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