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MOOSE/Moose Development/Moose/Ops/FlightControl.lua
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2019-12-14 22:37:59 +01:00

1541 lines
50 KiB
Lua

--- **OPS** - (R2.5) - Manage recovery of aircraft at airdromes.
--
--
--
-- **Main Features:**
--
-- * Manage aircraft recovery.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module OPS.FlightControl
-- @image OPS_FlightControl.png
--- FLIGHTCONTROL class.
-- @type FLIGHTCONTROL
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string theatre The DCS map used in the mission.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string airbasename Name of airbase.
-- @field #number airbasetype Type of airbase.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase object.
-- @field Core.Zone#ZONE zoneAirbase Zone around the airbase.
-- @field #table parking Parking spots table.
-- @field #table runways Runway table.
-- @field #table flights All flights table.
-- @field #table Qwaiting Queue of aircraft waiting for landing permission.
-- @field #table Qlanding Queue of aircraft currently on final approach.
-- @field #table Qtakeoff Queue of aircraft about to takeoff.
-- @field #table Qparking Queue of aircraft parking.
-- @field #number activerwyno Number of active runway.
-- @field #number atcfreq ATC radio frequency.
-- @field Core.RadioQueue#RADIOQUEUE atcradio ATC radio queue.
-- @field #table playermenu Player Menu.
-- @field #number Nlading Max number of aircraft groups in the landing pattern.
-- @field #number dTlanding Time interval in seconds between landing clearance.
-- @field #number Nparkingspots Total number of parking spots.
-- @extends Core.Fsm#FSM
--- **Ground Control**: Airliner X, Good news, you are clear to taxi to the active.
-- **Pilot**: Roger, What's the bad news?
-- **Ground Control**: No bad news at the moment, but you probably want to get gone before I find any.
--
-- ===
--
-- ![Banner Image](..\Presentations\FLIGHTCONTROL\FlightControl_Main.jpg)
--
-- # The FLIGHTCONTROL Concept
--
--
--
-- @field #FLIGHTCONTROL
FLIGHTCONTROL = {
ClassName = "FLIGHTCONTROL",
Debug = false,
lid = nil,
theatre = nil,
airbasename = nil,
airbase = nil,
airbasetype = nil,
zoneAirbase = nil,
parking = {},
runways = {},
flights = {},
Qwaiting = {},
Qlanding = {},
Qtakeoff = {},
Qparking = {},
activerwyno = 1,
atcfreq = nil,
atcradio = nil,
atcradiounitname = nil,
playermenu = nil,
Nlanding = nil,
dTlanding = nil,
Nparkingspots = nil,
}
--- Holding point
-- @type FLIGHTCONTROL.HoldingPoint
-- @field Core.Point#COORDINATE pos0 First poosition of racetrack holding point.
-- @field Core.Point#COORDINATE pos1 Second position of racetrack holding point.
-- @field #number angelsmin Smallest holding altitude in angels.
-- @field #number angelsmax Largest holding alitude in angels.
--- Player menu data.
-- @type FLIGHTCONTROL.PlayerMenu
-- @field Core.Menu#MENU_GROUP root Root menu.
-- @field Core.Menu#MENU_GROUP_COMMAND RequestTaxi Request taxi.
--- Parking spot data.
-- @type FLIGHTCONTROL.ParkingSpot
-- @field #boolean reserved If true, reserved.
-- @field #number markerid ID of the marker.
-- @extends Wrapper.Airbase#AIRBASE.ParkingSpot
--- Runway data.
-- @type FLIGHTCONTROL.Runway
-- @field #number direction Direction of the runway.
-- @field #number length Length of runway in meters.
-- @field #number width Width of runway in meters.
-- @field Core.Point#COORDINATE position Position of runway start.
--- FlightControl class version.
-- @field #string version
FLIGHTCONTROL.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add FARPS.
-- TODO: Add helos.
-- TODO: Task me down option.
-- TODO: ATIS option.
-- TODO: ATC voice overs.
-- TODO: Check runways and clean up.
-- TODO: Interface with FLIGHTGROUP
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLIGHTCONTROL class object for an associated airbase.
-- @param #FLIGHTCONTROL self
-- @param #string airbasename Name of the airbase.
-- @return #FLIGHTCONTROL self
function FLIGHTCONTROL:New(airbasename)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #FLIGHTCONTROL
-- Try to get the airbase.
self.airbase=AIRBASE:FindByName(airbasename)
-- Check if the airbase exists.
if not self.airbase then
self:E(string.format("ERROR: Could not find airbase %s!", tostring(airbasename)))
return nil
end
-- Check if airbase is an airdrome.
if self.airbase:GetAirbaseCategory()~=Airbase.Category.AIRDROME then
self:E(string.format("ERROR: Airbase %s is not an AIRDROME! Script does not handle FARPS or ships.", tostring(airbasename)))
return nil
end
-- Name of the airbase.
self.airbasename=airbasename
-- Airbase category airdrome, FARP, SHIP.
self.airbasetype=self.airbase:GetAirbaseCategory()
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTCONTROL %s | ", airbasename)
-- Current map.
self.theatre=env.mission.theatre
-- 5 NM zone around the airbase.
self.zoneAirbase=ZONE_RADIUS:New("FC", self:GetCoordinate():GetVec2(), UTILS.NMToMeters(5))
-- Defaults
self:SetLandingMax()
self:SetLandingInterval()
-- Init runways.
self:_InitRunwayData()
-- Init parking spots.
self:_InitParkingSpots()
self.playermenu={}
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- Update status.
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
-- Add to data base.
_DATABASE:AddFlightControl(self)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the number of aircraft groups, that are allowed to land simultaniously.
-- @param #FLIGHTCONTROL self
-- @param #number n Max number of aircraft landing simultaniously. Default 2.
-- @return #FLIGHTCONTROL self
function FLIGHTCONTROL:SetLandingMax(n)
self.Nlanding=n or 2
return self
end
--- Set time interval between landing clearance of groups.
-- @param #FLIGHTCONTROL self
-- @param #number dt Time interval in seconds. Default 180 sec (3 min).
-- @return #FLIGHTCONTROL self
function FLIGHTCONTROL:SetLandingInterval(dt)
self.dTlanding=dt or 180
return self
end
--- Set runway. This clears all auto generated runways.
-- @param #FLIGHTCONTROL self
-- @param #FLIGHTCONTROL.Runway Runway.
-- @return #FLIGHTCONTROL self
function FLIGHTCONTROL:SetRunway(runway)
-- Reset table.
self.runways={}
-- Set runway.
table.insert(self.runways, runway)
return self
end
--- Add runway.
-- @param #FLIGHTCONTROL self
-- @param #FLIGHTCONTROL.Runway Runway.
-- @return #FLIGHTCONTROL self
function FLIGHTCONTROL:AddRunway(runway)
-- Set runway.
table.insert(self.runways, runway)
return self
end
--- Set active runway number. Counting refers to the position in the table entry.
-- @param #FLIGHTCONTROL self
-- @param #number no Number in the runways table.
-- @return #FLIGHTCONTROL self
function FLIGHTCONTROL:SetActiveRunwayNumber(no)
self.activerwyno=no
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start FLIGHTCONTROL FSM. Handle events.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:onafterStart()
-- Events are handled my MOOSE.
self:I(self.lid..string.format("Starting FLIGHTCONTROL v%s for airbase %s of type %d on map %s", FLIGHTCONTROL.version, self.airbasename, self.airbasetype, self.theatre))
-- Handle events.
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.EngineStartup)
self:HandleEvent(EVENTS.Takeoff)
self:HandleEvent(EVENTS.Land)
self:HandleEvent(EVENTS.EngineShutdown)
self:HandleEvent(EVENTS.Crash)
self.atcradio=RADIOQUEUE:New(self.atcfreq or 305, nil, string.format("FC %s", self.airbasename))
self.atcradio:Start(1, 0.1)
-- Init status updates.
self:__Status(-1)
end
--- Update status.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:onafterStatus()
-- Scan airbase for units, statics, and scenery.
--self:_CheckAirbase()
-- Update parking spots.
--self:_UpdateParkingSpots()
-- Check waiting and landing queue.
self:_CheckQueues()
-- Get runway.
local runway=self:GetActiveRunway()
-- Get free parking spots.
--local nfree=self:_GetFreeParkingSpots()
local nfree=self.Nparkingspots
-- Info text.
local text=string.format("State %s - Runway %s - Parking %d/%d - Qpark=%d Qtakeoff=%d Qland=%d Qhold=%d", self:GetState(), runway.idx, nfree, self.Nparkingspots, #self.Qparking, #self.Qtakeoff, #self.Qlanding, #self.Qwaiting)
self:I(self.lid..text)
-- Next status update in ~30 seconds.
self:__Status(-20)
end
--- Start FLIGHTCONTROL FSM. Handle events.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:onafterStop()
-- Handle events.
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.EngineStartup)
self:HandleEvent(EVENTS.Takeoff)
self:HandleEvent(EVENTS.Land)
self:HandleEvent(EVENTS.EngineShutdown)
self:HandleEvent(EVENTS.Crash)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Event handler for event birth.
-- @param #FLIGHTCONTROL self
-- @param Core.Event#EVENTDATA EventData
function FLIGHTCONTROL:OnEventBirth(EventData)
self:F3({EvendData=EventData})
if EventData and EventData.IniGroupName and EventData.Place and EventData.Place:GetName()==self.airbasename then
self:I(self.lid..string.format("BIRTH: unit = %s", tostring(EventData.IniUnitName)))
self:T2(self.lid..string.format("BIRTH: group = %s", tostring(EventData.IniGroupName)))
-- We delay this, to have all elements of the group in the game.
self:ScheduleOnce(0.1, self._CreateFlightGroup, self, EventData.IniGroup)
end
end
--- Event handler for event land.
-- @param #FLIGHTCONTROL self
-- @param Core.Event#EVENTDATA EventData
function FLIGHTCONTROL:OnEventLand(EventData)
self:F3({EvendData=EventData})
self:T2(self.lid..string.format("LAND: unit = %s", tostring(EventData.IniUnitName)))
self:T2(self.lid..string.format("LAND: group = %s", tostring(EventData.IniGroupName)))
end
--- Event handler for event takeoff.
-- @param #FLIGHTCONTROL self
-- @param Core.Event#EVENTDATA EventData
function FLIGHTCONTROL:OnEventTakeoff(EventData)
self:F3({EvendData=EventData})
self:T2(self.lid..string.format("TAKEOFF: unit = %s", tostring(EventData.IniUnitName)))
self:T2(self.lid..string.format("TAKEOFF: group = %s", tostring(EventData.IniGroupName)))
-- This would be the closest airbase.
local airbase=EventData.Place
-- Unit that took off.
local unit=EventData.IniUnit
-- Nil check for airbase. Crashed as player gave me no airbase.
if not (airbase or unit) then
self:E(self.lid.."WARNING: Airbase or IniUnit is nil in takeoff event!")
return
end
end
--- Event handler for event engine startup.
-- @param #FLIGHTCONTROL self
-- @param Core.Event#EVENTDATA EventData
function FLIGHTCONTROL:OnEventEngineStartup(EventData)
self:F3({EvendData=EventData})
self:I(self.lid..string.format("ENGINESTARTUP: unit = %s", tostring(EventData.IniUnitName)))
self:T2(self.lid..string.format("ENGINESTARTUP: group = %s", tostring(EventData.IniGroupName)))
-- Unit that took off.
local unit=EventData.IniUnit
-- Nil check for unit.
if not unit then
return
end
end
--- Event handler for event engine shutdown.
-- @param #FLIGHTCONTROL self
-- @param Core.Event#EVENTDATA EventData
function FLIGHTCONTROL:OnEventEngineShutdown(EventData)
self:F3({EvendData=EventData})
self:I(self.lid..string.format("ENGINESHUTDOWN: unit = %s", tostring(EventData.IniUnitName)))
self:T2(self.lid..string.format("ENGINESHUTDOWN: group = %s", tostring(EventData.IniGroupName)))
-- Unit that took off.
local unit=EventData.IniUnit
-- Nil check for unit.
if not unit then
return
end
end
--- Event handler for event crash.
-- @param #FLIGHTCONTROL self
-- @param Core.Event#EVENTDATA EventData
function FLIGHTCONTROL:OnEventCrash(EventData)
self:F3({EvendData=EventData})
self:T2(self.lid..string.format("CRASH: unit = %s", tostring(EventData.IniUnitName)))
self:T2(self.lid..string.format("CRASH: group = %s", tostring(EventData.IniGroupName)))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Queue Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Scan airbase zone.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:_CheckQueues()
-- Print queues
if false then
self:_PrintQueue(self.flights, "All flights")
self:_PrintQueue(self.Qparking, "Parking")
self:_PrintQueue(self.Qtakeoff, "Takeoff")
self:_PrintQueue(self.Qwaiting, "Holding")
self:_PrintQueue(self.Qlanding, "Landing")
end
-- Number of groups landing.
local nlanding=#self.Qlanding
-- Number of groups taking off.
local ntakeoff=#self.Qtakeoff
-- Number of holding groups.
local nholding=#self.Qwaiting
-- Number of parking groups.
local nparking=#self.Qparking
-- Get next flight in line: either holding or parking.
local flight, isholding, parking=self:_GetNextFlight()
-- Check if somebody wants something.
if flight and ntakeoff==0 and nlanding<self.Nlanding then
if isholding then
--------------------
-- Holding flight --
--------------------
-- Get interval to last flight that got landing clearance.
local dTlanding=99999
if self.Tlanding then
dTlanding=timer.getAbsTime()-self.Tlanding
end
if parking and dTlanding>=self.dTlanding then
-- Message.
local text=string.format("Flight %s, you are cleared to land.", flight.groupname)
MESSAGE:New(text, 5, "FLIGHTCONTROL"):ToAll()
-- Give AI the landing signal.
-- TODO: Humans have to confirm via F10 menu.
if flight.ai then
flight:FlightLanding()
self:_LandAI(flight, parking)
end
-- Set time last flight got landing clearance.
self.Tlanding=timer.getAbsTime()
end
else
--------------------
-- Takeoff flight --
--------------------
-- Check if flight is AI. Humans have to request taxi via F10 menu.
if flight.ai then
-- Message.
-- TODO: Which runway!
local text=string.format("Flight %s, you are cleared to taxi to runway.", flight.groupname)
self:I(self.lid..text)
MESSAGE:New(text, 5, "FLIGHTCONTROL"):ToAll()
flight.group:StartUncontrolled()
flight:_UpdateRoute(1)
env.info("FF remove flight from parking queue - if possible.")
self:_RemoveFlightFromQueue(self.Qparking, flight, "parking")
self:_AddFlightToTakeoffQueue(flight)
end
end
end
end
--- Get next flight in line, either waiting for landing or waiting for takeoff.
-- @param #FLIGHTCONTROL self
-- @return Ops.FlightGroup#FLIGHTGROUP Marshal flight next in line and ready to enter the pattern. Or nil if no flight is ready.
-- @return #boolean If true, flight is holding and waiting for landing, if false, flight is parking and waiting for takeoff.
-- @return #table Parking data for holding flights or nil.
function FLIGHTCONTROL:_GetNextFlight()
local flightholding=self:_GetNextFightHolding()
local flightparking=self:_GetNextFightParking()
-- If no flight is waiting for landing just return the takeoff flight or nil.
if not flightholding then
return flightparking, false, nil
end
-- Get number of alive elements of the holding flight.
local nH=flightholding:GetNelements()
-- Free parking spots.
local parking=flightholding:GetParking(self.airbase)
-- If no flight is waiting for takeoff return the holding flight or nil.
if not flightparking then
if parking then
return flightholding, true, parking
else
self:E(string.format("WARNING: No flight parking but no parking spots! nP=%d nH=%d", #parking, nH))
return nil, nil, nil
end
end
-- We got flights waiting for landing and for takeoff.
if flightholding and flightparking then
-- Return holding flight if fuel is low.
if flightholding.fuellow then
if parking then
-- Enough parking ==> land
return flightholding, true, parking
else
-- Not enough parking ==> take off
return flightparking, false, nil
end
end
-- Return the flight which is waiting longer.
if flightholding.Tholding>flightparking.Tparking and parking then
return flightholding, true, parking
else
return flightparking, false, nil
end
end
return nil, nil, nil
end
--- Get next flight waiting for landing clearance.
-- @param #FLIGHTCONTROL self
-- @return Ops.FlightGroup#FLIGHTGROUP Marshal flight next in line and ready to enter the pattern. Or nil if no flight is ready.
function FLIGHTCONTROL:_GetNextFightHolding()
if #self.Qwaiting==0 then
return nil
elseif #self.Qwaiting==1 then
return self.Qwaiting[1]
end
-- Sort flights by low fuel
local function _sortByFuel(a, b)
local flightA=a --Ops.FlightGroup#FLIGHTGROUP
local flightB=b --Ops.FlightGroup#FLIGHTGROUP
local fuelA=flightA.group:GetFuelMin()
local fuelB=flightB.group:GetFuelMin()
return fuelA<fuelB
end
-- Sort flights by holding time.
local function _sortByTholding(a, b)
local flightA=a --Ops.FlightGroup#FLIGHTGROUP
local flightB=b --Ops.FlightGroup#FLIGHTGROUP
return flightA.Tholding<flightB.Tholding
end
-- Sort flights by fuel.
table.sort(self.Qwaiting, _sortByFuel)
-- Loop over all marshal flights.
for _,_flight in pairs(self.Qwaiting) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
-- Return flight that is lowest on fuel.
if flight.fuellow then
return flight
end
end
-- Return flight waiting longest.
table.sort(self.Qwaiting, _sortByTholding)
return self.Qwaiting[1]
end
--- Get next flight waiting for landing clearance.
-- @param #FLIGHTCONTROL self
-- @return Ops.FlightGroup#FLIGHTGROUP Marshal flight next in line and ready to enter the pattern. Or nil if no flight is ready.
function FLIGHTCONTROL:_GetNextFightParking()
if #self.Qparking==0 then
return nil
elseif #self.Qparking==1 then
return self.Qparking[1]
end
-- Sort flights parking time.
local function _sortByTparking(a, b)
local flightA=a --Ops.FlightGroup#FLIGHTGROUP
local flightB=b --Ops.FlightGroup#FLIGHTGROUP
return flightA.Tparking<flightB.Tparking
end
-- Return flight waiting longest.
table.sort(self.Qparking, _sortByTparking)
return self.Qparking[1]
end
--- Print queue.
-- @param #FLIGHTCONTROL self
-- @param #table queue Queue to print.
-- @param #string name Queue name.
function FLIGHTCONTROL:_PrintQueue(queue, name)
local text=string.format("%s Queue N=%d:", name, #queue)
if #queue==0 then
-- Queue is empty.
text=text.." empty."
else
local time=timer.getAbsTime()
-- Loop over all flights in queue.
for i,_flight in ipairs(queue) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
-- Gather info.
local fuel=flight.group:GetFuelMin()*100
local ai=tostring(flight.ai)
local actype=tostring(flight.actype)
-- Holding and parking time.
local holding=flight.Tholding and UTILS.SecondsToClock(time-flight.Tholding, true) or "X"
local parking=flight.Tparking and UTILS.SecondsToClock(time-flight.Tparking, true) or "X"
local holding=flight:GetHoldingTime()
if holding>=0 then
holding=UTILS.SecondsToClock(holding, true)
else
holding="X"
end
local parking=flight:GetParkingTime()
if parking>=0 then
parking=UTILS.SecondsToClock(parking, true)
else
parking="X"
end
local nunits=flight.nunits or 1
-- Main info.
text=text..string.format("\n[%d] %s (%s*%d): status=%s, ai=%s, fuel=%d, holding=%s, parking=%s",
i, flight.groupname, actype, nunits, flight:GetState(), ai, fuel, holding, parking)
-- Elements info.
for j,_element in pairs(flight.elements) do
local element=_element --Ops.FlightGroup#FLIGHTGROUP.Element
local life=element.unit:GetLife()
local life0=element.unit:GetLife0()
text=text..string.format("\n (%d) %s (%s): status=%s, ai=%s, airborne=%s life=%.1f/%.1f",
j, tostring(element.modex), element.name, tostring(element.status), tostring(element.ai), tostring(element.unit:InAir()), life, life0)
end
end
end
-- Display text.
self:T(self.lid..text)
end
--- Remove a flight group from a queue.
-- @param #FLIGHTCONTROL self
-- @param #table queue The queue from which the group will be removed.
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group that will be removed from queue.
-- @param #string queuename Name of the queue.
-- @return #boolean True, flight was in Queue and removed. False otherwise.
-- @return #number Table index of removed queue element or nil.
function FLIGHTCONTROL:_RemoveFlightFromQueue(queue, flight, queuename)
queuename=queuename or "unknown"
-- Loop over all flights in group.
for i,_flight in pairs(queue) do
local qflight=_flight --Ops.FlightGroup#FLIGHTGROUP
-- Check for name.
if qflight.groupname==flight.groupname then
self:I(self.lid..string.format("Removing flight group %s from %s queue.", flight.groupname, queuename))
table.remove(queue, i)
return true, i
end
end
self:I(self.lid..string.format("Could NOT remove flight group %s from %s queue.", flight.groupname, queuename))
return false, nil
end
--- Add flight to holding queue.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @return #boolean If true, flight was added. False otherwise.
function FLIGHTCONTROL:_AddFlightToHoldingQueue(flight)
-- Check if already in queue.
if self:_InQueue(self.Qwaiting, flight.group) then
return false
end
-- Add flight to table.
table.insert(self.Qwaiting, flight)
-- Flight is not holding any more.
flight.Tholding=timer.getAbsTime()
return true
end
--- Add flight to landing queue and set recovered to false for all elements of the flight and its section members.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @return #boolean If true, flight was added. False otherwise.
function FLIGHTCONTROL:_AddFlightToLandingQueue(flight)
-- Check if already in queue.
if self:_InQueue(self.Qlanding, flight.group) then
return false
end
-- Add flight to table.
table.insert(self.Qlanding, flight)
-- Flight is not holding any more.
flight.Tholding=nil
return true
end
--- Add flight to parking queue.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @return #boolean If true, flight was added. False otherwise.
function FLIGHTCONTROL:_AddFlightToParkingQueue(flight)
-- Check if already in queue.
if self:_InQueue(self.Qparking, flight.group) then
return false
end
-- Add flight to table.
table.insert(self.Qparking, flight)
-- Flight is not holding any more.
flight.Tparking=timer.getAbsTime()
return true
end
--- Add flight to takeoff queue.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @return #boolean If true, flight was added. False otherwise.
function FLIGHTCONTROL:_AddFlightToTakeoffQueue(flight)
-- Check if already in queue.
if self:_InQueue(self.Qtakeoff, flight.group) then
return false
end
-- Add flight to table.
table.insert(self.Qtakeoff, flight)
-- New time stamp for time waiting for takeoff.
flight.Tparking=nil
return true
end
--- Check if a group is in a queue.
-- @param #FLIGHTCONTROL self
-- @param #table queue The queue to check.
-- @param Wrapper.Group#GROUP group The group to be checked.
-- @return #boolean If true, group is in the queue. False otherwise.
function FLIGHTCONTROL:_InQueue(queue, group)
local name=group:GetName()
for _,_flight in pairs(queue) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
if name==flight.groupname then
return true
end
end
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Runway Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Initialize data of runways.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:_InitRunwayData()
self.runways=self.airbase:GetRunwayData()
end
--- Get the active runway based on current wind direction.
-- @param #FLIGHTCONTROL self
-- @return Wrapper.Airbase#AIRBASE.Runway Active runway.
function FLIGHTCONTROL:GetActiveRunway()
return self.airbase:GetActiveRunway()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Parking Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Init parking spots.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:_InitParkingSpots()
-- Parking spots of airbase.
local parkingdata=self.airbase:GetParkingSpotsTable()
-- Init parking spots table.
self.parking={}
self.Nparkingspots=0
for _,_spot in pairs(parkingdata) do
local spot=_spot --Wrapper.Airbase#AIRBASE.ParkingSpot
local parking=spot --#FLIGHTCONTROL.ParkingSpot
parking.reserved="none"
-- Mark position.
local text=string.format("ID=%d, Terminal=%d, Free=%s, Reserved=%s, Dist=%.1f", parking.TerminalID, parking.TerminalType, tostring(parking.Free), tostring(parking.reserved), parking.DistToRwy)
-- Add to table.
self.parking[parking.TerminalID]=parking
self.Nparkingspots=self.Nparkingspots+1
end
end
--- Get free parking spots.
-- @param #FLIGHTCONTROL self
-- @param #number terminal Terminal type or nil.
-- @return #number Number of free spots. Total if terminal=nil or of the requested terminal type.
-- @return #table Table of free parking spots of data type #FLIGHCONTROL.ParkingSpot.
function FLIGHTCONTROL:_GetFreeParkingSpots(terminal)
local freespots={}
local n=0
for _,_parking in pairs(self.parking) do
local parking=_parking --#FLIGHTCONTROL.ParkingSpot
if parking.Free and parking.TOAC==false and parking.reserved=="none" then
if terminal==nil or terminal==parking.terminal then
n=n+1
table.insert(freespots, parking)
end
end
end
return n,freespots
end
--- Update parking spots.
-- @param #FLIGHTCONTROL self
function FLIGHTCONTROL:_UpdateParkingSpots()
-- Parking spots of airbase.
local parkingdata=self.airbase:GetParkingSpotsTable()
for _,_parking in pairs(self.parking) do
local parking=_parking --#FLIGHTCONTROL.ParkingSpot
if parking.markerid then
parking.Coordinate:RemoveMark(parking.markerid)
parking.markerid=nil
end
end
-- Loop over all spots.
local message="Parking Spots:"
for _,_spot in pairs(parkingdata) do
local spot=_spot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Parking.
local parking=self.parking[spot.TerminalID] --#FLIGHTCONTROL.ParkingSpot
-- Check if any known flight has reserved this spot.
local reserved=self:IsParkingReserved(spot)
-- Message text.
--local text=string.format("ID=%03d, Terminal=%03d, Free=%s, TOAC=%s, reserved=%s", parking.TerminalID, parking.TerminalType, tostring(parking.Free), tostring(parking.TOAC), tostring(reserved))
local text=string.format("ID=%03d, Terminal=%03d, Free=%s, TOAC=%s, reserved=%s", spot.TerminalID, spot.TerminalType, tostring(spot.Free), tostring(spot.TOAC), tostring(reserved))
-- Place marker on non-free spots.
if parking.Free==false or parking.TOAC or reserved~=nil then
parking.markerid=parking.Coordinate:MarkToAll(text)
message=message.."\n"..text
end
end
-- Debug message.
self:I(self.lid..message)
end
--- Check if a parking spot is reserved by a flight group.
-- @param #FLIGHTCONTROL self
-- @param Wrapper.Airbase#AIRBASE.ParkingSpot spot Parking spot to check.
-- @return #string Name of element or nil.
function FLIGHTCONTROL:IsParkingReserved(spot)
-- Init all elements as NOT parking anywhere.
for _,_flight in pairs(self.flights) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
-- Loop over all elements.
for _,_element in pairs(flight.elements) do
local element=_element --Ops.FlightGroup#FLIGHTGROUP.Element
local parking=element.parking
if parking and parking.TerminalID==spot.TerminalID then
return element.name
end
end
end
return nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ATIS Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ATC Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Human Player Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create player menu.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
function FLIGHTCONTROL:_CreatePlayerMenu(flight)
local group=flight.group
local groupname=flight.groupname
local gid=group:GetID()
self:I(self.lid..string.format("Creating ATC player menu for flight group %s (ID=%d)", tostring(flight.groupname), gid))
local airbasename=self.airbasename
local playermenu=flight.menu.atc --#FLIGHTCONTROL.PlayerMenu
playermenu[airbasename] = playermenu[airbasename] or {}
playermenu[airbasename].root = MENU_GROUP:New(group, airbasename, playermenu)
playermenu[airbasename].MyStatus = MENU_GROUP_COMMAND:New(group, "My Status", playermenu[airbasename].root, self._PlayerMyStatus, self, groupname)
playermenu[airbasename].RequestTaxi = MENU_GROUP_COMMAND:New(group, "Request Taxi", playermenu[airbasename].root, self._PlayerRequestTaxi, self, groupname)
playermenu[airbasename].RequestTakeoff = MENU_GROUP_COMMAND:New(group, "Request Takeoff", playermenu[airbasename].root, self._PlayerRequestTakeoff, self, groupname)
playermenu[airbasename].Inbound = MENU_GROUP_COMMAND:New(group, "Inbound", playermenu[airbasename].root, self._PlayerInbound, self, groupname)
end
--- Create player menu.
-- @param #FLIGHTCONTROL self
-- @param #string groupname Name of the flight group.
function FLIGHTCONTROL:_PlayerMyStatus(groupname)
-- Get flight group.
local flight=_DATABASE:GetFlightGroup(groupname)
if flight then
local text=string.format("My Status:\n")
text=text..string.format("Flight status: %s", tostring(flight:GetState()))
MESSAGE:New(text, 5):ToGroup(flight.group)
else
MESSAGE:New(string.format("Cannot find flight group %s.", tostring(groupname)), 5):ToAll()
end
end
--- Create player menu.
-- @param #FLIGHTCONTROL self
-- @param #string groupname Name of the flight group.
function FLIGHTCONTROL:_PlayerRequestTaxi(groupname)
MESSAGE:New("Request taxi to runway", 5):ToAll()
local flight=_DATABASE:GetFlightGroup(groupname)
if flight then
MESSAGE:New("You are cleared to taxi", 5):ToAll()
for _,_element in pairs(flight.elements) do
local element=_element --Ops.FlightGroup#FLIGHTGROUP.Element
flight:ElementTaxiing(element)
end
else
MESSAGE:New(string.format("Could not clear group %s for taxi!", groupname), 5):ToAll()
end
end
--- Create player menu.
-- @param #FLIGHTCONTROL self
-- @param #string groupname Name of the flight group.
function FLIGHTCONTROL:_PlayerRequestTakeoff(groupname)
MESSAGE:New("Request takeoff", 5):ToAll()
local flight=_DATABASE:GetFlightGroup(groupname)
if flight then
if flight:IsTaxiing() then
else
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Flight and Element Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new flight group.
-- @param #FLIGHTCONTROL self
-- @param Wrapper.Group#GROUP group Aircraft group.
-- @return Ops.FlightGroup#FLIGHTGROUP Flight group.
function FLIGHTCONTROL:_CreateFlightGroup(group)
-- Check if not already in flights
if self:_InQueue(self.flights, group) then
self:E(self.lid..string.format("WARNING: Flight group %s does already exist!", group:GetName()))
return
end
-- Debug info.
self:I(self.lid..string.format("Creating new flight for group %s of aircraft type %s.", group:GetName(), group:GetTypeName()))
-- Get flightgroup from data base.
local flight=_DATABASE:GetFlightGroup(group:GetName())
-- If it does not exist yet, create one.
if not flight then
flight=FLIGHTGROUP:New(group:GetName())
end
if flight.destination and flight.destination:GetName()==self.airbasename then
flight:SetFlightControl(self)
end
-- Add to known flights.
table.insert(self.flights, flight)
-- Create player menu.
if flight.ai then
self:E("FF AI no player menu")
else
self:E("FF Not purly AI ==> player menu")
--self:_CreatePlayerMenu(flight)
end
return flight
end
--- Create a new flight group.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight The flight to be removed.
function FLIGHTCONTROL:_RemoveFlight(flight)
self:_RemoveFlightFromQueue(self.Qwaiting, flight, "holding")
self:_RemoveFlightFromQueue(self.Qlanding, flight, "landing")
self:_RemoveFlightFromQueue(self.Qparking, flight, "parking")
self:_RemoveFlightFromQueue(self.Qtakeoff, flight, "takeoff")
self:_RemoveFlightFromQueue(self.flights, flight, "flights")
end
--- Get flight from group.
-- @param #FLIGHTCONTROL self
-- @param Wrapper.Group#GROUP group Group that will be removed from queue.
-- @param #table queue The queue from which the group will be removed.
-- @return Ops.FlightGroup#FLIGHTGROUP Flight group or nil.
-- @return #number Queue index or nil.
function FLIGHTCONTROL:_GetFlightFromGroup(group)
if group then
-- Group name
local name=group:GetName()
-- Loop over all flight groups in queue
for i,_flight in pairs(self.flights) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
if flight.groupname==name then
return flight, i
end
end
self:T2(self.lid..string.format("WARNING: Flight group %s could not be found in queue.", name))
end
self:T2(self.lid..string.format("WARNING: Flight group could not be found in queue. Group is nil!"))
return nil, nil
end
--- Get element of flight from its unit name.
-- @param #FLIGHTCONTROL self
-- @param #string unitname Name of the unit.
-- @return #FLIGHTCONTROL.FlightElement Element of the flight or nil.
-- @return #number Element index or nil.
-- @return Ops.FlightGroup#FLIGHTGROUP The Flight group or nil.
function FLIGHTCONTROL:_GetFlightElement(unitname)
-- Get the unit.
local unit=UNIT:FindByName(unitname)
-- Check if unit exists.
if unit then
-- Get flight element from all flights.
local flight=self:_GetFlightFromGroup(unit:GetGroup())
-- Check if fight exists.
if flight then
-- Loop over all elements in flight group.
for i,_element in pairs(flight.elements) do
local element=_element --#FLIGHTCONTROL.FlightElement
if element.unit:GetName()==unitname then
return element, i, flight
end
end
self:T2(self.lid..string.format("WARNING: Flight element %s could not be found in flight group.", unitname, flight.groupname))
end
end
return nil, nil, nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Scan airbase zone for units, statics and scenery.
-- @param #FLIGHTCONTROL self
-- @return Core.Set#SET_UNIT Set of scanned units.
-- @return Core.Set#SET_STATIC Set of scanned static objects.
function FLIGHTCONTROL:_CheckAirbase()
-- Airbase position.
local coord=self:GetCoordinate()
-- Scan radius = 5 NM.
local RCCZ=UTILS.NMToMeters(1)
self.scenery=self.scenery or {}
local scanscenery=true
if #self.scenery>0 then
scanscenery=false
end
-- Debug info.
self:T(self.lid..string.format("Scanning airbase zone. Radius=%.1f NM.", UTILS.MetersToNM(RCCZ)))
-- Scan units in carrier zone.
local _,_,_,unitscan,staticscan,sceneryscan=coord:ScanObjects(RCCZ, true, true, scanscenery)
local su=SET_UNIT:New():FilterActive(true)
for _,_unit in pairs(unitscan) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() and unit:InAir()==false then
su:AddUnit(unit)
end
end
local setstatic=SET_STATIC:New()
for _,static in pairs(staticscan) do
local static=STATIC:Find(static)
setstatic:AddStatic(static)
static:GetCoordinate():MarkToAll("Static")
end
if scanscenery then
for _,scen in pairs(sceneryscan) do
--local static=SCENERY:
local s=SCENERY:Register(scen:getName(), scen)
--s:GetCoordinate():MarkToAll("Scenery")
table.insert(self.scenery, s)
end
end
-- Debug info.
local text=string.format("Scan found: units=%d, statics=%d, scenery=%d", su:Count(), setstatic:Count(), #self.scenery)
self:I(self.lid..text)
return su,setstatic
end
--- Scan airbase zone and find new flights.
-- @param #FLIGHTCONTROL self
-- @param Core.Set#SET_UNIT unitset Set of units.
function FLIGHTCONTROL:_CheckACstatus(unitset)
-- Make a table with all groups currently in the CCA zone.
local insideZone={}
for _,_unit in pairs(unitset:GetSetObjects()) do
local unit=_unit --Wrapper.Unit#UNIT
-- Necessary conditions to be met:
local aircraft=unit:IsAir()
local inzone=unit:IsInZone(self.zoneAirbase)
local friendly=self:GetCoalition()==unit:GetCoalition()
-- Check if this an aircraft and that it is inside the airbase zone and friendly.
if aircraft and inzone then
local group=unit:GetGroup()
local groupname=group:GetName()
-- Add group to table.
if insideZone[groupname]==nil then
insideZone[groupname]=groupname
end
end
end
-- Find new flights that are inside the airbase zone.
for groupname,_ in pairs(insideZone) do
local flight=_DATABASE:GetFlightGroup(groupname)
if flight then
for _,_element in pairs(flight.elements) do
local element=_element --Ops.FlightGroup#FLIGHTGROUP.Element
local unit=element.unit
if unit and unit:IsAlive() then
if unit:InAir() then
else
if element.status==FLIGHTGROUP.ElementStatus.PARKING then
if element.parking then
end
end
end
end
end
end
end
end
--- Command AI flight to orbit.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @param #number stack Holding stack.
-- @param #boolean respawn If true respawn the group. Otherwise reset the mission task with new waypoints.
function FLIGHTCONTROL:_WaitAI(flight, stack, respawn)
-- Set flag to something other than -100 and <0
flight.flag=stack
-- Holding point.
local holding=self:_GetHoldingpoint(flight)
local altitude=holding.pos0.y
local angels=UTILS.MetersToFeet(altitude)/1000
flight:Hold(self.airbase, holding.pos0)
end
--- Tell AI to land at the airbase. Flight is added to the landing queue.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @param #table parking Free parking spots table.
function FLIGHTCONTROL:_LandAI(flight, parking)
-- Debug info.
self:I(self.lid..string.format("Landing AI flight %s.", flight.groupname))
-- Add flight to landing queue.
self:_AddFlightToLandingQueue(flight)
-- Remove flight from waiting queue.
self:_RemoveFlightFromQueue(self.Qwaiting, flight, "holding")
-- Altitude above ground for a glide slope of 3.
local alpha=math.rad(3)
local x1=UTILS.NMToMeters(10)
local x2=UTILS.NMToMeters(5)
local h1=x1*math.tan(alpha)
local h2=x2*math.tan(alpha)
local SpeedLand=140
local SpeedTo=180
local runway=self:GetActiveRunway()
-- Waypoints.
local wp={}
-- Current pos.
wp[#wp+1]=flight.group:GetCoordinate():WaypointAir(nil, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.FlyoverPoint, UTILS.KnotsToKmph(SpeedTo), true , nil, {}, "Current Pos")
-- Approach point: 10 NN in direction of runway.
local papp=self.airbase:GetCoordinate():Translate(x1, runway.heading-180):SetAltitude(h1)
wp[#wp+1]=papp:WaypointAirTurningPoint(nil, UTILS.KnotsToKmph(SpeedLand), {}, "Final Approach")
-- Okay, it looks like it's best to specify the coordinates not at the airbase but a bit away. This causes a more direct landing approach.
local pland=self.airbase:GetCoordinate():Translate(x2, runway.heading-180):SetAltitude(h2)
wp[#wp+1]=pland:WaypointAirLanding(UTILS.KnotsToKmph(SpeedLand), self.airbase, {}, "Landing")
if self.Debug then
papp:MarkToAll(string.format("Final Approach: d=%d m, h=%d m", x1, h1))
pland:MarkToAll(string.format("Landing: d=%d m, h=%d m", x2, h2))
end
-- Give signal to land.
flight.flaghold:Set(1)
-- Get group template.
local Template=flight.group:GetTemplate()
-- Set route points.
Template.route.points=wp
for i,unit in pairs(Template.units) do
local spot=parking[i] --Ops.FlightControl#FLIGHTCONTROL.ParkingSpot
local element=flight:GetElementByName(unit.name)
if element then
element.parking=spot
unit.parking_landing=spot.TerminalID
local text=string.format("FF Reserving parking spot %d for unit %s", spot.TerminalID, tostring(unit.name))
self:I(self.lid..text)
else
env.info("FF error could not get element to assign parking!")
end
end
-- Debug message.
MESSAGE:New(string.format("Respawning group %s", flight.groupname)):ToAll()
--Respawn the group.
flight.group=flight.group:Respawn(Template, true)
-- Route the group.
--flight.group:Route(wp, 1)
end
--- Get holding point.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @return #FLIGHTCONTROL.HoldingPoint Holding point.
function FLIGHTCONTROL:_GetHoldingpoint(flight)
local holdingpoint={} --#FLIGHTCONTROL.HoldingPoint
local runway=self:GetActiveRunway()
local hdg=runway.heading+90
local dx=UTILS.NMToMeters(5)
local dz=UTILS.NMToMeters(1)
local angels=UTILS.FeetToMeters(math.random(6,10)*1000)
holdingpoint.pos0=runway.position:Translate(dx, hdg):SetAltitude(angels)
holdingpoint.pos1=holdingpoint.pos0:Translate(dz, runway.heading):SetAltitude(angels)
return holdingpoint
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--TODO: Get landing waypoint to check whether flight is meant to land at this airbase.
--- Get coordinate of the airbase.
-- @param #FLIGHTCONTROL self
-- @return Core.Point#COORDINATE Coordinate of the airbase.
function FLIGHTCONTROL:GetCoordinate()
return self.airbase:GetCoordinate()
end
--- Get coalition of the airbase.
-- @param #FLIGHTCONTROL self
-- @return #number Coalition ID.
function FLIGHTCONTROL:GetCoalition()
return self.airbase:GetCoalition()
end
--- Get onboard number of player or client.
-- @param #FLIGHTCONTROL self
-- @param Wrapper.Group#GROUP group Aircraft group.
-- @return #string Onboard number as string.
function FLIGHTCONTROL:_GetOnboardNumberPlayer(group)
return self:_GetOnboardNumbers(group, true)
end
--- Get onboard numbers of all units in a group.
-- @param #FLIGHTCONTROL self
-- @param Wrapper.Group#GROUP group Aircraft group.
-- @param #boolean playeronly If true, return the onboard number for player or client skill units.
-- @return #table Table of onboard numbers.
function FLIGHTCONTROL:_GetOnboardNumbers(group, playeronly)
-- Get group name.
local groupname=group:GetName()
-- Debug text.
local text=string.format("Onboard numbers of group %s:", groupname)
-- Units of template group.
local units=group:GetTemplate().units
-- Get numbers.
local numbers={}
for _,unit in pairs(units) do
-- Onboard number and unit name.
local n=tostring(unit.onboard_num)
local name=unit.name
local skill=unit.skill
-- Debug text.
text=text..string.format("\n- unit %s: onboard #=%s skill=%s", name, n, skill)
if playeronly and skill=="Client" or skill=="Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end
-- Table entry.
numbers[name]=n
end
-- Debug info.
self:T2(self.lid..text)
return numbers
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------