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MOOSE/Moose Development/Moose/Ops/EasyA2G.lua
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Applevangelist 1eb6dbc7f2 xx
2025-12-28 16:51:41 +01:00

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Lua

--- **Ops** - Create your A2G Defenses.
--
-- **Main Features:**
--
-- * Automatically create and manage A2G defenses using an AirWing and Squadrons for one coalition
-- * Easy set-up
--
-- ===
--
-------------------------------------------------------------------------
-- Easy A2G Engagement Class, based on OPS classes
-------------------------------------------------------------------------
--
-- ## Documentation:
--
-- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyAG.html
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/EasyAG).
--
-------------------------------------------------------------------------
-- Date: Dec 2025
-- Last Update: Dec 2025
-------------------------------------------------------------------------
--
-- ===
--
-- **Main Features:**
--
-- * Automatically create and manage A2G defenses using an AirWing and Squadrons for one coalition
-- * Easy set-up
-- * Add additional AirWings on other airbases
-- * Each wing can have more than one Squadron - tasking to Squadrons is done on a random basis per AirWing
-- * Create borders and zones of engagement
-- * Detection can be ground based and/or via AWACS
--
-- ===
--
-- ### AUTHOR: **applevangelist**
--
-- @module Ops.EasyAG
-- @image AI_Air_To_Ground_Dispatching.JPG
--- EASYA2G Class
-- @type EASYA2G
-- @field #string ClassName
-- @field #number overhead
-- @field #number engagerange
-- @field #number capgrouping
-- @field #string airbasename
-- @field Wrapper.Airbase#AIRBASE airbase
-- @field #number coalition
-- @field #string alias
-- @field #table wings
-- @field Ops.Intel#INTEL Intel
-- @field #number resurrection
-- @field #number capspeed
-- @field #number capalt
-- @field #number capdir
-- @field #number capleg
-- @field #number maxinterceptsize
-- @field #number missionrange
-- @field #number noalert5
-- @field #table ManagedAW
-- @field #table ManagedSQ
-- @field #table ManagedCP
-- @field #table ManagedTK
-- @field #table ManagedEWR
-- @field #table ManagedREC
-- @field #number MaxAliveMissions
-- @field #boolean debug
-- @field #number repeatsonfailure
-- @field Core.Set#SET_ZONE GoZoneSet
-- @field Core.Set#SET_ZONE NoGoZoneSet
-- @field Core.Set#SET_ZONE ConflictZoneSet
-- @field #boolean Monitor
-- @field #boolean TankerInvisible
-- @field #number CapFormation
-- @field #table ReadyFlightGroups
-- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @field #number FuelLowThreshold
-- @field #number FuelCriticalThreshold
-- @field #boolean showpatrolpointmarks
-- @field #table EngageTargetTypes
-- @extends Ops.EasyGCICAP#EASYGCICAP
--- *“High-Threat Close-Air-Support is a Myth.”* -- Mike “Starbaby” Pietrucha.
--
-- ===
--
-- # The EasyAG Concept
--
-- The idea of this class is partially to make the OPS classes easier operational for an A2G defense network, and to replace the legacy AI_A2G_Dispatcher system - not to it's
-- full extent, but make a basic system work very quickly.
--
-- # Setup
--
-- ## Basic understanding
--
-- The basics are, there is **one** and only **one** AirWing per airbase. Each AirWing has **at least** one Squadron, who will do A2G tasks. Squadrons will be randomly chosen for the task at hand.
-- Each AirWing has **at least** one Conflict Zone that it manages. COnflict Zones will be covered by the AirWing automatically as long as airframes are available. Detected enemy ground forces will be assigned to **one**
-- AirWing based on proximity (that is, if you have more than one).
--
-- ## Assignment of tasks for enemies
--
-- An exisiting plane or a newly spawned plane will take care of the intruders. Standard overhead is 0.1, i.e. a group of 10 intrudes will
-- be managed by one planes from the assigned AirWing. There is an maximum missions limitation per AirWing, so we do not spam the skies.
--
-- ## Basic set-up code
--
-- ### Prerequisites
--
-- You have to put a **STATIC WAREHOUSE** object on the airbase with the UNIT name according to the name of the airbase. **Do not put any other static type or it creates a conflict with the airbase name!**
-- E.g. for Kutaisi this has to have the unit name Kutaisi. This object symbolizes the AirWing HQ.
-- Next put a late activated template group for your A2G Squadron on the map. Last, put a zone on the map for the Defense operations, let's name it "Blue Zone 1". Size of the zone plays no role.
-- Put a scout system on the map and name it aptly, like "Blue SCOUT".
--
-- ### Zones
--
-- For our example, you create a RED and a BLUE border, as a closed polygonal zone representing the borderlines. You can also have conflict zone, where - for our example - BLUE will attack
-- RED groups, despite being on or close to RED territory. Think of a no-fly zone or an limited area of engagement. Conflict zones take precedence over borders, i.e. they can overlap all borders.
--
-- ### Code it
--
-- -- Set up a basic system for the blue side, we'll reside on Kutaisi, and use GROUP objects with "Blue SCOUT" in the name as Detecting Systems.
-- local mywing = EASYA2G:New("A2G",AIRBASE.Caucasus.Kutaisi,"blue","SCOUT")
--
-- -- Add a holding/ingress point belonging to our airbase, we'll be at 5k ft doing 250 kn, initial direction 225 degrees (West), leg 5NM
-- -- This will effectively be the ingress coordinate into the cnflict zone
-- local Coordinate = ZONE:New("A2G Loitering"):GetCoordinate()
-- mywing:AddHoldingPointA2G(AIRBASE.Caucasus.Kutaisi,Coordinate,5000,250,225,5)
--
-- -- Add a recon point over the conflict zone, we'll use a reaper for recon
-- local Coordinate2 = ZONE:New("A2G Recon"):GetCoordinate()
-- mywing:AddPatrolPointRecon(AIRBASE.Caucasus.Kutaisi,Coordinate2,15000,225,225,5)
--
-- -- Add three Squadrons with templates "Hero 1" and "Hero 2", 20 airframes, skill as set
-- mywing:AddSquadron("A2G Flight", "Hero 1", AIRBASE.Caucasus.Kutaisi, 5, AI.Skill.GOOD, Modex, Livery)
-- mywing:AddSquadron("A2G Helo", "Hero 2", AIRBASE.Caucasus.Kutaisi, 5, AI.Skill.HIGH, Modex, Livery)
-- mywing:AddReconSquadron("Recon Drone", "SpyInTheSky SCOUT", AIRBASE.Caucasus.Kutaisi, 5, AI.Skill.EXCELLENT, Modex, Livery)
--
-- -- Ensure our reaper doesn't get immediately killed
-- mywing:SetTankerAndScoutsInvisible(true)
--
-- -- Add a couple of zones
-- -- We'll defend our own border
-- mywing:AddAcceptZone(ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) ))
-- -- We'll attack intruders also here - conflictzones can overlap borders(!) - limited zone of engagement
-- mywing:AddConflictZone(ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" )))
-- -- We'll leave the reds alone on their turf
-- mywing:AddRejectZone(ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) ))
--
-- -- Optional - Draw the borders on the map so we see what's going on
-- -- Set up borders on map
-- local BlueBorder = ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) )
-- BlueBorder:DrawZone(-1,{0,0,1},1,FillColor,FillAlpha,1,true)
-- local ConflictZone = ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" ))
-- ConflictZone:DrawZone(-1,{1,1,0},1,FillColor,FillAlpha,2,true)
-- local BlueNoGoZone = ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) )
-- BlueNoGoZone:DrawZone(-1,{1,0,0},1,FillColor,FillAlpha,4,true)
--
-- ### Add a second airwing with squads and own patrol point (optional)
--
-- -- Set this up at Sukhumi
-- mywing:AddAirwing(AIRBASE.Caucasus.Sukhumi_Babushara,"Blue A2G Sukhumi")
-- -- A2G Point "Blue Zone 2"
-- mywing:AddPatrolPointA2G(AIRBASE.Caucasus.Sukhumi_Babushara,ZONE:FindByName("Blue Zone 2"):GetCoordinate(),30000,400,90,20)
--
-- -- This one has two squadrons to choose from
-- mywing:AddSquadron("Blue Sq3 F16","A2G Sukhumi II",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,402,"JASDF 6th TFS 43-8526 Skull Riders")
-- mywing:AddSquadron("Blue Sq2 F15","A2G Sukhumi I",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,202,"390th Fighter SQN")
--
-- ### Add a tanker (optional)
--
-- -- **Note** If you need different tanker types, i.e. Boom and Drogue, set them up at different AirWings!
-- -- Add a tanker point
-- mywing:AddPatrolPointTanker(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone Tanker"):GetCoordinate(),20000,280,270,50)
-- -- Add a tanker squad - Radio 251 AM, TACAN 51Y
-- mywing:AddTankerSquadron("Blue Tanker","Tanker Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.EXCELLENT,602,nil,251,radio.modulation.AM,51)
--
-- ### Add an AWACS (optional)
--
-- -- Add an AWACS point
-- mywing:AddPatrolPointAwacs(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone AWACS"):GetCoordinate(),25000,300,270,50)
-- -- Add an AWACS squad - Radio 251 AM, TACAN 51Y
-- mywing:AddAWACSSquadron("Blue AWACS","AWACS Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.AVERAGE,702,nil,271,radio.modulation.AM)
--
-- # Fine-Tuning
--
-- ## Change Defaults
--
-- * @{#EASYA2G.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs.
-- * @{#EASYA2G.SetDefaultA2GSpeed}: Set how many knots the A2G flights should do (will be altitude corrected), default 225 kn.
-- * @{#EASYA2G.SetDefaultA2GAlt}: Set at which altitude (ASL) the A2G planes will fly, default 10,000 ft.
-- * @{#EASYA2G.SetDefaultA2GDirection}: Set the initial direction from the A2G point the planes will fly in degrees, default is 90°.
-- * @{#EASYA2G.SetDefaultA2GLeg}: Set the length of the A2G leg, default is 5 NM.
-- * @{#EASYA2G.SetDefaultA2GGrouping}: Set how many planes will be spawned per mission (CVAP/GCI), defaults to 1.
-- * @{#EASYA2G.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100.
-- * @{#EASYA2G.SetDefaultNumberAlert5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2.
-- * @{#EASYA2G.SetDefaultEngageRange}: Set max engage range for A2G flights if they detect intruders, defaults to 50.
-- * @{#EASYA2G.SetMaxAliveMissions}: Set max parallel missions can be done (A2G+GCI+Alert5+Tanker+AWACS), defaults to 8.
-- * @{#EASYA2G.SetDefaultRepeatOnFailure}: Set max repeats on failure for intercepting/killing intruders, defaults to 3.
-- * @{#EASYA2G.SetTankerAndScoutsInvisible}: Set Tanker and Scouts to be invisible to enemy AI eyes. Is set to `true` by default.
--
-- ## Debug and Monitor
--
-- mywing.debug = true -- log information
-- mywing.Monitor = true -- show some statistics on screen
--
--
-- @field #EASYA2G
EASYA2G = {
ClassName = "EASYA2G",
overhead = 0.2,
capgrouping = 1,
airbasename = nil,
airbase = nil,
coalition = "blue",
alias = nil,
wings = {},
Intel = nil,
resurrection = 900,
capspeed = 300,
capalt = 25000,
capdir = 45,
capleg = 5,
maxinterceptsize = 2,
missionrange = 100,
noalert5 = 2,
ManagedAW = {},
ManagedSQ = {},
ManagedCP = {},
ManagedTK = {},
ManagedEWR = {},
ManagedREC = {},
MaxAliveMissions = 8,
debug = false,
engagerange = 50,
repeatsonfailure = 3,
GoZoneSet = nil,
NoGoZoneSet = nil,
ConflictZoneSet = nil,
Monitor = false,
TankerInvisible = true,
CapFormation = nil,
ReadyFlightGroups = {},
DespawnAfterLanding = false,
DespawnAfterHolding = true,
ListOfAuftrag = {},
defaulttakeofftype = "hot",
FuelLowThreshold = 25,
FuelCriticalThreshold = 10,
showpatrolpointmarks = false,
EngageTargetTypes = {"Ground"},
}
--- Internal Squadron data type
-- @type EASYA2G.Squad
-- @field #string TemplateName
-- @field #string SquadName
-- @field #string AirbaseName
-- @field #number AirFrames
-- @field #string Skill
-- @field #string Modex
-- @field #string Livery
-- @field #boolean Tanker
-- @field #boolean AWACS
-- @field #boolean RECON
-- @field #number Frequency
-- @field #number Modulation
-- @field #number TACAN
--- Internal Wing data type
-- @type EASYA2G.Wing
-- @field #string AirbaseName
-- @field #string Alias
-- @field #string CapZoneName
--- Internal CapPoint data type
-- @type EASYA2G.CapPoint
-- @field #string AirbaseName
-- @field Core.Point#COORDINATE Coordinate
-- @field #number Altitude
-- @field #number Speed
-- @field #number Heading
-- @field #number LegLength
-- @field Core.Zone#ZONE_BASE Zone
--- EASYA2G class version.
-- @field #string version
EASYA2G.version="0.1.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: TBD
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new GCIA2G Manager
-- @param #EASYA2G self
-- @param #string Alias A Name for this A2G Setup
-- @param #string AirbaseName Name of the Home Airbase
-- @param #string Coalition Coalition, e.g. "blue" or "red"
-- @param #string ScoutName (Partial) group name of the detection system of the coalition, e.g. "Red SCOUT", can be handed in as table of names, e.g.{"SCOUT","DRONE","SAM"}
-- @return #EASYA2G self
function EASYA2G:New(Alias, AirbaseName, Coalition, ScoutName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, EASYGCICAP:New(Alias, AirbaseName, Coalition, ScoutName)) -- #EASYA2G
-- defaults
self.alias = Alias or AirbaseName.." A2G Wing"
self.coalitionname = string.lower(Coalition) or "blue"
self.coalition = self.coalitionname == "blue" and coalition.side.BLUE or coalition.side.RED
self.wings = {}
if type(ScoutName) == "string" then ScoutName = {ScoutName} end
self.EWRName = ScoutName --or self.coalitionname.." EWR"
--self.CapZoneName = CapZoneName
self.airbasename = AirbaseName
self.airbase = AIRBASE:FindByName(self.airbasename)
self.GoZoneSet = SET_ZONE:New()
self.NoGoZoneSet = SET_ZONE:New()
self.ConflictZoneSet = SET_ZONE:New()
self.resurrection = 900
self.capspeed = 225
self.capalt = 5000
self.capdir = 90
self.capleg = 5
self.capgrouping = 2
self.missionrange = 100
self.noalert5 = 2
self.MaxAliveMissions = 8
self.engagerange = 50
self.repeatsonfailure = 3
self.Monitor = false
self.TankerInvisible = true
self.CapFormation = ENUMS.Formation.FixedWing.FingerFour.Group
self.DespawnAfterLanding = false
self.DespawnAfterHolding = true
self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
self.FuelLowThreshold = 25
self.FuelCriticalThreshold = 10
self.showpatrolpointmarks = false
self.EngageTargetTypes = {"Ground"}
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYA2G %s | ", self.alias)
-- Add FSM transitions.
-- From State --> Event --> To State
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("Running", "Stop", "Stopped")
self:AddTransition("*", "Status", "*")
--- On Before "Start" event.
-- @function [parent=#EASYA2G] OnBeforeStart
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Start" event.
-- @function [parent=#EASYA2G] OnAfterStart
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On Before "Status" event.
-- @function [parent=#EASYA2G] OnBeforeStatus
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Status" event.
-- @function [parent=#EASYA2G] OnAfterStatus
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
self:AddAirwing(self.airbasename,self.alias,self.CapZoneName)
self:I(self.lid.."Created new instance (v"..self.version..")")
self:__Start(math.random(6,12))
return self
end
-------------------------------------------------------------------------
-- Functions
-------------------------------------------------------------------------
--- Set Tanker and Scouts to be invisible to enemy AI eyes
-- @param #EASYA2G self
-- @param #boolean Switch Set to true or false, by default this is set to true already
-- @return #EASYA2G self
function EASYA2G:SetTankerAndScoutsInvisible(Switch)
self:T(self.lid.."SetTankerAndScoutsInvisible")
self.TankerInvisible = Switch
return self
end
--- Set default A2G Speed in knots
-- @param #EASYA2G self
-- @param #number Speed Speed defaults to 300
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GSpeed(Speed)
self:T(self.lid.."SetDefaultSpeed")
self.capspeed = Speed or 300
return self
end
--- Set A2G Flight formation.
-- @param #EASYA2G self
-- @param #number Formation Formation to fly, defaults to ENUMS.Formation.FixedWing.FingerFour.Group
-- @return #EASYA2G self
function EASYA2G:SetA2GFormation(Formation)
self:T(self.lid.."SetA2GFormation")
self.CapFormation = Formation
return self
end
--- Set default A2G Altitude in feet
-- @param #EASYA2G self
-- @param #number Altitude Altitude defaults to 25000
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GAlt(Altitude)
self:T(self.lid.."SetDefaultAltitude")
self.capalt = Altitude or 25000
return self
end
--- Set default A2G lieg initial direction in degrees
-- @param #EASYA2G self
-- @param #number Direction Direction defaults to 90 (East)
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GDirection(Direction)
self:T(self.lid.."SetDefaultDirection")
self.capdir = Direction or 90
return self
end
--- Set default leg length in NM
-- @param #EASYA2G self
-- @param #number Leg Leg defaults to 5
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GLeg(Leg)
self:T(self.lid.."SetDefaultLeg")
self.capleg = Leg or 5
return self
end
--- Set default grouping, i.e. how many airplanes per A2G point
-- @param #EASYA2G self
-- @param #number Grouping Grouping defaults to 2
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GGrouping(Grouping)
self:T(self.lid.."SetDefaultA2GGrouping")
self.capgrouping = Grouping or 2
return self
end
--- Set A2G mission start to vary randomly between Start end End seconds.
-- @param #EASYA2G self
-- @param #number Start
-- @param #number End
-- @return #EASYA2G self
function EASYA2G:SetA2GStartTimeVariation(Start, End)
self.capOptionVaryStartTime = Start or 5
self.capOptionVaryEndTime = End or 60
return self
end
--- Set which target types A2G flights will prefer to engage, defaults to {"Ground"}
-- @param #EASYA2G self
-- @param #table types Table of comma separated #string entries, defaults to {"Ground"} (everything that is ground and is not a weapon). Useful other options are e.g. {"Armored vehicles"}, {"Tanks"},
-- or {"APC"} or combinations like {"APC", "Tanks", "Artillery"}. See [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes).
-- @return #EASYA2G self
function EASYA2G:SetA2GEngageTargetTypes(types)
self.EngageTargetTypes = types or {"Ground"}
return self
end
--- Add a A2G patrol/holding point to a Wing
-- @param #EASYA2G self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet ASL.
-- @param #number Speed Defaults to 300 knots TAS.
-- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM.
-- @return #EASYA2G self
function EASYA2G:AddHoldingPointA2G(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."AddHoldingPointA2G")--..Coordinate:ToStringLLDDM())
local coordinate = Coordinate
local EntryCAP = {} -- #EASYGCICAP.CapPoint
if Coordinate:IsInstanceOf("ZONE_BASE") then
-- adjust coordinate and get the coordinate from the zone
coordinate = Coordinate:GetCoordinate()
EntryCAP.Zone = Coordinate
end
EntryCAP.AirbaseName = AirbaseName
EntryCAP.Coordinate = coordinate
EntryCAP.Altitude = Altitude or 25000
EntryCAP.Speed = Speed or 300
EntryCAP.Heading = Heading or 90
EntryCAP.LegLength = LegLength or 5
self.ManagedCP[#self.ManagedCP+1] = EntryCAP
if self.debug then
local mark = MARKER:New(coordinate,self.lid.."Holding Point"):ToAll()
end
return self
end
--- (Internal) Add a Squadron to an Airwing of the manager
-- @param #EASYA2G self
-- @param #string TemplateName Name of the group template.
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @param #number Frequency (optional) Radio Frequency to be used.
-- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM
-- @return #EASYA2G self
function EASYA2G:_AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation)
self:T(self.lid.."_AddSquadron "..SquadName)
-- Add Squadrons
local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName)
Squadron_One:AddMissionCapability({AUFTRAG.Type.CAS, AUFTRAG.Type.CASENHANCED, AUFTRAG.Type.BAI, AUFTRAG.Type.ALERT5, AUFTRAG.Type.BOMBING, AUFTRAG.Type.STRIKE})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.CAS, AUFTRAG.Type.CASENHANCED, AUFTRAG.Type.BAI, AUFTRAG.Type.ALERT5, AUFTRAG.Type.BOMBING, AUFTRAG.Type.STRIKE},75)
return self
end
--- (Internal) Try to assign the intercept to a FlightGroup already in air and ready.
-- @param #EASYA2G self
-- @param #table ReadyFlightGroups ReadyFlightGroups
-- @param Ops.Auftrag#AUFTRAG Auftrag The Auftrag
-- @param Wrapper.Group#GROUP Group The Target
-- @param #number WingSize Calculated number of Flights
-- @return #boolean assigned
-- @return #number leftover
function EASYA2G:_TryAssignMission(ReadyFlightGroups,Auftrag,Group,WingSize)
self:T("_TryAssignMission for size "..WingSize or 1)
local assigned = false
local wingsize = WingSize or 1
local mindist = 0
local disttable = {}
if Group and Group:IsAlive() then
local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0)
self:T(self.lid..string.format("Assignment for %s",Group:GetName()))
for _name,_FG in pairs(ReadyFlightGroups or {}) do
local FG = _FG -- Ops.FlightGroup#FLIGHTGROUP
local fcoord = FG:GetCoordinate()
local dist = math.floor(UTILS.Round(fcoord:Get2DDistance(gcoord)/1000,1))
self:T(self.lid..string.format("FG %s Distance %dkm",_name,dist))
disttable[#disttable+1] = { FG=FG, dist=dist}
if dist>mindist then mindist=dist end
end
local function sortDistance(a, b)
return a.dist < b.dist
end
table.sort(disttable, sortDistance)
for _,_entry in ipairs(disttable) do
local FG = _entry.FG -- Ops.FlightGroup#FLIGHTGROUP
FG:AddMission(Auftrag)
local cm = FG:GetMissionCurrent()
if cm then cm:Cancel() end
wingsize = wingsize - 1
self:T(self.lid..string.format("Assigned to FG %s Distance %dkm",FG:GetName(),_entry.dist))
if wingsize == 0 then
assigned = true
break
end
end
end
return assigned, wingsize
end
--- Find a holding point closest to the group to be attacked (if any set)
-- @param #EASYA2G self
-- @param Wrapper.Group#GROUP Group
-- @return Core.Point#COORDINATE Point (can be nil!)
function EASYA2G:_GetClosestHoldingPoint(Group)
local point = nil
local mindist = 0
if Group and Group:IsAlive() then
local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0)
for _,_data in pairs(self.ManagedCP or {}) do
local data = _data -- #EASYGCICAP.CapPoint
--data.Coordinate
local dist = math.floor(UTILS.Round(data.Coordinate:Get2DDistance(gcoord)/1000,1))
self:T(self.lid..string.format("Holding Point Distance %dkm",dist))
if dist>mindist then
mindist=dist
point=data.Coordinate
end
end
end
return point
end
--- Here, we'll decide if we need to launch an attacking flight, and from where
-- @param #EASYA2G self
-- @param Ops.Intel#INTEL.Cluster Cluster
-- @return #EASYA2G self
function EASYA2G:_AssignMission(Cluster)
self:I(self.lid.."_AssignMission")
-- Here, we'll decide if we need to launch an attacking flight, and from where
local overhead = self.overhead
local capspeed = self.capspeed + 100
local capalt = self.capalt or 5000
local maxsize = self.maxinterceptsize
local repeatsonfailure = self.repeatsonfailure
local wings = self.wings
local ctlpts = self.ManagedCP
local MaxAliveMissions = self.MaxAliveMissions --* self.capgrouping
local nogozoneset = self.NoGoZoneSet
local conflictzoneset = self.ConflictZoneSet
local ReadyFlightGroups = self.ReadyFlightGroups
-- Aircraft?
if Cluster.ctype == INTEL.Ctype.AIRCRAFT then return end
-- Threatlevel 0..10
local contact = self.Intel:GetHighestThreatContact(Cluster)
local name = contact.groupname --#string
local threat = contact.threatlevel --#number
local position = self.Intel:CalcClusterFuturePosition(Cluster,300)
-- calculate closest zone
local bestdistance = 2000*1000 -- 2000km
local targetairwing = nil -- Ops.Airwing#AIRWING
local targetawname = "" -- #string
local clustersize = self.Intel:ClusterCountUnits(Cluster) or 1
local wingsize = math.abs(overhead * (clustersize+1))
if wingsize > maxsize then wingsize = maxsize end
-- existing mission, and if so - done?
local retrymission = true
if Cluster.mission and (not Cluster.mission:IsOver()) then
retrymission = false
end
if (retrymission) and (wingsize >= 1) then
MESSAGE:New(string.format("**** %s Attackers need wingsize %d", UTILS.GetCoalitionName(self.coalition), wingsize),15,"A2G"):ToAllIf(self.debug):ToLog()
for _,_data in pairs (wings) do
local airwing = _data[1] -- Ops.Airwing#AIRWING
local zone = _data[2] -- Core.Zone#ZONE
local zonecoord = zone:GetCoordinate()
local name = _data[3] -- #string
local coa = AIRBASE:FindByName(name):GetCoalition()
local distance = position:DistanceFromPointVec2(zonecoord)
local airframes = airwing:CountAssets(true)
local samecoalitionab = coa == self.coalition and true or false
if distance < bestdistance and airframes >= wingsize and samecoalitionab == true then
bestdistance = distance
targetairwing = airwing
targetawname = name
end
end
for _,_data in pairs (ctlpts) do
--local airwing = _data[1] -- Ops.Airwing#AIRWING
--local zone = _data[2] -- Core.Zone#ZONE
--local zonecoord = zone:GetCoordinate()
--local name = _data[3] -- #string
local data = _data -- #EASYGCICAP.CapPoint
local name = data.AirbaseName
local zonecoord = data.Coordinate
if data.Zone then
-- refresh coordinate in case we have a (moving) zone
zonecoord = data.Zone:GetCoordinate()
end
local airwing = wings[name][1]
local coa = AIRBASE:FindByName(name):GetCoalition()
local samecoalitionab = coa == self.coalition and true or false
local distance = position:DistanceFromPointVec2(zonecoord)
local airframes = airwing:CountAssets(true)
if distance < bestdistance and airframes >= wingsize and samecoalitionab == true then
bestdistance = distance
targetairwing = airwing -- Ops.Airwing#AIRWING
targetawname = name
end
end
local text = string.format("Closest Airwing is %s", targetawname)
local m = MESSAGE:New(text,10,"EasyA2G"):ToAllIf(self.debug):ToLog()
-- Do we have a matching airwing?
if targetairwing then
local AssetCount = targetairwing:CountAssetsOnMission(MissionTypes,Cohort)
local missioncount = self:_CountAliveAuftrags()
-- Enough airframes on mission already?
self:T(self.lid.." Assets on Mission "..AssetCount)
if missioncount < MaxAliveMissions then
local repeats = repeatsonfailure
local Vec1 = contact.group:GetVec2()
local Vec2 = targetairwing:GetVec2()
--local HoldingVec2 = UTILS.FindNearestPointOnCircle(Vec1,UTILS.NMToMeters(10),Vec2)
local IngressCoordinate = self:_GetClosestHoldingPoint(contact.group)
if IngressCoordinate == nil then
local IngressVec2 = UTILS.FindNearestPointOnCircle(Vec1,UTILS.NMToMeters(10),Vec2)
IngressCoordinate = COORDINATE:NewFromVec2(IngressVec2)
end
local InterceptAuftrag = AUFTRAG:NewBAI(contact.group,capalt)
:SetMissionRange(150)
:SetPriority(1,true,1)
:SetRepeatDelay(300)
--:SetRequiredAssets(wingsize)
:SetRepeatOnFailure(repeats)
:SetMissionSpeed(UTILS.KnotsToAltKIAS(capspeed,capalt))
:SetMissionAltitude(capalt)
-- TODO: Refine this
--:SetMissionHoldingCoord(COORDINATE:NewFromVec2(HoldingVec2),capalt,capspeed,120)
:SetMissionIngressCoord(IngressCoordinate,capalt,capspeed)
--:SetMissionEgressCoord(COORDINATE:NewFromVec2(HoldingVec2),capalt,capspeed)
if nogozoneset:Count() > 0 then
InterceptAuftrag:AddConditionSuccess(
function(group,zoneset,conflictset)
local success = false
if group and group:IsAlive() then
local coord = group:GetCoordinate()
if coord and zoneset:Count() > 0 and zoneset:IsCoordinateInZone(coord) then
success = true
end
if coord and conflictset:Count() > 0 and conflictset:IsCoordinateInZone(coord) then
success = false
end
else
success = true -- target dead
end
return success
end,
contact.group,
nogozoneset,
conflictzoneset
)
end
InterceptAuftrag:AddConditionFailure(
function()
local failure = false
if InterceptAuftrag:CountOpsGroups()==0 and InterceptAuftrag:IsExecuting() then failure = true end
return failure
end
)
table.insert(self.ListOfAuftrag,InterceptAuftrag)
local assigned, rest = self:_TryAssignMission(ReadyFlightGroups,InterceptAuftrag,contact.group,wingsize)
if not assigned then
InterceptAuftrag:SetRequiredAssets(rest)
targetairwing:AddMission(InterceptAuftrag)
end
Cluster.mission = InterceptAuftrag
end
else
MESSAGE:New("**** Not enough airframes available or max mission limit reached!",15,"EasyA2G"):ToAllIf(self.debug):ToLog()
end
end
end
--- (Internal) Start detection.
-- @param #EASYA2G self
-- @return #EASYA2G self
function EASYA2G:_StartIntel()
self:T(self.lid.."_StartIntel")
-- Border GCI Detection
local BlueAir_DetectionSetGroup = SET_GROUP:New()
BlueAir_DetectionSetGroup:FilterPrefixes( self.EWRName )
BlueAir_DetectionSetGroup:FilterStart()
-- Intel type detection
local BlueIntel = INTEL:New(BlueAir_DetectionSetGroup,self.coalitionname, self.alias)
BlueIntel:SetClusterAnalysis(true,false,false)
BlueIntel:SetForgetTime(300)
BlueIntel:SetAcceptZones(self.GoZoneSet)
BlueIntel:SetRejectZones(self.NoGoZoneSet)
BlueIntel:SetConflictZones(self.ConflictZoneSet)
BlueIntel:SetVerbosity(0)
if self.usecorridors == true then
BlueIntel:SetCorridorZones(self.corridorzones)
if self.corridorfloor or self.corridorceiling then
BlueIntel:SetCorridorLimitsFeet(self.corridorfloor,self.corridorceiling)
end
end
BlueIntel:Start()
if self.debug then
BlueIntel.debug = true
end
local function AssignCluster(Cluster)
self:_AssignMission(Cluster)
end
function BlueIntel:onbeforeNewCluster(From,Event,To,Cluster)
AssignCluster(Cluster)
end
self.Intel = BlueIntel
return self
end
-------------------------------------------------------------------------
-- TODO FSM Functions
-------------------------------------------------------------------------
--- (Internal) FSM Function onafterStart
-- @param #EASYA2G self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYA2G self
function EASYA2G:onafterStart(From,Event,To)
self:T({From,Event,To})
self:_StartIntel()
self:_CreateAirwings()
self:_CreateSquads()
--self:_SetCAPPatrolPoints()
self:_SetTankerPatrolPoints()
self:_SetAwacsPatrolPoints()
self:_SetReconPatrolPoints()
self:__Status(-10)
return self
end
--- (Internal) FSM Function onafterStatus
-- @param #EASYA2G self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYA2G self
function EASYA2G:onafterStatus(From,Event,To)
self:T({From,Event,To})
-- cleanup
local cleaned = false
local cleanlist = {}
for _,_auftrag in pairs(self.ListOfAuftrag) do
local auftrag = _auftrag -- Ops.Auftrag#AUFTRAG
if auftrag and (not (auftrag:IsCancelled() or auftrag:IsDone() or auftrag:IsOver())) then
table.insert(cleanlist,auftrag)
cleaned = true
end
end
if cleaned == true then
self.ListOfAuftrag = nil
self.ListOfAuftrag = cleanlist
end
-- Gather Some Stats
local function counttable(tbl)
local count = 0
for _,_data in pairs(tbl) do
count = count + 1
end
return count
end
local wings = counttable(self.ManagedAW)
local squads = counttable(self.ManagedSQ)
local caps = counttable(self.ManagedCP)
local assets = 0
local instock = 0
local capmission = 0
local interceptmission = 0
local reconmission = 0
local awacsmission = 0
local tankermission = 0
local alert5mission = 0
for _,_wing in pairs(self.wings) do
local count = _wing[1]:CountAssetsOnMission(MissionTypes,Cohort)
local count2 = _wing[1]:CountAssets(true,MissionTypes,Attributes)
--capmission = capmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.PATROLRACETRACK})
interceptmission = interceptmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.BAI})
reconmission = reconmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.RECON})
awacsmission = awacsmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.AWACS})
tankermission = tankermission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.TANKER})
alert5mission = alert5mission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.ALERT5})
assets = assets + count
instock = instock + count2
local assetsonmission = _wing[1]:GetAssetsOnMission({AUFTRAG.Type.BAI,AUFTRAG.Type.ALERT5})
-- update ready groups
self.ReadyFlightGroups = nil
self.ReadyFlightGroups = {}
for _,_asset in pairs(assetsonmission or {}) do
local asset = _asset -- Functional.Warehouse#WAREHOUSE.Assetitem
local FG = asset.flightgroup -- Ops.FlightGroup#FLIGHTGROUP
if FG then
local name = FG:GetName()
local engage = FG:IsEngaging()
local hasmissiles = FG:CanAirToGround()
--self:T("Is Alert5? "..tostring(FG:GetMissionCurrent().type))
local isalert5 = (FG:GetMissionCurrent() ~= nil and FG:GetMissionCurrent().type == AUFTRAG.Type.ALERT5) and true or false
local ready = hasmissiles and FG:IsFuelGood() and (FG:IsAirborne() or isalert5)
self:T(string.format("Flightgroup %s Engaging = %s Ready = %s (HasAmmo = %s HasFuel = %s Alert5 = %s)",tostring(name),tostring(engage),tostring(ready),tostring(hasmissiles),tostring(FG:IsFuelGood()), tostring(isalert5)))
if ready then
self.ReadyFlightGroups[name] = FG
end
end
end
end
if self.Monitor then
local threatcount = #self.Intel.Clusters or 0
local text = self.alias
text = text.."\nWings: "..wings.."\nSquads: "..squads.."\nHoldPoints: "..caps.."\nAssets on Mission: "..assets.."\nAssets in Stock: "..instock
text = text.."\nThreats: "..threatcount
text = text.."\nAirWing alive Missions: "..capmission+awacsmission+tankermission+reconmission+interceptmission+alert5mission
--text = text.."\n - A2G Holding: "..capmission
text = text.."\n - A2G Attack: "..interceptmission
text = text.."\n - AWACS: "..awacsmission
text = text.."\n - TANKER: "..tankermission
text = text.."\n - Recon: "..reconmission
text = text.."\n - Alert5 "..alert5mission
text = text.."\nMission Limit: "..self.MaxAliveMissions
MESSAGE:New(text,15,"A2G"):ToAll():ToLogIf(self.debug)
end
self:__Status(30)
return self
end