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MOOSE/Moose Development/Moose/Ops/AirWing.lua
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Frank 2eb4e87d32 Ops
2020-03-06 17:29:43 +01:00

1356 lines
42 KiB
Lua

--- **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("*", "MissionDone", "*") -- Mission is over.
self:AddTransition("*", "MissionCancel", "*") -- 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)
-- 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
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.
Mission:Queued()
-- Set airwing.
Mission.airwing=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 CAP zones.
-- @param #AIRWING self
-- @param #number n Number of flights. Default 1.
-- @return #AIRWING self
function AIRWING:SetCAPflights(n)
self.nflightsCAP=n
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()
------------------
-- 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: spawned=%s, mission=%s%s", j, typename, asset.nunits, spawned, tostring(self:IsAssetOnMission(asset)), missiontext)
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<b.noccuied
end
if PatrolPoints then
-- Sort data wrt number of flights at that point.
table.sort(PatrolPoints, sort)
return PatrolPoints[1]
else
local point={} --#AIRWING.PatrolData
point.coord=self:GetCoordinate()
point.speed=math.random(250, 350)
point.heading=math.random(360)
point.occupied=false
end
end
--- Get next mission.
-- @param #AIRWING self
-- @return Ops.Auftrag#AUFTRAG Next mission or *nil*.
function AIRWING:_CheckCAP()
local Ncap=self:CountAssetsOnMission(AUFTRAG.Type.PATROL)
for i=1,self.nflightsCAP-Ncap do
local patrol=self:_GetPatrolData(self.cappoints)
local missionCAP=AUFTRAG:NewPATROL(patrol.coord, patrol.speed, patrol.heading, patrol.leg)
missionCAP.patroldata=patrol
self:AddMission(missionCAP)
end
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
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
end
table.sort(self.missionqueue, _sort)
-- Current time.
local time=timer.getAbsTime()
-- Look for first task that is not accomplished.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Firstly, check if mission is due?
if mission.status==AUFTRAG.Status.QUEUED and time>=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)
if not asset.payload then
self:E("No payload for asset! This should not happen!")
end
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.dist<assetB.dist) --or (dA==dB and taskA.prio<taskB.prio)
end
-- Optimize order of assets.
table.sort(assets, optimize)
-- Remove distance parameter.
for _,asset in pairs(assets) do
asset.dist=nil
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function AIRWING:onafterMissionRequest(From, Event, To, Mission)
-- Set mission status from QUEUED to REQUESTED. Ensures that it is not considered in the next selection.
Mission:Requested()
---
-- Some assets might already be spawned and even on a different mission (orbit).
-- Need to dived to set into spawned and instock assets and handle the other
---
-- Assets to be requested
local Assetlist={}
for _,_asset in pairs(Mission.assets) do
local asset=_asset --#AIRWING.SquadronAsset
if asset.spawned then
if asset.flightgroup then
--TODO: cancel current mission if there is any!
asset.flightgroup:AddMission(Mission)
else
self:E(self.lid.."ERROR: flight group for asset does NOT exist!")
end
else
-- These assets need to be requested and spawned.
table.insert(Assetlist, asset)
end
end
-- Add request to airwing warehouse.
if #Assetlist>0 then
-- 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)
-- 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
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)
else
self:E(self.lid.."ERROR: new asset not beloning to any s")
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)
-- 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
-- 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
-- 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
self:ReturnPayloadFromAsset(asset)
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/<Carrier Alias>/...
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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------