --- Set number of AWACS flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberAWACS(n) self.nflightsAWACS=n or 1 return self end --- Add a patrol Point for CAP missions. -- @param #AIRWING self -- @param Core.Zone#ZONE AcceptZone Add a zone to the CAP zone set. -- @return #AIRWING self function AIRWING:AddPatrolPointCAP(Coordinate, Heading, Leg, Speed) local cappoint={} --#AIRWING.PatrolData cappoint.coord=Coordinate cappoint.heading=Heading or 090 cappoint.leg=Leg or 15 cappoint.speed=Speed or 350 table.insert(self.cappoints, cappoint) 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)) -- Menu. if false then -- Add F10 radio menu. self:_SetMenuCoalition() for _,_squadron in pairs(self.squadrons) do local squadron=_squadron --#AIRWING.Squadron self:_AddSquadonMenu(squadron) end end 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() -- Check CAP missions. --self:CheckCAP() --self:CheckTANKER() --self:CheckAWACS() -- TODO: count payloads, count squadrons, count missions local text=string.format("Status %s: missions=%d, payloads=%d, squads=%d", fsmstate, #self.missionqueue, #self.payloads, #self.squadrons) self:I(self.lid..text) ------------------ -- 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 spawned=tostring(asset.spawned) local groupname=asset.spawngroupname local typename=asset.unittype local mission=self:GetAssetCurrentMission(asset) local missiontext="" if mission then missiontext=string.format(" [%s (%s): status=%s]", mission.type, mission.name, mission.status) end text=text..string.format("\n -[%d] %s*%d \"%s\": spawned=%s, mission=%s%s", j, typename, asset.nunits, asset.spawngroupname, spawned, tostring(self:IsAssetOnMission(asset)), missiontext) local payload=asset.payload and table.concat(asset.payload.missiontypes, ", ") or "None" text=text.." payload="..payload 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 end --- Get patrol data -- @param #AIRWING self -- @param #table PatrolPoints Patrol data points. -- @return #AIRWING.PatrolData function AIRWING:_GetPatrolData(PatrolPoints) local function sort(a,b) return a.noccuied=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:", 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. -- TODO: This could be moved to AUFTRAG, right? --self:_OptimizeAssetSelection(assets, mission) -- Check that mission.assets table is clean. if mission.assets and #mission.assets>0 then self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type)) end mission.assets={} -- Assign assets to mission. for i=1,mission.nassets do local asset=assets[i] --#AIRWING.SquadronAsset -- Get payload for the asset. asset.payload=self:FetchPayloadFromStock(asset.unittype, mission.type) -- Should not happen as we just checked! if not asset.payload then self:E(self.lid.."ERROR: No payload for asset! This should not happen!") end -- Add asset to mission. mission:AddAsset(asset) 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 Mission 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.dist0 then --local text=string.format("Requesting assets for mission %s:", Mission.name) for i,_asset in pairs(Assetlist) do local asset=_asset --#AIRWING.SquadronAsset -- Set asset to requested! Important so that new requests do not use this asset! asset.requested=true --text=text..string.format("\n[%d] %s spawned=%s type=%s payload=%s", i, asset.spawngroupname, tostring(asset.spawned), asset.unittype, asset.payload and table.concat(asset.payload.missiontypes, ", ") or "no payload!") end --self:I(self.lid..text) -- Add request to airwing warehouse. -- TODO: better Assignment string. self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, tostring(Mission.auftragsnummer)) -- The queueid has been increased in the onafterAddRequest function. So we can simply use it here. Mission.requestID=self.queueid end end --- On after "MissionCancel" event. Cancels the missions of all flightgroups. Deletes request from warehouse queue. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission to be cancelled. function AIRWING:onafterMissionCancel(From, Event, To, Mission) self:I(self.lid..string.format("Cancel mission %s", Mission.name)) for _,_asset in pairs(Mission.assets) do local asset=_asset --#AIRWING.SquadronAsset local flightgroup=asset.flightgroup if flightgroup then flightgroup:MissionCancel(Mission) end end -- Remove queued request (if any). if Mission.requestID then self:_DeleteQueueItemByID(Mission.requestID, self.queue) end end --- On after "NewAsset" event. Asset is added to the given squadron (asset assignment). -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that has just been added. -- @param #string assignment The (optional) assignment for the asset. function AIRWING:onafterNewAsset(From, Event, To, asset, assignment) -- Call parent warehouse function first. self:GetParent(self).onafterNewAsset(self, From, Event, To, asset, assignment) -- Debug text. local text=string.format("New asset %s with assignment %s and request assignment %s", asset.spawngroupname, tostring(asset.assignment), tostring(assignment)) self:I(self.lid..text) -- Get squadron. local squad=self:GetSquadron(asset.assignment) -- Check if asset is already part of the squadron. If an asset returns, it will be added again! We check that asset.assignment is also assignment. if squad then if asset.assignment==assignment then -- Debug text. local text=string.format("Adding asset to squadron %s: assignment=%s, type=%s, attribute=%s", squad.name, assignment, asset.unittype, asset.attribute) self:I(self.lid..text) -- Add asset to squadron. table.insert(squad.assets, asset) else self:I(self.lid..string.format("Asset %s from squadron %s returned! asset.assignment=\"%s\", assignment=\"%s\"", asset.spawngroupname, squad.name, tostring(asset.assignment), tostring(assignment))) self:ReturnPayloadFromAsset(asset) -- Mission might already be removed from the queue! --[[ local mission=self:GetMissionByID(assignment) if mission then local text=string.format("Asset %s returned from %s mission %s", asset.spawngroupname, mission.type, mission.name) self:I(self.lid..text) self:ReturnPayloadFromAsset(asset) else self:E(self.lid..string.format("ERROR: asset %s from squadron %s returned but could not find its mission! asset.assignment=\"%s\", assignment=\"%s\"", asset.spawngroupname, squad.name, tostring(asset.assignment), tostring(assignment))) end ]] end end end --- On after "AssetSpawned" event triggered when an asset group is spawned into the cruel world. -- Creates a new flightgroup element and adds the mission to the flightgroup queue. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP group The group spawned. -- @param #AIRWING.SquadronAsset asset The asset that was spawned. -- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset. function AIRWING:onafterAssetSpawned(From, Event, To, group, asset, request) -- Call parent warehouse function first. self:GetParent(self).onafterAssetSpawned(self, From, Event, To, group, asset, request) -- Create a flight group. asset.flightgroup=self:_CreateFlightGroup(asset) -- Not requested any more. asset.requested=nil -- Get Mission (if any). local mission=self:GetMissionByID(request.assignment) -- Add mission to flightgroup queue. if mission then -- Add mission to flightgroup queue. asset.flightgroup:AddMission(mission) end -- Add group to the detection set of the WINGCOMMANDER. if self.wingcommander then self.wingcommander.detectionset:AddGroup(asset.flightgroup.group) end end --- On after "AssetDead" event triggered when an asset group died. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #AIRWING.SquadronAsset asset The asset that is dead. -- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset. function AIRWING:onafterAssetDead(From, Event, To, asset, request) -- Call parent warehouse function first. self:GetParent(self).onafterAssetDead(From, Event, To, asset, request) -- Add group to the detection set of the WINGCOMMANDER. if self.wingcommander then self.wingcommander.detectionset:RemoveGroupsByName({asset.spawngroupname}) end end --- On after "Request" event. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Functional.Warehouse#WAREHOUSE.Queueitem Request Information table of the request. function AIRWING:onafterRequest(From, Event, To, Request) -- Assets local assets=Request.cargoassets -- Get Mission local Mission=self:GetMissionByID(Request.assignment) if Mission and assets then for _,_asset in pairs(assets) do local asset=_asset --#AIRWING.SquadronAsset -- This would be the place to modify the asset table before the asset is spawned. end end -- Call parent warehouse function after assets have been adjusted. self:GetParent(self).onafterRequest(self, From, Event, To, Request) end --- On after "SelfRequest" event. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself. -- @param Functional.Warehouse#WAREHOUSE.Pendingitem request Pending self request. function AIRWING:onafterSelfRequest(From, Event, To, groupset, request) -- Call parent warehouse function first. self:GetParent(self).onafterSelfRequest(self, From, Event, To, groupset, request) -- Get Mission local mission=self:GetMissionByID(request.assignment) for _,_asset in pairs(request.assets) do local asset=_asset --#AIRWING.SquadronAsset end for _,_group in pairs(groupset:GetSet()) do local group=_group --Wrapper.Group#GROUP end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new flight group after an asset was spawned. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The asset. -- @return Ops.FlightGroup#FLIGHTGROUP The created flightgroup object. function AIRWING:_CreateFlightGroup(asset) -- Create flightgroup. local flightgroup=FLIGHTGROUP:New(asset.spawngroupname) -- Set airwing. flightgroup:SetAirwing(self) --- Check if out of missiles. For A2A missions ==> 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 return flightgroup 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 any missions in the queue. if self:IsAssetOnMission(asset) then --- -- This asset is already on a mission --- --TODO: This only checks if it has an ORBIT mission. It could have others as well! if self:IsAssetOnMission(asset, AUFTRAG.Type.ORBIT) and MissionType~=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. Difficult! --table.insert(assets, asset) end end else --- -- 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 if not asset.requested then -- 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 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 an asset is currently on a mission or has one in the queue. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The asset. -- @param #table MissionTypes Types on mission to be checked. Default all. -- @return #boolean If true, asset has at least one mission of that type in the queue. function AIRWING:IsAssetOnMission(asset, MissionTypes) if MissionTypes then if type(MissionTypes)~="table" then MissionTypes={MissionTypes} end else -- Check all possible types. MissionTypes=AUFTRAG.Type end if asset.flightgroup then -- Loop over mission queue. for _,_mission in pairs(asset.flightgroup.missionqueue or {}) do local mission=_mission --Ops.Auftrag#AUFTRAG local status=mission:GetFlightStatus(asset.flightgroup) -- Only if mission is not already over. if status~=AUFTRAG.FlightStatus.DONE and status~=AUFTRAG.FlightStatus.CANCELLED and self:CheckMissionType(mission.type, MissionTypes) then return true end end end return false end --- Get the current mission of the asset. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The asset. -- @return Ops.Auftrag#AUFTRAG Current mission or *nil*. function AIRWING:GetAssetCurrentMission(asset) if asset.flightgroup then return asset.flightgroup:GetMissionCurrent() end return nil end --- Count assets on mission. -- @param #AIRWING self -- @param #table MissionTypes Types on mission to be checked. Default all. -- @return #number Number of pending and queued assets. -- @return #number Number of pending assets. -- @return #number Number of queued assets. function AIRWING:CountAssetsOnMission(MissionTypes) local Nq=0 local Np=0 for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG -- Check if this mission type is requested. if self:CheckMissionType(mission.type, MissionTypes) then for _,_asset in pairs(mission.assets or {}) do local asset=_asset --#AIRWING.SquadronAsset local request, isqueued=self:GetRequestByID(mission.requestID) if isqueued then Nq=Nq+1 else Np=Np+1 end end end end return Np+Nq, Np, Nq 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 -- Only unspawned payloads are returned. if not asset.spawned and not asset.requested then self:ReturnPayloadFromAsset(asset) end 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 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------