Files
MOOSE/Moose Development/Moose/Ops/WingCommander.lua
T
Frank ae3d1f6b2a Ops
2020-03-03 16:48:05 +01:00

390 lines
12 KiB
Lua

--- **Ops** - Commander Air Wing.
--
-- **Main Features:**
--
-- * Stuff
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.WingCommander
-- @image OPS_WingCommander.png
--- WINGCOMMANDER class.
-- @type WINGCOMMANDER
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table airwings Table of airwings.
-- @field #table missionqueue Mission queue.
-- @extends Ops.Intelligence#INTEL
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\CarrierAirWing\WINGCOMMANDER_Main.jpg)
--
-- # The WINGCOMMANDER Concept
--
--
--
-- @field #WINGCOMMANDER
WINGCOMMANDER = {
ClassName = "WINGCOMMANDER",
Debug = nil,
lid = nil,
airwings = {},
missionqueue = {},
}
--- Mission resources.
-- @type WINGCOMMANDER.Recourses
--
-- @field #string missiontype Mission Type.
-- @field #number Ntot Total number of assets for this task.
-- @field #number Navail Number of available assets
-- @field #number Nonmission Number of assets currently on mission.
--- Contact details.
-- @type WINGCOMMANDER.Contact
-- @field Ops.Auftrag#AUFTRAG mission The assigned mission.
-- @extends Ops.Intelligence#INTEL.DetectedItem
--- WINGCOMMANDER class version.
-- @field #string version
WINGCOMMANDER.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add tasks.
-- TODO:
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new WINGCOMMANDER object and start the FSM.
-- @param #WINGCOMMANDER self
-- @param Core.Set#SET_UNITS AgentSet Set of agents (units) providing intel.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:New(AgentSet)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, INTEL:New(AgentSet)) --#WINGCOMMANDER
-- Set some string id for output to DCS.log file.
self.lid=string.format("WINGCOMMANDER | ")
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
--self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the WINGCOMMANDER. Initializes parameters and starts event handlers.
-- @function [parent=#WINGCOMMANDER] Start
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Start" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers.
-- @function [parent=#WINGCOMMANDER] __Start
-- @param #WINGCOMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers.
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers.
-- @function [parent=#WINGCOMMANDER] __Stop
-- @param #WINGCOMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#WINGCOMMANDER] Status
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "SkipperStatus" after a delay.
-- @function [parent=#WINGCOMMANDER] __Status
-- @param #WINGCOMMANDER self
-- @param #number delay Delay in seconds.
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
self.Debug=true
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an airwing to the wingcommander.
-- @param #WINGCOMMANDER self
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:AddAirwing(Airwing)
--table.insert(self.airwings, Airwing)
self.airwings[Airwing.alias]=Airwing
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #WINGCOMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WINGCOMMANDER:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Wing Commander")
self:I(self.lid..text)
-- Start parent INTEL.
self:GetParent(self).onafterStart(self, From, Event, To)
end
--- On after "Sitrep" event.
-- @param #WINGCOMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WINGCOMMANDER:onafterStatus(From, Event, To)
-- Start parent INTEL.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
-- Short info.
local text=string.format("No activities")
--local capabilities=self:CheckResources()
-- Number of assets total, on mission, available
-- Number of assets available of each mission type.
self:I(self.lid..text)
-- Clean up missions where the contact was lost.
for _,_contact in pairs(self.ContactsLost) do
local contact=_contact --#WINGCOMMANDER.Contact
if contact.mission and contact.mission.airwing then
-- Cancel this mission.
contact.mission.airwing:MissionCancel(contact.mission)
end
end
-- Create missions for all new contacts.
for _,_contact in pairs(self.ContactsUnknown) do
local contact=_contact --#WINGCOMMANDER.Contact
local group=contact.group --Wrapper.Group#GROUP
if group and group:IsAlive() then
local category=group:GetCategory()
local attribute=group:GetAttribute()
local threatlevel=group:GetThreatLevel()
local mission=nil --Ops.Auftrag#AUFTRAG
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
mission=AUFTRAG:NewINTERCEPT(group)
elseif category==Group.Category.GROUND then
--TODO: action depends on type
-- AA/SAM ==> SEAD
-- Tanks ==>
-- Artillery ==>
-- Infantry ==>
--
if attribute==GROUP.Attribute.GROUND_AAA or attribute==GROUP.Attribute.GROUND_SAM then
--TODO: SEAD/DEAD
end
mission=AUFTRAG:NewBAI(group)
elseif category==Group.Category.SHIP then
--TODO: ANTISHIP
end
-- Add mission to queue.
if mission then
table.insert(self.missionqueue, mission)
end
end
end
-- Check mission queue and assign one PLANNED mission.
self:CheckMissionQueue()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check mission queue and assign ONE planned mission.
-- @param #WINGCOMMANDER self
function WINGCOMMANDER:CheckMissionQueue()
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- We look for PLANNED missions.
if mission.status==AUFTRAG.Status.PLANNED then
---
-- PLANNNED Mission
---
-- Table of airwings that can do the mission.
local airwings={}
-- Loop over all airwings.
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
-- Check if airwing can do this mission.
local can,assets=airwing:CanMission(mission.type, mission.nassets)
-- Can it?
if can then
-- Get coordinate of the target.
local coord=mission:GetTargetCoordinate()
if coord then
-- Distance from airwing to target.
local dist=coord:Get2DDistance(airwing:GetCoordinate())
-- Add airwing to table of airwings that can.
table.insert(airwings, {airwing=airwing, dist=dist, targetcoord=coord})
end
end
end
-- Can anyone?
if #airwings>0 then
-- Sort table wrt distace
local function sortdist(a,b)
return a.dist<b.dist
end
table.sort(airwings, sortdist)
local airwing=airwings[1].airwing --Ops.AirWing#AIRWING
local targetcoord=airwings[1].targetcoord --Core.Point#COORDINATE
-- Get waypoint coordinate. This is where the mission is actually executed.
local WaypointCoordinate=airwing:GetCoordinate():GetIntermediateCoordinate(targetcoord, 0.5)
-- Add mission to airwing.
airwing:AddMission(mission, Nassets, WaypointCoordinate)
return
end
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Check resources.
-- @param #WINGCOMMANDER self
-- @return #table
function WINGCOMMANDER:CheckResources()
local capabilities={}
for _,MissionType in pairs(AUFTRAG.Type) do
capabilities[MissionType]=0
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
-- Get Number of assets that can do this type of missions.
local _,assets=airwing:CanMission(MissionType)
-- Add up airwing resources.
capabilities[MissionType]=capabilities[MissionType]+#assets
end
end
return capabilities
end
--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #WINGCOMMANDER self
-- @return Ops.AirWing#AIRWING The airwing object best for this mission.
function WINGCOMMANDER:GetAirwingForMission(MissionType, Coordinate, Nassets)
--TODO: run over all airwings. sort by distance and available assets.
end