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MOOSE/Moose Development/Moose/Ops/WingCommander.lua
T
Frank 47e4777df0 Ops
2020-02-25 16:49:54 +01:00

288 lines
9.0 KiB
Lua

--- **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