diff --git a/Moose Development/Moose/Functional/Warehouse.lua b/Moose Development/Moose/Functional/Warehouse.lua index 074c15f71..b0a49d6e6 100644 --- a/Moose Development/Moose/Functional/Warehouse.lua +++ b/Moose Development/Moose/Functional/Warehouse.lua @@ -1,7 +1,7 @@ --- **Functional** - Simulation of logistic operations. --- +-- -- === --- +-- -- ## Features: -- -- * Holds (virtual) assests in stock and spawns them upon request. @@ -15,18 +15,18 @@ -- * Persistence of assets. Warehouse assets can be saved and loaded from file. -- * Can be easily interfaced to other MOOSE classes. -- --- === --- --- ## Missions: --- -- === --- --- The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin and the point of consumption --- in order to meet requirements of a potential conflict. In particular, this class is concerned with maintaining army supply lines while disrupting those of the enemy, since an armed +-- +-- ## Missions: +-- +-- === +-- +-- The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin and the point of consumption +-- in order to meet requirements of a potential conflict. In particular, this class is concerned with maintaining army supply lines while disrupting those of the enemy, since an armed -- force without resources and transportation is defenseless. -- -- Please note that his class is work in progress and in an **alpha** stage. --- +-- -- === -- -- ### Author: **funkyfranky** @@ -42,7 +42,7 @@ -- @field #string ClassName Name of the class. -- @field #boolean Debug If true, send debug messages to all. -- @field #boolean Report If true, send status messages to coalition. --- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure. +-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure. -- @field #string alias Alias of the warehouse. Name its called when sending messages. -- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton. -- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to. @@ -63,13 +63,14 @@ -- @field #table defending Table holding all defending requests, i.e. self requests that were if the warehouse is under attack. Table elements are of type @{#WAREHOUSE.Pendingitem}. -- @field Core.Zone#ZONE portzone Zone defining the port of a warehouse. This is where naval assets are spawned. -- @field #table shippinglanes Table holding the user defined shipping between warehouses. --- @field #table offroadpaths Table holding user defined paths from one warehouse to another. +-- @field #table offroadpaths Table holding user defined paths from one warehouse to another. -- @field #boolean autodefence When the warehouse is under attack, automatically spawn assets to defend the warehouse. -- @field #number spawnzonemaxdist Max distance between warehouse and spawn zone. Default 5000 meters. -- @field #boolean autosave Automatically save assets to file when mission ends. -- @field #string autosavepath Path where the asset file is saved on auto save. -- @field #string autosavefilename File name of the auto asset save file. Default is auto generated from warehouse id and name. -- @field #boolean safeparking If true, parking spots for aircraft are considered as occupied if e.g. a client aircraft is parked there. Default false. +-- @field #boolean isunit If true, warehouse is represented by a unit instead of a static. -- @extends Core.Fsm#FSM --- Have your assets at the right place at the right time - or not! @@ -77,233 +78,233 @@ -- === -- -- # The Warehouse Concept --- +-- -- The MOOSE warehouse adds a new logistic component to the DCS World. *Assets*, i.e. ground, airborne and naval units, can be transferred from one place -- to another in a realistic and highly automatic fashion. In contrast to a "DCS warehouse" these assets have a physical representation in game. In particular, -- this means they can be destroyed during the transport and add more life to the DCS world. --- +-- -- This comes along with some additional interesting stategic aspects since capturing/defending and destroying/protecting an enemy or your -- own warehous becomes of critical importance for the development of a conflict. --- +-- -- In essence, creating an efficient network of warehouses is vital for the success of a battle or even the whole war. Likewise, of course, cutting off the enemy --- of important supply lines by capturing or destroying warehouses or their associated infrastructure is equally important. --- +-- of important supply lines by capturing or destroying warehouses or their associated infrastructure is equally important. +-- -- ## What is a warehouse? --- +-- -- A warehouse is an abstract object represented by a physical (static) building that can hold virtual assets in stock. -- It can (but it must not) be associated with a particular airbase. The associated airbase can be an airdrome, a Helipad/FARP or a ship. --- +-- -- If another warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor or go their -- by themselfs. Once arrived at the requesting warehouse, the assets go into the stock of the requestor and can be activated/deployed when necessary. --- +-- -- ## What assets can be stored? --- +-- -- Any kind of ground, airborne or naval asset can be stored and are spawned upon request. -- The fact that the assets live only virtually in stock and are put into the game only when needed has a positive impact on the game performance. --- It also alliviates the problem of limited parking spots at smaller airbases. --- +-- It also alliviates the problem of limited parking spots at smaller airbases. +-- -- ## What means of transportation are available? --- +-- -- Firstly, all mobile assets can be send from warehouse to another on their own. --- +-- -- * Ground vehicles will use the road infrastructure. So a good road connection for both warehouses is important but also off road connections can be added if necessary. -- * Airborne units get a flightplan from the airbase of the sending warehouse to the airbase of the receiving warehouse. This already implies that for airborne -- assets both warehouses need an airbase. If either one of the warehouses does not have an associated airbase, direct transportation of airborne assest is not possible. -- * Naval units can be exchanged between warehouses which possess a port, which can be defined by the user. Also shipping lanes must be specified manually but the user since DCS does not provide these. --- * Trains (would) use the available railroad infrastructure and both warehouses must have a connection to the railroad. Unfortunately, however, trains are not yet implemented to +-- * Trains (would) use the available railroad infrastructure and both warehouses must have a connection to the railroad. Unfortunately, however, trains are not yet implemented to -- a reasonable degree in DCS at the moment and hence cannot be used yet. --- +-- -- Furthermore, ground assets can be transferred between warehouses by transport units. These are APCs, helicopters and airplanes. The transportation process is modelled -- in a realistic way by using the corresponding cargo dispatcher classes, i.e. --- +-- -- * @{AI.AI_Cargo_Dispatcher_APC#AI_DISPATCHER_APC} --- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER} +-- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER} -- * @{AI.AI_Cargo_Dispatcher_Airplane#AI_DISPATCHER_AIRPLANE} --- +-- -- Depending on which cargo dispatcher is used (ground or airbore), similar considerations like in the self propelled case are necessary. Howver, note that -- the dispatchers as of yet cannot use user defined off road paths for example since they are classes of their own and use a different routing logic. --- +-- -- === --- +-- -- # Creating a Warehouse --- +-- -- A MOOSE warehouse must be represented in game by a physical *static* object. For example, the mission editor already has warehouse as static object available. -- This would be a good first choice but any static object will do. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Static.png) --- +-- -- The positioning of the warehouse static object is very important for a couple of reasons. Firstly, a warehouse needs a good infrastructure so that spawned assets -- have a proper road connection or can reach the associated airbase easily. --- +-- -- ## Constructor and Start --- +-- -- Once the static warehouse object is placed in the mission editor it can be used as a MOOSE warehouse by the @{#WAREHOUSE.New}(*warehousestatic*, *alias*) constructor, -- like for example: --- +-- -- warehouseBatumi=WAREHOUSE:New(STATIC:FindByName("Warehouse Batumi"), "My optional Warehouse Alias") -- warehouseBatumi:Start() --- +-- -- The first parameter *warehousestatic* is the static MOOSE object. By default, the name of the warehouse will be the same as the name given to the static object. --- The second parameter *alias* is optional and can be used to choose a more convenient name if desired. This will be the name the warehouse calls itself when reporting messages. --- +-- The second parameter *alias* is optional and can be used to choose a more convenient name if desired. This will be the name the warehouse calls itself when reporting messages. +-- -- Note that a warehouse also needs to be started in order to be in service. This is done with the @{#WAREHOUSE.Start}() or @{#WAREHOUSE.__Start}(*delay*) functions. -- The warehouse is now fully operational and requests are being processed. --- +-- -- # Adding Assets --- +-- -- Assets can be added to the warehouse stock by using the @{#WAREHOUSE.AddAsset}(*group*, *ngroups*, *forceattribute*, *forcecargobay*, *forceweight*, *loadradius*, *skill*, *liveries*, *assignment*) function. -- The parameter *group* has to be a MOOSE @{Wrapper.Group#GROUP}. This is also the only mandatory parameters. All other parameters are optional and can be used for fine tuning if -- nessary. The parameter *ngroups* specifies how many clones of this group are added to the stock. --- +-- -- infrantry=GROUP:FindByName("Some Infantry Group") -- warehouseBatumi:AddAsset(infantry, 5) --- --- This will add five infantry groups to the warehouse stock. Note that the group should normally be a late activated template group, +-- +-- This will add five infantry groups to the warehouse stock. Note that the group should normally be a late activated template group, -- which was defined in the mission editor. But you can also add other groups which are already spawned and present in the mission. --- +-- -- Also note that the coalition of the template group (red, blue or neutral) does not matter. The coalition of the assets is determined by the coalition of the warehouse owner. --- In other words, it is no problem to add red groups to blue warehouses and vice versa. The assets will automatically have the coalition of the warehouse. --- +-- In other words, it is no problem to add red groups to blue warehouses and vice versa. The assets will automatically have the coalition of the warehouse. +-- -- You can add assets with a delay by using the @{#WAREHOUSE.__AddAsset}(*delay*, *group*, *ngroups*, *forceattribute*, *forcecargobay*, *forceweight*, *loadradius*, *skill*, *liveries*, *assignment*), -- where *delay* is the delay in seconds before the asset is added. --- +-- -- In game, the warehouse will get a mark which is regularly updated and showing the currently available assets in stock. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Stock-Marker.png) --- +-- -- ## Optional Parameters for Fine Tuning --- +-- -- By default, the generalized attribute of the asset is determined automatically from the DCS descriptor attributes. However, this might not always result in the desired outcome. -- Therefore, it is possible, to force a generalized attribute for the asset with the third optional parameter *forceattribute*, which is of type @{#WAREHOUSE.Attribute}. --- +-- -- ### Setting the Generalized Attibute -- For example, a UH-1H Huey has in DCS the attibute of an attack helicopter. But of course, it can also transport cargo. If you want to use it for transportation, you can specify this -- manually when the asset is added --- +-- -- warehouseBatumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- --- This becomes important when assets are requested from other warehouses as described below. In this case, the five Hueys are now marked as transport helicopters and +-- +-- This becomes important when assets are requested from other warehouses as described below. In this case, the five Hueys are now marked as transport helicopters and -- not attack helicopters. --- --- ### Setting the Cargo Bay Weight Limit +-- +-- ### Setting the Cargo Bay Weight Limit -- You can ajust the cargo bay weight limit, in case it is not calculated correctly automatically. For example, the cargo bay of a C-17A is much smaller in DCS than that of a C-130, which is -- unrealistic. This can be corrected by the *forcecargobay* parmeter which is here set to 77,000 kg --- +-- -- warehouseBatumi:AddAsset("C-17A", nil, nil, 77000) --- +-- -- The size of the cargo bay is only important when the group is used as transport carrier for other assets. --- +-- -- ### Setting the Weight -- If an asset shall be transported by a carrier it important to note that - as in real life - a carrier can only carry cargo up to a certain weight. The weight of the -- units is automatically determined from the DCS descriptor table. -- However, in the current DCS version (2.5.3) a mortar unit has a weight of 5 tons. This confuses the transporter logic, because it appears to be too have for, e.g. all APCs. --- +-- -- As a workaround, you can manually adjust the weight by the optional *forceweight* parameter: --- +-- -- warehouseBatumi:AddAsset("Mortar Alpha", nil, nil, nil, 210) --- +-- -- In this case we set it to 210 kg. Note, the weight value set is meant for *each* unit in the group. Therefore, a group consisting of three mortars will have a total weight --- of 630 kg. This is important as groups cannot be split between carrier units when transporting, i.e. the total weight of the whole group must be smaller than the +-- of 630 kg. This is important as groups cannot be split between carrier units when transporting, i.e. the total weight of the whole group must be smaller than the -- cargo bay of the transport carrier. --- +-- -- ### Setting the Load Radius -- Boading and loading of cargo into a carrier is modeled in a realistic fashion in the AI\_CARGO\DISPATCHER classes, which are used inernally by the WAREHOUSE class. -- Meaning that troops (cargo) will board, i.e. run or drive to the carrier, and only once they are in close proximity to the transporter they will be loaded (disappear). --- +-- -- Unfortunately, there are some situations where problems can occur. For example, in DCS tanks have the strong tentendcy not to drive around obstacles but rather to roll over them. -- I have seen cases where an aircraft of the same coalition as the tank was in its way and the tank drove right through the plane waiting on a parking spot and destroying it. --- +-- -- As a workaround it is possible to set a larger load radius so that the cargo units are despawned further away from the carrier via the optional **loadradius** parameter: --- +-- -- warehouseBatumi:AddAsset("Leopard 2", nil, nil, nil, nil, 250) --- +-- -- Adding the asset like this will cause the units to be loaded into the carrier already at a distance of 250 meters. --- +-- -- ### Setting the AI Skill --- --- By default, the asset has the skill of its template group. The optional parameter *skill* allows to set a different skill when the asset is added. See the +-- +-- By default, the asset has the skill of its template group. The optional parameter *skill* allows to set a different skill when the asset is added. See the -- [hoggit page](https://wiki.hoggitworld.com/view/DCS_enum_AI) possible values of this enumerator. -- For example you can use --- +-- -- warehouseBatumi:AddAsset("Leopard 2", nil, nil, nil, nil, nil, AI.Skill.EXCELLENT) --- +-- -- do set the skill of the asset to excellent. --- +-- -- ### Setting Liveries --- +-- -- By default ,the asset uses the livery of its template group. The optional parameter *liveries* allows to define one or multiple liveries. -- If multiple liveries are given in form of a table of livery names, each asset gets a random one. --- +-- -- For example --- +-- -- warehouseBatumi:AddAsset("Mi-8", nil, nil, nil, nil, nil, nil, "China UN") --- +-- -- would spawn the asset with a chinese UN livery. --- +-- -- Or --- +-- -- warehouseBatumi:AddAsset("Mi-8", nil, nil, nil, nil, nil, nil, {"China UN", "German"}) --- +-- -- would spawn the asset with either a chinese UN or German livery. Mind the curly brackets **{}** when you want to specify multiple liveries. --- +-- -- Four each unit type, the livery names can be found in the DCS root folder under Bazar\Liveries. You have to use the name of the livery subdirectory. The names of the liveries -- as displayed in the mission editor might be different and won't work in general. --- +-- -- ### Setting an Assignment --- +-- -- Assets can be added with a specific assignment given as a text, e.g. --- +-- -- warehouseBatumi:AddAsset("Mi-8", nil, nil, nil, nil, nil, nil, nil, "Go to Warehouse Kobuleti") --- +-- -- This is helpful to establish supply chains once an asset has arrived at its (first) destination and is meant to be forwarded to another warehouse. --- +-- -- ## Retrieving the Asset --- +-- -- Once a an asset is added to a warehouse, the @{#WAREHOUSE.NewAsset} event is triggered. You can hook into this event with the @{#WAREHOUSE.OnAfterNewAsset}(*asset*, *assignment*) function. --- +-- -- The first parameter *asset* is a table of type @{#WAREHOUSE.Assetitem} and contains a lot of information about the asset. The seconed parameter *assignment* is optional and is the specific -- assignment the asset got when it was added. --- +-- -- Note that the assignment is can also be the assignment that was specified when adding a request (see next section). Once an asset that was requested from another warehouse and an assignment -- was specified in the @{#WAREHOUSE.AddRequest} function, the assignment can be checked when the asset has arrived and is added to the receiving warehouse. --- +-- -- === -- -- # Requesting Assets --- +-- -- Assets of the warehouse can be requested by other MOOSE warehouses. A request will first be scrutinized to check if can be fulfilled at all. If the request is valid, it is -- put into the warehouse queue and processed as soon as possible. --- +-- -- A request can be added by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function. -- The parameters are --- +-- -- * *warehouse*: The requesting MOOSE @{#WAREHOUSE}. Assets will be delivered there. --- * *AssetDescriptor*: The descriptor to describe the asset "type". See the @{#WAREHOUSE.Descriptor} enumerator. For example, assets requested by their generalized attibute. +-- * *AssetDescriptor*: The descriptor to describe the asset "type". See the @{#WAREHOUSE.Descriptor} enumerator. For example, assets requested by their generalized attibute. -- * *AssetDescriptorValue*: The value of the asset descriptor. -- * *nAsset*: (Optional) Number of asset group requested. Default is one group. -- * *TransportType*: (Optional) The transport method used to deliver the assets to the requestor. Default is that assets go to the requesting warehouse on their own. -- * *nTransport*: (Optional) Number of asset groups used to transport the cargo assets from A to B. Default is one group. -- * *Prio*: (Optional) A number between 1 (high) and 100 (low) describing the priority of the request. Request with high priority are processed first. Default is 50, i.e. medium priority. --- * *Assignment*: (Optional) A free to choose string describing the assignment. For self requests, this can be used to assign the spawned groups to specific tasks. --- +-- * *Assignment*: (Optional) A free to choose string describing the assignment. For self requests, this can be used to assign the spawned groups to specific tasks. +-- -- ## Requesting by Generalized Attribute --- --- Generalized attributes are similar to [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). However, they are a bit more general and +-- +-- Generalized attributes are similar to [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). However, they are a bit more general and -- an asset can only have one generalized attribute by which it is characterized. --- +-- -- For example: --- +-- -- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2) -- -- Here, warehouse Kobuleti requests 5 infantry groups from warehouse Batumi. These "cargo" assets should be transported from Batumi to Kobuleti by 2 APCS. -- Note that the warehouse at Batumi needs to have at least five infantry groups and two APC groups in their stock if the request can be processed. -- If either to few infantry or APC groups are available when the request is made, the request is held in the warehouse queue until enough cargo and -- transport assets are available. --- +-- -- Also note that the above request is for five infantry groups. So any group in stock that has the generalized attribute "GROUND_INFANTRY" can be selected for the request. --- +-- -- ### Generalized Attributes --- +-- -- Currently implemented are: -- -- * @{#WAREHOUSE.Attribute.AIR_TRANSPORTPLANE} Airplane with transport capability. This can be used to transport other assets. @@ -333,76 +334,76 @@ -- * @{#WAREHOUSE.Attribute.OTHER_UNKNOWN} Anything that does not fall into any other category. -- -- ## Requesting a Specific Unit Type --- +-- -- A more specific request could look like: --- +-- -- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.UNITTYPE, "A-10C", 2) --- +-- -- Here, Kobuleti requests a specific unit type, in particular two groups of A-10Cs. Note that the spelling is important as it must exacly be the same as -- what one get's when using the DCS unit type. --- +-- -- ## Requesting a Specific Group --- +-- -- An even more specific request would be: --- +-- -- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.GROUPNAME, "Group Name as in ME", 3) --- +-- -- In this case three groups named "Group Name as in ME" are requested. This explicitly request the groups named like that in the Mission Editor. --- +-- -- ## Requesting a General Category --- +-- -- On the other hand, very general and unspecifc requests can be made by the categroy descriptor. The descriptor value parameter can be any [group category](https://wiki.hoggitworld.com/view/DCS_Class_Group), i.e. --- +-- -- * Group.Category.AIRPLANE for fixed wing aircraft, -- * Group.Category.HELICOPTER for helicopters, -- * Group.Category.GROUND for all ground troops, -- * Group.Category.SHIP for naval assets, -- * Group.Category.TRAIN for trains (not implemented and not working in DCS yet). --- +-- -- For example, --- +-- -- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, 10) --- +-- -- means that Kubuleti requests 10 ground groups and does not care which ones. This could be a mix of infantry, APCs, trucks etc. --- +-- -- **Note** that these general requests should be made with *great care* due to the fact, that depending on what a warehouse has in stock a lot of different unit types can be spawned. --- +-- -- ## Requesting Relative Quantities --- --- In addition to requesting absolute numbers of assets it is possible to request relative amounts of assets currently in stock. To this end the @{#WAREHOUSE.Quantity} enumerator +-- +-- In addition to requesting absolute numbers of assets it is possible to request relative amounts of assets currently in stock. To this end the @{#WAREHOUSE.Quantity} enumerator -- was introduced: --- +-- -- * @{#WAREHOUSE.Quantity.ALL} -- * @{#WAREHOUSE.Quantity.HALF} -- * @{#WAREHOUSE.Quantity.QUARTER} -- * @{#WAREHOUSE.Quantity.THIRD} -- * @{#WAREHOUSE.Quantity.THREEQUARTERS} --- +-- -- For example, --- +-- -- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.HELICOPTER, WAREHOUSE.Quantity.HALF) --- +-- -- means that Kobuleti warehouse requests half of all available helicopters which Batumi warehouse currently has in stock. --- +-- -- # Employing Assets - The Self Request --- --- Transferring assets from one warehouse to another is important but of course once the the assets are at the "right" place it is equally important that they +-- +-- Transferring assets from one warehouse to another is important but of course once the the assets are at the "right" place it is equally important that they -- can be employed for specific tasks and assignments. --- +-- -- Assets in the warehouses stock can be used for user defined tasks quite easily. They can be spawned into the game by a "***self request***", i.e. the warehouse -- requests the assets from itself: --- +-- -- warehouseBatumi:AddRequest(warehouseBatumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5) --- +-- -- Note that the *sending* and *requesting* warehouses are *identical* in this case. --- +-- -- This would simply spawn five infantry groups in the spawn zone of the Batumi warehouse if/when they are available. --- +-- -- ## Accessing the Assets --- --- If a warehouse requests assets from itself, it triggers the event **SelfReqeuest**. The mission designer can capture this event with the associated +-- +-- If a warehouse requests assets from itself, it triggers the event **SelfReqeuest**. The mission designer can capture this event with the associated -- @{#WAREHOUSE.OnAfterSelfRequest}(*From*, *Event*, *To*, *groupset*, *request*) function. --- +-- -- --- OnAfterSelfRequest user function. Access groups spawned from the warehouse for further tasking. -- -- @param #WAREHOUSE self -- -- @param #string From From state. @@ -413,112 +414,112 @@ -- function WAREHOUSE:OnAfterSelfRequest(From, Event, To, groupset, request) -- local groupset=groupset --Core.Set#SET_GROUP -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- for _,group in pairs(groupset:GetSetObjects()) do -- local group=group --Wrapper.Group#GROUP -- group:SmokeGreen() -- end --- +-- -- end --- +-- -- The variable *groupset* is a @{Core.Set#SET_GROUP} object and holds all asset groups from the request. The code above shows, how the mission designer can access the groups -- for further tasking. Here, the groups are only smoked but, of course, you can use them for whatever assignment you fancy. --- +-- -- Note that airborne groups are spawned in **uncontrolled state** and need to be activated first before they can begin with their assigned tasks and missions. -- This can be done with the @{Wrapper.Controllable#CONTROLLABLE.StartUncontrolled} function as demonstrated in the example section below. --- +-- -- === --- +-- -- # Infrastructure --- +-- -- A good infrastructure is important for a warehouse to be efficient. Therefore, the location of a warehouse should be chosen with care. -- This can also help to avoid many DCS related issues such as units getting stuck in buildings, blocking taxi ways etc. --- +-- -- ## Spawn Zone --- +-- -- By default, the zone were ground assets are spawned is a circular zone around the physical location of the warehouse with a radius of 200 meters. However, the location of the -- spawn zone can be set by the @{#WAREHOUSE.SetSpawnZone}(*zone*) functions. It is advisable to choose a zone which is clear of obstacles. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Batumi.png) --- +-- -- The parameter *zone* is a MOOSE @{Core.Zone#ZONE} object. So one can, e.g., use trigger zones defined in the mission editor. If a cicular zone is not desired, one -- can use a polygon zone (see @{Core.Zone#ZONE_POLYGON}). --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_SpawnPolygon.png) --- +-- -- ## Road Connections --- +-- -- Ground assets will use a road connection to travel from one warehouse to another. Therefore, a proper road connection is necessary. --- +-- -- By default, the closest point on road to the center of the spawn zone is chosen as road connection automatically. But only, if distance between the spawn zone -- and the road connection is less than 3 km. --- +-- -- The user can set the road connection manually with the @{#WAREHOUSE.SetRoadConnection} function. This is only functional for self propelled assets at the moment -- and not if using the AI dispatcher classes since these have a different logic to find the route. --- +-- -- ## Off Road Connections --- +-- -- For ground troops it is also possible to define off road paths between warehouses if no proper road connection is available or should not be used. --- +-- -- An off road path can be defined via the @{#WAREHOUSE.AddOffRoadPath}(*remotewarehouse*, *group*, *oneway*) function, where -- *remotewarehouse* is the warehouse to which the path leads. -- The parameter *group* is a *late activated* template group. The waypoints of this group are used to define the path between the two warehouses. -- By default, the reverse paths is automatically added to get *from* the remote warehouse *to* this warehouse unless the parameter *oneway* is set to *true*. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Off-Road_Paths.png) --- +-- -- **Note** that if an off road connection is defined between two warehouses this becomes the default path, i.e. even if there is a path *on road* possible -- this will not be used. --- +-- -- Also note that you can define multiple off road connections between two warehouses. If there are multiple paths defined, the connection is chosen randomly. -- It is also possible to add the same path multiple times. By this you can influence the probability of the chosen path. For example Path1(A->B) has been -- added two times while Path2(A->B) was added only once. Hence, the group will choose Path1 with a probability of 66.6 % while Path2 is only chosen with --- a probability of 33.3 %. --- +-- a probability of 33.3 %. +-- -- ## Rail Connections --- +-- -- A rail connection is automatically defined as the closest point on a railway measured from the center of the spawn zone. But only, if the distance is less than 3 km. --- +-- -- The mission designer can manually specify a rail connection with the @{#WAREHOUSE.SetRailConnection} function. --- +-- -- **NOTE** however, that trains in DCS are currently not implemented in a way so that they can be used. --- +-- -- ## Air Connections --- +-- -- In order to use airborne assets, a warehouse needs to have an associated airbase. This can be an airdrome, a FARP/HELOPAD or a ship. --- +-- -- If there is an airbase within 3 km range of the warehouse it is automatically set as the associated airbase. A user can set an airbase manually -- with the @{#WAREHOUSE.SetAirbase} function. Keep in mind that sometimes ground units need to walk/drive from the spawn zone to the airport -- to get to their transport carriers. --- +-- -- ## Naval Connections --- +-- -- Natively, DCS does not have the concept of a port/habour or shipping lanes. So in order to have a meaningful transfer of naval units between warehouses, these have to be -- defined by the mission designer. --- +-- -- ### Defining a Port --- +-- -- A port in this context is the zone where all naval assets are spawned. This zone can be defined with the function @{#WAREHOUSE.SetPortZone}(*zone*), where the parameter -- *zone* is a MOOSE zone. So again, this can be create from a trigger zone defined in the mission editor or if a general shape is desired by a @{Core.Zone#ZONE_POLYGON}. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_PortZone.png) --- +-- -- ### Defining Shipping Lanes --- +-- -- A shipping lane between to warehouses can be defined by the @{#WAREHOUSE.AddShippingLane}(*remotewarehouse*, *group*, *oneway*) function. The first parameter *remotewarehouse* -- is the warehouse which should be connected to the present warehouse. --- +-- -- The parameter *group* should be a late activated group defined in the mission editor. The waypoints of this group are used as waypoints of the shipping lane. --- +-- -- By default, the reverse lane is automatically added to the remote warehouse. This can be disabled by setting the *oneway* parameter to *true*. --- +-- -- Similar to off road connections, you can also define multiple shipping lanes between two warehouse ports. If there are multiple lanes defined, one is chosen randomly. -- It is possible to add the same lane multiple times. By this you can influence the probability of the chosen lane. For example Lane_1(A->B) has been -- added two times while Lane_2(A->B) was added only once. Therefore, the ships will choose Lane_1 with a probability of 66.6 % while Path_2 is only chosen with --- a probability of 33.3 %. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_ShippingLane.png) --- +-- a probability of 33.3 %. +-- +-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_ShippingLane.png) +-- -- === -- -- # Why is my request not processed? @@ -526,14 +527,14 @@ -- For each request, the warehouse class logic does a lot of consistancy and validation checks under the hood. -- This helps to circumvent a lot of DCS issues and shortcomings. For example, it is checked that enough free -- parking spots at an airport are available *before* the assets are spawned. --- However, this also means that sometimes a request is deemed to be *invalid* in which case they are deleted +-- However, this also means that sometimes a request is deemed to be *invalid* in which case they are deleted -- from the queue or considered to be valid but cannot be executed at this very moment. --- +-- -- ## Invalid Requests --- --- Invalid request are requests which can **never** be processes because there is some logical or physical argument against it. +-- +-- Invalid request are requests which can **never** be processes because there is some logical or physical argument against it. -- (Or simply because that feature was not implemented (yet).) --- +-- -- * All airborne assets need an associated airbase of any kind on the sending *and* receiving warhouse. -- * Airplanes need an airdrome at the sending and receiving warehouses. -- * Not enough parking spots of the right terminal type at the sending warehouse. This avoids planes spawning on runways or on top of each other. @@ -546,113 +547,113 @@ -- * If transport by airplane, both warehouses must have and airdrome. -- * If transport by APC, both warehouses must have a road connection. -- * If transport by helicopter, the sending airbase must have an associated airbase (airdrome or FARP). --- +-- -- All invalid requests are cancelled and **removed** from the warehouse queue! --- +-- -- ## Temporarily Unprocessable Requests --- +-- -- Temporarily unprocessable requests are possible in priciple, but cannot be processed at the given time the warehouse checks its queue. --- +-- -- * No enough parking spaces are available for all requested assets but the airbase has enough parking spots in total so that this request is possible once other aircraft have taken off. -- * The requesting warehouse is not in state "Running" (could be paused, not yet started or under attack). -- * Not enough cargo assets available at this moment. -- * Not enough free parking spots for all cargo or transport airborne assets at the moment. -- * Not enough transport assets to carry all cargo assets. --- +-- -- Temporarily unprocessable requests are held in the queue. If at some point in time, the situation changes so that these requests can be processed, they are executed. --- +-- -- ## Cargo Bay and Weight Limitations --- +-- -- The transporation of cargo is handled by the AI\_Dispatcher classes. These take the cargo bay of a carrier and the weight of -- the cargo into account so that a carrier can only load a realistic amount of cargo. --- +-- -- However, if troops are supposed to be transported between warehouses, there is one important limitations one has to keep in mind. -- This is that **cargo asset groups cannot be split** and devided into separate carrier units! --- +-- -- For example, a TPz Fuchs has a cargo bay large enough to carry up to 10 soldiers at once, which is a realistic number. -- If a group consisting of more than ten soldiers needs to be transported, it cannot be loaded into the APC. --- Even if two APCs are available, which could in principle carry up to 20 soldiers, a group of, let's say 12 soldiers will not --- be split into a group of ten soldiers using the first APC and a group two soldiers using the second APC. --- +-- Even if two APCs are available, which could in principle carry up to 20 soldiers, a group of, let's say 12 soldiers will not +-- be split into a group of ten soldiers using the first APC and a group two soldiers using the second APC. +-- -- In other words, **there must be at least one carrier unit available that has a cargo bay large enough to load the heaviest cargo group!** -- The warehouse logic will automatically search all available transport assets for a large enough carrier. -- But if none is available, the request will be queued until a suitable carrier becomes available. --- +-- -- The only realistic solution in this case is to either provide a transport carrier with a larger cargo bay or to reduce the number of soldiers -- in the group. --- +-- -- A better way would be to have two groups of max. 10 soldiers each and one TPz Fuchs for transport. In this case, the first group is -- loaded and transported to the receiving warehouse. Once this is done, the carrier will drive back and pick up the remaining -- group. --- +-- -- As an artificial workaround one can manually set the cargo bay size to a larger value or alternatively reduce the weight of the cargo -- when adding the assets via the @{#WAREHOUSE.AddAsset} function. This might even be unavoidable if, for example, a SAM group -- should be transported since SAM sites only work when all units are in the same group. --- +-- -- ## Processing Speed --- +-- -- A warehouse has a limited speed to process requests. Each time the status of the warehouse is updated only one requests is processed. -- The time interval between status updates is 30 seconds by default and can be adjusted via the @{#WAREHOUSE.SetStatusUpdate}(*interval*) function. -- However, the status is also updated on other occasions, e.g. when a new request was added. --- +-- -- === --- +-- -- # Strategic Considerations --- +-- -- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a (potentially) juicy target for enemy attacks. -- There are several interesting situations, which can occurr. --- +-- -- ## Capturing a Warehouses Airbase --- +-- -- If a warehouse has an associated airbase, it can be captured by the enemy. In this case, the warehouse looses its ability so employ all airborne assets and is also cut-off -- from supply by airplanes. Supply of ground troops via helicopters is still possible, because they deliver the troops into the spawn zone. --- --- Technically, the capturing of the airbase is triggered by the DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) event. +-- +-- Technically, the capturing of the airbase is triggered by the DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) event. -- So the capturing takes place when only enemy ground units are in the airbase zone whilst no ground units of the present airbase owner are in that zone. --- +-- -- The warehouse will also create an event **AirbaseCaptured**, which can be captured by the @{#WAREHOUSE.OnAfterAirbaseCaptured} function. So the warehouse chief can react on -- this attack and for example deploy ground groups to re-capture its airbase. --- +-- -- When an airbase is re-captured the event **AirbaseRecaptured** is triggered and can be captured by the @{#WAREHOUSE.OnAfterAirbaseRecaptured} function. -- This can be used to put the defending assets back into the warehouse stock. --- +-- -- ## Capturing the Warehouse --- +-- -- A warehouse can be captured by the enemy coalition. If enemy ground troops enter the warehouse zone the event **Attacked** is triggered which can be captured by the -- @{#WAREHOUSE.OnAfterAttacked} event. By default the warehouse zone circular zone with a radius of 500 meters located at the center of the physical warehouse. --- The warehouse zone can be set via the @{#WAREHOUSE.SetWarehouseZone}(*zone*) function. The parameter *zone* must also be a cirular zone. --- +-- The warehouse zone can be set via the @{#WAREHOUSE.SetWarehouseZone}(*zone*) function. The parameter *zone* must also be a cirular zone. +-- -- The @{#WAREHOUSE.OnAfterAttacked} function can be used by the mission designer to react to the enemy attack. For example by deploying some or all ground troops -- currently in stock to defend the warehouse. Note that the warehouse also has a self defence option which can be enabled by the @{#WAREHOUSE.SetAutoDefenceOn}() -- function. In this case, the warehouse will automatically spawn all ground troops. If the spawn zone is further away from the warehouse zone, all mobile troops -- are routed to the warehouse zone. The self request which is triggered on an automatic defence has the assignment "AutoDefence". So you can use this to -- give orders to the groups that were spawned using the @{#WAREHOUSE.OnAfterSelfRequest} function. --- +-- -- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy. -- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function. --- +-- -- The warehouse turns to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will -- spawn assets beloning to the new owner. --- --- If the enemy troops could be defeated, i.e. no more troops of the opposite coalition are in the warehouse zone, the event **Defeated** is triggered and +-- +-- If the enemy troops could be defeated, i.e. no more troops of the opposite coalition are in the warehouse zone, the event **Defeated** is triggered and -- the @{#WAREHOUSE.OnAfterDefeated} function can be used to adapt to the new situation. For example putting back all spawned defender troops back into -- the warehouse stock. Note that if the automatic defence is enabled, all defenders are automatically put back into the warehouse on the **Defeated** event. --- +-- -- ## Destroying a Warehouse --- +-- -- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are -- gone as well. So a warehouse should be properly defended. --- +-- -- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function. -- So the mission designer can intervene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good. -- -- === --- +-- -- # Hook in and Take Control --- +-- -- The Finite State Machine implementation allows mission designers to hook into important events and add their own code. -- Most of these events have already been mentioned but here is the list at a glance: --- +-- -- * "NotReadyYet" --> "Start" --> "Running" (Starting the warehouse) -- * "*" --> "Status" --> "*" (status updated in regular intervals) -- * "*" --> "AddAsset" --> "*" (adding a new asset to the warehouse stock) @@ -674,23 +675,23 @@ -- * "Running" --> "Pause" --> "Paused" (warehouse is paused) -- * "Paused" --> "Unpause" --> "Running" (warehouse is unpaused) -- * "*" --> "Stop" --> "Stopped" (warehouse is stopped) --- +-- -- The transitions are of the general form "From State" --> "Event" --> "To State". The "*" star denotes that the transition is possible from *any* state. -- Some transitions, however, are only allowed from certain "From States". For example, no requests can be processed if the warehouse is in "Paused" or "Destroyed" or "Stopped" state. -- -- Mission designers can capture the events with OnAfterEvent functions, e.g. @{#WAREHOUSE.OnAfterDelivered} or @{#WAREHOUSE.OnAfterAirbaseCaptured}. --- +-- -- === --- +-- -- # Persistence of Assets --- +-- -- Assets in stock of a warehouse can be saved to a file on your hard drive and then loaded from that file at a later point. This enables to restart the mission -- and restore the warehouse stock. --- +-- -- ## Prerequisites --- +-- -- **Important** By default, DCS does not allow for writing data to files. Therefore, one first has to comment out the line "sanitizeModule('io')", i.e. --- +-- -- do -- sanitizeModule('os') -- --sanitizeModule('io') @@ -700,62 +701,62 @@ -- end -- -- in the file "MissionScripting.lua", which is located in the subdirectory "Scripts" of your DCS installation root directory. --- +-- -- ### Don't! --- +-- -- Do not use **semi-colons** or **equal signs** in the group names of your assets as these are used as separators in the saved and loaded files texts. -- If you do, it will cause problems and give you a headache! --- +-- -- ## Save Assets --- +-- -- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory. -- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example -- "Warehouse-1234_Batumi.txt". --- +-- -- warehouseBatumi:Save("D:\\My Warehouse Data\\") --- +-- -- This will save all asset data to in "D:\\My Warehouse Data\\Warehouse-1234_Batumi.txt". --- +-- -- ### Automatic Save at Mission End --- +-- -- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. --- +-- -- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\") --- +-- -- ## Load Assets --- +-- -- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory. -- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example -- "Warehouse-1234_Batumi.txt". --- +-- -- Note that the warehouse **must not be started** and in the *Running* state in order to load the assets. In other words, loading should happen after the -- @{#WAREHOUSE.New} command is specified in the code but before the @{#WAREHOUSE.Start} command is given. --- +-- -- Loading the assets is done by --- +-- -- warehouseBatumi:New(STATIC:FindByName("Warehouse Batumi")) -- warehouseBatumi:Load("D:\\My Warehouse Data\\") -- warehouseBatumi:Start() --- +-- -- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton. -- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could -- spawn some ground units via a self request and let them capture the airbase. --- +-- -- === -- -- # Examples --- +-- -- This section shows some examples how the WAREHOUSE class is used in practice. This is one of the best ways to explain things, in my opinion. --- +-- -- But first, let me introduce a convenient way to define several warehouses in a table. This is absolutely *not necessary* but quite handy if you have -- multiple WAREHOUSE objects in your mission. --- +-- -- ## Example 0: Setting up a Warehouse Array --- +-- -- If you have multiple warehouses, you can put them in a table. This makes it easier to access them or to loop over them. --- +-- -- -- Define Warehouses. -- local warehouse={} -- -- Blue warehouses @@ -773,118 +774,118 @@ -- warehouse.Sochi = WAREHOUSE:New(STATIC:FindByName("Warehouse Sochi"), "Sochi") --Functional.Warehouse#WAREHOUSE -- -- Remarks: --- +-- -- * I defined the array as local, i.e. local warehouse={}. This is personal preference and sometimes causes trouble with the lua garbage collection. You can also define it as a global array/table! -- * The "--Functional.Warehouse#WAREHOUSE" at the end is only to have the LDT intellisense working correctly. If you don't use LDT (which you should!), it can be omitted. -- -- **NOTE** that all examples below need this bit or code at the beginning - or at least the warehouses which are used. --- +-- -- The example mission is based on the same template mission, which has defined a lot of airborne, ground and naval assets as templates. Only few of those are used here. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Assets.png) --- +-- -- ## Example 1: Self Request --- +-- -- Ground troops are taken from the Batumi warehouse stock and spawned in its spawn zone. After a short delay, they are added back to the warehouse stock. -- Also a new request is made. Hence, the groups will be spawned, added back to the warehouse, spawned again and so on and so forth... --- +-- -- -- Start warehouse Batumi. -- warehouse.Batumi:Start() --- +-- -- -- Add five groups of infantry as assets. -- warehouse.Batumi:AddAsset(GROUP:FindByName("Infantry Platoon Alpha"), 5) --- +-- -- -- Add self request for three infantry at Batumi. -- warehouse.Batumi:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3) --- --- +-- +-- -- --- Self request event. Triggered once the assets are spawned in the spawn zone or at the airbase. -- function warehouse.Batumi:OnAfterSelfRequest(From, Event, To, groupset, request) -- local mygroupset=groupset --Core.Set#SET_GROUP --- +-- -- -- Loop over all groups spawned from that request. -- for _,group in pairs(mygroupset:GetSetObjects()) do -- local group=group --Wrapper.Group#GROUP --- +-- -- -- Gree smoke on spawned group. -- group:SmokeGreen() --- +-- -- -- Put asset back to stock after 10 seconds. --- warehouse.Batumi:__AddAsset(10, group) +-- warehouse.Batumi:__AddAsset(10, group) -- end --- +-- -- -- Add new self request after 20 seconds. -- warehouse.Batumi:__AddRequest(20, warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3) --- +-- -- end -- -- ## Example 2: Self propelled Ground Troops --- +-- -- Warehouse Berlin, which is a FARP near Batumi, requests infantry and troop transports from the warehouse at Batumi. -- The groups are spawned at Batumi and move by themselfs from Batumi to Berlin using the roads. -- Once the troops have arrived at Berlin, the troops are automatically added to the warehouse stock of Berlin. -- While on the road, Batumi has requested back two APCs from Berlin. Since Berlin does not have the assets in stock, -- the request is queued. After the troops have arrived, Berlin is sending back the APCs to Batumi. --- +-- -- -- Start Warehouse at Batumi. -- warehouse.Batumi:Start() --- +-- -- -- Add 20 infantry groups and ten APCs as assets at Batumi. -- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) -- warehouse.Batumi:AddAsset("TPz Fuchs", 10) --- --- -- Start Warehouse Berlin. +-- +-- -- Start Warehouse Berlin. -- warehouse.Berlin:Start() --- +-- -- -- Warehouse Berlin requests 10 infantry groups and 5 APCs from warehouse Batumi. -- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 10) -- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 5) --- +-- -- -- Request from Batumi for 2 APCs. Initially these are not in stock. When they become available, the request is executed. --- warehouse.Berlin:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 2) +-- warehouse.Berlin:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 2) -- -- ## Example 3: Self Propelled Airborne Assets --- +-- -- Warehouse Senaki receives a high priority request from Kutaisi for one Yak-52s. At the same time, Kobuleti requests half of -- all available Yak-52s. Request from Kutaisi is first executed and then Kobuleti gets half of the remaining assets. -- Additionally, London requests one third of all available UH-1H Hueys from Senaki. --- Once the units have arrived they are added to the stock of the receiving warehouses and can be used for further assignments. --- +-- Once the units have arrived they are added to the stock of the receiving warehouses and can be used for further assignments. +-- -- -- Start warehouses -- warehouse.Senaki:Start() -- warehouse.Kutaisi:Start() -- warehouse.Kobuleti:Start() -- warehouse.London:Start() --- +-- -- -- Add assets to Senaki warehouse. -- warehouse.Senaki:AddAsset("Yak-52", 10) -- warehouse.Senaki:AddAsset("Huey", 6) --- +-- -- -- Kusaisi requests 3 Yak-52 form Senaki while Kobuleti wants all the rest. -- warehouse.Senaki:AddRequest(warehouse.Kutaisi, WAREHOUSE.Descriptor.GROUPNAME, "Yak-52", 1, nil, nil, 10) -- warehouse.Senaki:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.GROUPNAME, "Yak-52", WAREHOUSE.Quantity.HALF, nil, nil, 70) --- +-- -- -- FARP London wants 1/3 of the six available Hueys. -- warehouse.Senaki:AddRequest(warehouse.London, WAREHOUSE.Descriptor.GROUPNAME, "Huey", WAREHOUSE.Quantity.THIRD) -- -- ## Example 4: Transport of Assets by APCs --- +-- -- Warehouse at FARP Berlin requests five infantry groups from Batumi. These assets shall be transported using two APC groups. --- Infantry and APC are spawned in the spawn zone at Batumi. The APCs have a cargo bay large enough to pick up four of the +-- Infantry and APC are spawned in the spawn zone at Batumi. The APCs have a cargo bay large enough to pick up four of the -- five infantry groups in the first run and will bring them to Berlin. There, they unboard and walk to the warehouse where they will be added to the stock. -- Meanwhile the APCs go back to Batumi and one will pick up the last remaining soldiers. --- Once the APCs have completed their mission, they return to Batumi and are added back to stock. --- +-- Once the APCs have completed their mission, they return to Batumi and are added back to stock. +-- -- -- Start Warehouse at Batumi. -- warehouse.Batumi:Start() --- --- -- Start Warehouse Berlin. +-- +-- -- Start Warehouse Berlin. -- warehouse.Berlin:Start() --- +-- -- -- Add 20 infantry groups and five APCs as assets at Batumi. -- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) -- warehouse.Batumi:AddAsset("TPz Fuchs", 5) --- +-- -- -- Warehouse Berlin requests 5 infantry groups from warehouse Batumi using 2 APCs for transport. -- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2) -- @@ -900,13 +901,13 @@ -- -- Start Warehouses. -- warehouse.Batumi:Start() -- warehouse.Berlin:Start() --- +-- -- -- Add 20 infantry groups as assets at Batumi. -- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) --- +-- -- -- Add five Hueys for transport. Note that a Huey in DCS is an attack and not a transport helo. So we force this attribute! -- warehouse.Batumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- +-- -- -- Warehouse Berlin requests 5 infantry groups from warehouse Batumi using all available helos for transport. -- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.HELICOPTER, WAREHOUSE.Quantity.ALL) -- @@ -919,53 +920,53 @@ -- -- Start warehouses. -- warehouse.Batumi:Start() -- warehouse.Kobuleti:Start() --- +-- -- -- Add assets to Batumi warehouse. -- warehouse.Batumi:AddAsset("C-130", 1) -- warehouse.Batumi:AddAsset("TPz Fuchs", 3) --- +-- -- warehouse.Batumi:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, WAREHOUSE.Quantity.ALL, WAREHOUSE.TransportType.AIRPLANE) -- -- ## Example 7: Capturing Airbase and Warehouse --- +-- -- A red BMP has made it through our defence lines and drives towards our unprotected airbase at Senaki. --- Once the BMP captures the airbase (DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) is evaluated) +-- Once the BMP captures the airbase (DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) is evaluated) -- the warehouse at Senaki lost its air infrastructure and it is not possible any more to spawn airborne units. All requests for airborne units are rejected and cancelled in this case. --- +-- -- The red BMP then drives further to the warehouse. Once it enters the warehouse zone (500 m radius around the warehouse building), the warehouse is -- considered to be under attack. This triggers the event **Attacked**. The @{#WAREHOUSE.OnAfterAttacked} function can be used to react to this situation. -- Here, we only broadcast a distress call and launch a flare. However, it would also be reasonable to spawn all or selected ground troops in order to defend -- the warehouse. Note, that the warehouse has a self defence option which can be activated via the @{#WAREHOUSE.SetAutoDefenceOn}() function. If activated, -- *all* ground assets are automatically spawned and assigned to defend the warehouse. Once/if the attack is defeated, these assets go automatically back -- into the warehouse stock. --- --- If the red coalition manages to capture our warehouse, all assets go into their possession. Now red tries to steal three F/A-18 flights and send them to +-- +-- If the red coalition manages to capture our warehouse, all assets go into their possession. Now red tries to steal three F/A-18 flights and send them to -- Sukhumi. These aircraft will be spawned and begin to taxi. However, ... --- --- A blue Bradley is in the area and will attemt to recapture the warehouse. It might also catch the red F/A-18s before they take off. --- --- -- Start warehouses. +-- +-- A blue Bradley is in the area and will attemt to recapture the warehouse. It might also catch the red F/A-18s before they take off. +-- +-- -- Start warehouses. -- warehouse.Senaki:Start() -- warehouse.Sukhumi:Start() --- +-- -- -- Add some assets. -- warehouse.Senaki:AddAsset("TPz Fuchs", 5) -- warehouse.Senaki:AddAsset("Infantry Platoon Alpha", 10) -- warehouse.Senaki:AddAsset("F/A-18C 2ship", 10) --- +-- -- -- Enable auto defence, i.e. spawn all group troups into the spawn zone. -- --warehouse.Senaki:SetAutoDefenceOn() --- +-- -- -- Activate Red BMP trying to capture the airfield and the warehouse. -- local red1=GROUP:FindByName("Red BMP-80 Senaki"):Activate() --- +-- -- -- The red BMP first drives to the airbase which gets captured and changes from blue to red. --- -- This triggers the "AirbaseCaptured" event where you can hook in and do things. +-- -- This triggers the "AirbaseCaptured" event where you can hook in and do things. -- function warehouse.Senaki:OnAfterAirbaseCaptured(From, Event, To, Coalition) -- -- This request cannot be processed since the warehouse has lost its airbase. In fact it is deleted from the queue. -- warehouse.Senaki:AddRequest(warehouse.Senaki,WAREHOUSE.Descriptor.CATEGORY, Group.Category.AIRPLANE, 1) -- end --- +-- -- -- Now the red BMP also captures the warehouse. This triggers the "Captured" event where you can hook in. -- -- So now the warehouse and the airbase are both red and aircraft can be spawned again. -- function warehouse.Senaki:OnAfterCaptured(From, Event, To, Coalition, Country) @@ -978,63 +979,63 @@ -- elseif Coalition==coalition.side.BLUE then -- warehouse.Senaki.warehouse:SmokeBlue() -- end --- +-- -- -- Activate a blue vehicle to re-capture the warehouse. It will drive to the warehouse zone and kill the red intruder. -- local blue1=GROUP:FindByName("blue1"):Activate() -- end -- -- ## Example 8: Destroying a Warehouse --- +-- -- FARP Berlin requests a Huey from Batumi warehouse. This helo is deployed and will be delivered. -- After 30 seconds into the mission we create and (artificial) big explosion - or a terrorist attack if you like - which completely destroys the -- the warehouse at Batumi. All assets are gone and requests cannot be processed anymore. --- +-- -- -- Start Batumi and Berlin warehouses. -- warehouse.Batumi:Start() -- warehouse.Berlin:Start() --- +-- -- -- Add some assets. -- warehouse.Batumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) -- warehouse.Berlin:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- +-- -- -- Big explosion at the warehose. It has a very nice damage model by the way :) -- local function DestroyWarehouse() -- warehouse.Batumi:GetCoordinate():Explosion(999) -- end -- SCHEDULER:New(nil, DestroyWarehouse, {}, 30) --- +-- -- -- First request is okay since warehouse is still alive. -- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1) --- --- -- These requests should both not be processed any more since the warehouse at Batumi is destroyed. +-- +-- -- These requests should both not be processed any more since the warehouse at Batumi is destroyed. -- warehouse.Batumi:__AddRequest(35, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1) -- warehouse.Berlin:__AddRequest(40, warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1) -- -- ## Example 9: Self Propelled Naval Assets --- +-- -- Kobuleti requests all naval assets from Batumi. -- However, before naval assets can be exchanged, both warehouses need a port and at least one shipping lane defined by the user. -- See the @{#WAREHOUSE.SetPortZone}() and @{#WAREHOUSE.AddShippingLane}() functions. -- We do not want to spawn them all at once, because this will probably be a disaster -- in the port zone. Therefore, each ship is spawned with a delay of five minutes. --- +-- -- Batumi has quite a selection of different ships (for testing). --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Naval_Assets.png) --- +-- -- -- Start warehouses. -- warehouse.Batumi:Start() -- warehouse.Kobuleti:Start() --- +-- -- -- Define ports. These are polygon zones created by the waypoints of late activated units. -- warehouse.Batumi:SetPortZone(ZONE_POLYGON:NewFromGroupName("Warehouse Batumi Port Zone", "Warehouse Batumi Port Zone")) -- warehouse.Kobuleti:SetPortZone(ZONE_POLYGON:NewFromGroupName("Warehouse Kobuleti Port Zone", "Warehouse Kobuleti Port Zone")) --- +-- -- -- Shipping lane. Again, the waypoints of late activated units are taken as points defining the shipping lane. -- -- Some units will take lane 1 while others will take lane two. But both lead from Batumi to Kobuleti port. -- warehouse.Batumi:AddShippingLane(warehouse.Kobuleti, GROUP:FindByName("Warehouse Batumi-Kobuleti Shipping Lane 1")) -- warehouse.Batumi:AddShippingLane(warehouse.Kobuleti, GROUP:FindByName("Warehouse Batumi-Kobuleti Shipping Lane 2")) --- +-- -- -- Large selection of available naval units in DCS. -- warehouse.Batumi:AddAsset("Speedboat") -- warehouse.Batumi:AddAsset("Perry") @@ -1057,11 +1058,11 @@ -- warehouse.Batumi:AddAsset("Ivanov") -- warehouse.Batumi:AddAsset("Yantai") -- warehouse.Batumi:AddAsset("Type 052C") --- warehouse.Batumi:AddAsset("Guangzhou") --- +-- warehouse.Batumi:AddAsset("Guangzhou") +-- -- -- Get Number of ships at Batumi. -- local nships=warehouse.Batumi:GetNumberOfAssets(WAREHOUSE.Descriptor.CATEGORY, Group.Category.SHIP) --- +-- -- -- Send one ship every 3 minutes (ships do not evade each other well, so we need a bit space between them). -- for i=1, nships do -- warehouse.Batumi:__AddRequest(180*(i-1)+10, warehouse.Kobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.SHIP, 1) @@ -1069,129 +1070,129 @@ -- -- ## Example 10: Warehouse on Aircraft Carrier -- --- This example shows how to spawn assets from a warehouse located on an aircraft carrier. The warehouse must still be represented by a --- physical static object. However, on a carrier space is limit so we take a smaller static. In priciple one could also take something +-- This example shows how to spawn assets from a warehouse located on an aircraft carrier. The warehouse must still be represented by a +-- physical static object. However, on a carrier space is limit so we take a smaller static. In priciple one could also take something -- like a windsock. --- +-- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Carrier.png) --- +-- -- USS Stennis requests F/A-18s from Batumi. At the same time Kobuleti requests F/A-18s from the Stennis which currently does not have any. -- So first, Batumi delivers the fighters to the Stennis. After they arrived they are deployed again and send to Kobuleti. --- +-- -- -- Start warehouses. --- warehouse.Batumi:Start() +-- warehouse.Batumi:Start() -- warehouse.Stennis:Start() -- warehouse.Kobuleti:Start() --- +-- -- -- Add F/A-18 2-ship flight to Batmi. -- warehouse.Batumi:AddAsset("F/A-18C 2ship", 1) --- +-- -- -- USS Stennis requests F/A-18 from Batumi. -- warehouse.Batumi:AddRequest(warehouse.Stennis, WAREHOUSE.Descriptor.GROUPNAME, "F/A-18C 2ship") --- +-- -- -- Kobuleti requests F/A-18 from USS Stennis. -- warehouse.Stennis:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.GROUPNAME, "F/A-18C 2ship") -- -- ## Example 11: Aircraft Carrier - Rescue Helo and Escort --- +-- -- After 10 seconds we make a self request for a rescue helicopter. Note, that the @{#WAREHOUSE.AddRequest} function has a parameter which lets you -- specify an "Assignment". This can be later used to identify the request and take the right actions. --- +-- -- Once the request is processed, the @{#WAREHOUSE.OnAfterSelfRequest} function is called. This is where we hook in and postprocess the spawned assets. -- In particular, we use the @{AI.AI_Formation#AI_FORMATION} class to make some nice escorts for our carrier. --- +-- -- When the resue helo is spawned, we can check that this is the correct asset and make the helo go into formation with the carrier. -- Once the helo runs out of fuel, it will automatically return to the ship and land. For the warehouse, this means that the "cargo", i.e. the helicopter -- has been delivered - assets can be delivered to other warehouses and to the same warehouse - hence a *self* request. -- When that happens, the **Delivered** event is triggered and the @{#WAREHOUSE.OnAfterDelivered} function called. This can now be used to spawn -- a fresh helo. Effectively, there we created an infinite, never ending loop. So a rescue helo will be up at all times. --- +-- -- After 30 and 45 seconds requests for five groups of armed speedboats are made. These will be spawned in the port zone right behind the carrier. -- The first five groups will go port of the carrier an form a left wing formation. The seconds groups will to the analogue on the starboard side. -- **Note** that in order to spawn naval assets a warehouse needs a port (zone). Since the carrier and hence the warehouse is mobile, we define a moving -- zone as @{Core.Zone#ZONE_UNIT} with the carrier as reference unit. The "port" of the Stennis at its stern so all naval assets are spawned behing the carrier. --- +-- -- -- Start warehouse on USS Stennis. -- warehouse.Stennis:Start() --- +-- -- -- Aircraft carrier gets a moving zone right behind it as port. -- warehouse.Stennis:SetPortZone(ZONE_UNIT:New("Warehouse Stennis Port Zone", UNIT:FindByName("USS Stennis"), 100, {rho=250, theta=180, relative_to_unit=true})) --- +-- -- -- Add speedboat assets. -- warehouse.Stennis:AddAsset("Speedboat", 10) -- warehouse.Stennis:AddAsset("CH-53E", 1) --- +-- -- -- Self request of speed boats. -- warehouse.Stennis:__AddRequest(10, warehouse.Stennis, WAREHOUSE.Descriptor.GROUPNAME, "CH-53E", 1, nil, nil, nil, "Rescue Helo") -- warehouse.Stennis:__AddRequest(30, warehouse.Stennis, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_ARMEDSHIP, 5, nil, nil, nil, "Speedboats Left") -- warehouse.Stennis:__AddRequest(45, warehouse.Stennis, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_ARMEDSHIP, 5, nil, nil, nil, "Speedboats Right") --- +-- -- --- Function called after self request --- function warehouse.Stennis:OnAfterSelfRequest(From, Event, To,_groupset, request) +-- function warehouse.Stennis:OnAfterSelfRequest(From, Event, To,_groupset, request) -- local groupset=_groupset --Core.Set#SET_GROUP -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- -- USS Stennis is the mother ship. -- local Mother=UNIT:FindByName("USS Stennis") --- +-- -- -- Get assignment of the request. -- local assignment=warehouse.Stennis:GetAssignment(request) --- +-- -- if assignment=="Speedboats Left" then --- +-- -- -- Define AI Formation object. -- -- Note that this has to be a global variable or the garbage collector will remove it for some reason! -- CarrierFormationLeft = AI_FORMATION:New(Mother, groupset, "Left Formation with Carrier", "Escort Carrier.") --- +-- -- -- Formation parameters. --- CarrierFormationLeft:FormationLeftWing(200 ,50, 0, 0, 500, 50) +-- CarrierFormationLeft:FormationLeftWing(200 ,50, 0, 0, 500, 50) -- CarrierFormationLeft:__Start(2) --- +-- -- for _,group in pairs(groupset:GetSetObjects()) do -- local group=group --Wrapper.Group#GROUP --- group:FlareRed() --- end --- +-- group:FlareRed() +-- end +-- -- elseif assignment=="Speedboats Right" then --- +-- -- -- Define AI Formation object. -- -- Note that this has to be a global variable or the garbage collector will remove it for some reason! -- CarrierFormationRight = AI_FORMATION:New(Mother, groupset, "Right Formation with Carrier", "Escort Carrier.") --- +-- -- -- Formation parameters. --- CarrierFormationRight:FormationRightWing(200 ,50, 0, 0, 500, 50) +-- CarrierFormationRight:FormationRightWing(200 ,50, 0, 0, 500, 50) -- CarrierFormationRight:__Start(2) --- +-- -- for _,group in pairs(groupset:GetSetObjects()) do -- local group=group --Wrapper.Group#GROUP --- group:FlareGreen() --- end --- +-- group:FlareGreen() +-- end +-- -- elseif assignment=="Rescue Helo" then --- +-- -- -- Start uncontrolled helo. -- local group=groupset:GetFirst() --Wrapper.Group#GROUP -- group:StartUncontrolled() --- +-- -- -- Define AI Formation object. -- CarrierFormationHelo = AI_FORMATION:New(Mother, groupset, "Helo Formation with Carrier", "Fly Formation.") --- +-- -- -- Formation parameters. -- CarrierFormationHelo:FormationCenterWing(-150, 50, 20, 50, 100, 50) -- CarrierFormationHelo:__Start(2) --- +-- -- end --- +-- -- --- When the helo is out of fuel, it will return to the carrier and should be delivered. -- function warehouse.Stennis:OnAfterDelivered(From,Event,To,request) -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- -- So we start another request. -- if request.assignment=="Rescue Helo" then -- warehouse.Stennis:__AddRequest(10, warehouse.Stennis, WAREHOUSE.Descriptor.GROUPNAME, "CH-53E", 1, nil, nil, nil, "Rescue Helo") -- end -- end --- +-- -- end -- -- ## Example 12: Pause a Warehouse @@ -1210,72 +1211,72 @@ -- -- -- Start Warehouse at Batumi. -- warehouse.Batumi:Start() --- --- -- Start Warehouse Berlin. +-- +-- -- Start Warehouse Berlin. -- warehouse.Berlin:Start() --- +-- -- -- Add 20 infantry groups and 5 tank platoons as assets at Batumi. -- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) --- +-- -- -- Pause the warehouse after 10 seconds -- warehouse.Batumi:__Pause(10) --- +-- -- -- Add a request from Berlin after 15 seconds. A request can be added but not be processed while warehouse is paused. -- warehouse.Batumi:__AddRequest(15, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 1) --- +-- -- -- New asset added after 20 seconds. This is possible even if the warehouse is paused. -- warehouse.Batumi:__AddAsset(20, "Abrams", 5) --- +-- -- -- Unpause warehouse after 30 seconds. Now the request from Berlin can be processed. -- warehouse.Batumi:__Unpause(30) --- +-- -- -- Pause warehouse Berlin -- warehouse.Berlin:__Pause(60) --- +-- -- -- After 90 seconds request from Berlin for tanks. -- warehouse.Batumi:__AddRequest(90, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TANK, 1) --- +-- -- -- After 120 seconds unpause Berlin. -- warehouse.Berlin:__Unpause(120) -- -- ## Example 13: Battlefield Air Interdiction --- +-- -- This example show how to couple the WAREHOUSE class with the @{AI.AI_Bai} class. --- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission. +-- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission. -- -- -- Start Warehouse at Kobuleti. -- warehouse.Kobuleti:Start() --- +-- -- -- Add three 2-ship groups of Viggens. -- warehouse.Kobuleti:AddAsset("Viggen 2ship", 3) --- +-- -- -- Self request for all Viggen assets. -- warehouse.Kobuleti:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.GROUPNAME, "Viggen 2ship", WAREHOUSE.Quantity.ALL, nil, nil, nil, "BAI") --- +-- -- -- Red targets at Kobuleti X (late activated). -- local RedTargets=GROUP:FindByName("Red IVF Alpha") --- +-- -- -- Activate the targets. -- RedTargets:Activate() --- +-- -- -- Do something with the spawned aircraft. -- function warehouse.Kobuleti:OnAfterSelfRequest(From,Event,To,groupset,request) -- local groupset=groupset --Core.Set#SET_GROUP -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- if request.assignment=="BAI" then --- +-- -- for _,group in pairs(groupset:GetSetObjects()) do -- local group=group --Wrapper.Group#GROUP --- +-- -- -- Start uncontrolled aircraft. -- group:StartUncontrolled() --- +-- -- local BAI=AI_BAI_ZONE:New(ZONE:New("Patrol Zone Kobuleti"), 500, 1000, 500, 600, ZONE:New("Patrol Zone Kobuleti")) --- +-- -- -- Tell the program to use the object (in this case called BAIPlane) as the group to use in the BAI function -- BAI:SetControllable(group) --- +-- -- -- Function checking if targets are still alive -- local function CheckTargets() -- local nTargets=RedTargets:GetSize() @@ -1287,76 +1288,76 @@ -- else -- MESSAGE:New("BAI Mission: The required red targets are destroyed.", 30):ToAll() -- BAI:__Accomplish(1) -- Now they should fly back to the patrolzone and patrol. --- end +-- end -- end --- +-- -- -- Start scheduler to monitor number of targets. -- local Check, CheckScheduleID = SCHEDULER:New(nil, CheckTargets, {}, 60, 60) --- +-- -- -- When the targets in the zone are destroyed, (see scheduled function), the planes will return home ... -- function BAI:OnAfterAccomplish( Controllable, From, Event, To ) -- MESSAGE:New( "BAI Mission: Sending the Viggens back to base.", 30):ToAll() -- Check:Stop(CheckScheduleID) -- BAI:__RTB(1) -- end --- +-- -- -- Start BAI -- BAI:Start() --- +-- -- -- Engage after 5 minutes. -- BAI:__Engage(300) --- +-- -- -- RTB after 30 min max. -- BAI:__RTB(-30*60) --- +-- -- end -- end --- +-- -- end -- -- ## Example 14: Strategic Bombing --- +-- -- This example shows how to employ stategic bombers in a mission. Three B-52s are lauched at Kobuleti with the assignment to wipe out the enemy warehouse at Sukhumi. -- The bombers will get a flight path and make their approach from the South at an altitude of 5000 m ASL. After their bombing run, they will return to Kobuleti and -- added back to stock. --- +-- -- -- Start warehouses --- warehouse.Kobuleti:Start() +-- warehouse.Kobuleti:Start() -- warehouse.Sukhumi:Start() --- +-- -- -- Add a strategic bomber assets -- warehouse.Kobuleti:AddAsset("B-52H", 3) --- --- -- Request bombers for specific task of bombing Sukhumi warehouse. +-- +-- -- Request bombers for specific task of bombing Sukhumi warehouse. -- warehouse.Kobuleti:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_BOMBER, WAREHOUSE.Quantity.ALL, nil, nil, nil, "Bomb Sukhumi") --- --- -- Specify assignment after bombers have been spawned. +-- +-- -- Specify assignment after bombers have been spawned. -- function warehouse.Kobuleti:OnAfterSelfRequest(From, Event, To, groupset, request) -- local groupset=groupset --Core.Set#SET_GROUP --- +-- -- -- Get assignment of this request. -- local assignment=warehouse.Kobuleti:GetAssignment(request) --- +-- -- if assignment=="Bomb Sukhumi" then --- +-- -- for _,_group in pairs(groupset:GetSet()) do -- local group=_group --Wrapper.Group#GROUP --- +-- -- -- Start uncontrolled aircraft. -- group:StartUncontrolled() --- +-- -- -- Target coordinate! -- local ToCoord=warehouse.Sukhumi:GetCoordinate():SetAltitude(5000) --- +-- -- -- Home coordinate. -- local HomeCoord=warehouse.Kobuleti:GetCoordinate():SetAltitude(3000) --- +-- -- -- Task bomb Sukhumi warehouse using all bombs (2032) from direction 180 at altitude 5000 m. -- local task=group:TaskBombing(warehouse.Sukhumi:GetCoordinate():GetVec2(), false, "All", nil , 180, 5000, 2032) --- --- -- Define waypoints. +-- +-- -- Define waypoints. -- local WayPoints={} --- +-- -- -- Take off position. -- WayPoints[1]=warehouse.Kobuleti:GetCoordinate():WaypointAirTakeOffParking() -- -- Begin bombing run 20 km south of target. @@ -1365,16 +1366,16 @@ -- WayPoints[3]=HomeCoord:WaypointAirTurningPoint() -- -- Land at homebase. Bombers are added back to stock and can be employed in later assignments. -- WayPoints[4]=warehouse.Kobuleti:GetCoordinate():WaypointAirLanding() --- +-- -- -- Route bombers. -- group:Route(WayPoints) -- end --- +-- -- end -- end -- -- ## Example 15: Defining Off-Road Paths --- +-- -- For self propelled assets it is possible to define custom off-road paths from one warehouse to another via the @{#WAREHOUSE.AddOffRoadPath} function. -- The waypoints of a path are taken from late activated units. In this example, two paths have been defined between the warehouses Kobuleti and FARP London. -- Trucks are spawned at each warehouse and are guided along the paths to the other warehouse. @@ -1383,21 +1384,21 @@ -- -- Start warehouses -- warehouse.Kobuleti:Start() -- warehouse.London:Start() --- +-- -- -- Define a polygon zone as spawn zone at Kobuleti. -- warehouse.Kobuleti:SetSpawnZone(ZONE_POLYGON:New("Warehouse Kobuleti Spawn Zone", GROUP:FindByName("Warehouse Kobuleti Spawn Zone"))) --- +-- -- -- Add assets. -- warehouse.Kobuleti:AddAsset("M978", 20) -- warehouse.London:AddAsset("M818", 20) --- +-- -- -- Off two road paths from Kobuleti to London. The reverse path from London to Kobuleti is added automatically. -- warehouse.Kobuleti:AddOffRoadPath(warehouse.London, GROUP:FindByName("Warehouse Kobuleti-London OffRoad Path 1")) -- warehouse.Kobuleti:AddOffRoadPath(warehouse.London, GROUP:FindByName("Warehouse Kobuleti-London OffRoad Path 2")) --- --- -- London requests all available trucks from Kobuleti. +-- +-- -- London requests all available trucks from Kobuleti. -- warehouse.Kobuleti:AddRequest(warehouse.London, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TRUCK, WAREHOUSE.Quantity.ALL) --- +-- -- -- Kobuleti requests all available trucks from London. -- warehouse.London:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TRUCK, WAREHOUSE.Quantity.HALF) -- @@ -1406,62 +1407,62 @@ -- Warehouse at FARP Berlin is located at the front line and sends infantry groups to the battle zone. -- Whenever a group dies, a new group is send from the warehouse to the battle zone. -- Additionally, for each dead group, Berlin requests resupply from Batumi. --- +-- -- -- Start warehouses. -- warehouse.Batumi:Start() -- warehouse.Berlin:Start() --- +-- -- -- Front line warehouse. -- warehouse.Berlin:AddAsset("Infantry Platoon Alpha", 6) --- +-- -- -- Resupply warehouse. -- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 50) --- +-- -- -- Battle zone near FARP Berlin. This is where the action is! -- local BattleZone=ZONE:New("Virtual Battle Zone") --- +-- -- -- Send infantry groups to the battle zone. Two groups every ~60 seconds. -- for i=1,2 do -- local time=(i-1)*60+10 -- warehouse.Berlin:__AddRequest(time, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 2, nil, nil, nil, "To Battle Zone") -- end --- +-- -- -- Take care of the spawned units. -- function warehouse.Berlin:OnAfterSelfRequest(From,Event,To,groupset,request) -- local groupset=groupset --Core.Set#SET_GROUP -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- -- Get assignment of this request. -- local assignment=warehouse.Berlin:GetAssignment(request) --- +-- -- if assignment=="To Battle Zone" then --- +-- -- for _,group in pairs(groupset:GetSet()) do -- local group=group --Wrapper.Group#GROUP --- +-- -- -- Route group to Battle zone. -- local ToCoord=BattleZone:GetRandomCoordinate() -- group:RouteGroundOnRoad(ToCoord, group:GetSpeedMax()*0.8) --- +-- -- -- After 3-5 minutes we create an explosion to destroy the group. -- SCHEDULER:New(nil, Explosion, {group, 50}, math.random(180, 300)) -- end --- +-- -- end --- +-- -- end --- +-- -- -- An asset has died ==> request resupply for it. -- function warehouse.Berlin:OnAfterAssetDead(From, Event, To, asset, request) -- local asset=asset --Functional.Warehouse#WAREHOUSE.Assetitem -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- -- Get assignment. -- local assignment=warehouse.Berlin:GetAssignment(request) --- +-- -- -- Request resupply for dead asset from Batumi. -- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, asset.attribute, nil, nil, nil, nil, "Resupply") --- +-- -- -- Send asset to Battle zone either now or when they arrive. -- warehouse.Berlin:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, asset.attribute, 1, nil, nil, nil, assignment) -- end @@ -1475,12 +1476,12 @@ -- Once infantry has arrived at Batumi, it will walk by itself to warehouse Pampa. -- The mortars can only be transported once the Mi-8 helos are available again, i.e. when the infantry has been delivered. -- Once the mortars arrive at Batumi, they will be transported by APCs to Pampa. --- +-- -- -- Start warehouses. -- warehouse.Kobuleti:Start() -- warehouse.Batumi:Start() -- warehouse.Pampa:Start() --- +-- -- -- Add assets to Kobuleti warehouse, which is our main hub. -- warehouse.Kobuleti:AddAsset("C-130", 2) -- warehouse.Kobuleti:AddAsset("C-17A", 2, nil, 77000) @@ -1488,32 +1489,32 @@ -- warehouse.Kobuleti:AddAsset("Leopard 2", 10, nil, nil, 62000, 500) -- warehouse.Kobuleti:AddAsset("Mortar Alpha", 10, nil, nil, 210) -- warehouse.Kobuleti:AddAsset("Infantry Platoon Alpha", 20) --- +-- -- -- Transports at Batumi. -- warehouse.Batumi:AddAsset("SPz Marder", 2) -- warehouse.Batumi:AddAsset("TPz Fuchs", 2) --- +-- -- -- Tanks transported by plane from from Kobuleti to Batumi. -- warehouse.Kobuleti:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TANK, 2, WAREHOUSE.TransportType.AIRPLANE, 2, 10, "Assets for Pampa") -- -- Artillery transported by helicopter from Kobuleti to Batumi. -- warehouse.Kobuleti:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_ARTILLERY, 2, WAREHOUSE.TransportType.HELICOPTER, 2, 30, "Assets for Pampa via APC") -- -- Infantry transported by helicopter from Kobuleti to Batumi. -- warehouse.Kobuleti:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 8, WAREHOUSE.TransportType.HELICOPTER, 2, 20, "Assets for Pampa") --- +-- -- --- Function handling assets delivered from Kobuleti warehouse. -- function warehouse.Kobuleti:OnAfterDelivered(From, Event, To, request) -- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- +-- -- -- Get assignment. -- local assignment=warehouse.Kobuleti:GetAssignment(request) --- +-- -- -- Check if these assets were meant for Warehouse Pampa. -- if assignment=="Assets for Pampa via APC" then -- -- Forward everything that arrived at Batumi to Pampa via APC. -- warehouse.Batumi:AddRequest(warehouse.Pampa, WAREHOUSE.Descriptor.ATTRIBUTE, request.cargoattribute, request.ndelivered, WAREHOUSE.TransportType.APC, WAREHOUSE.Quantity.ALL) -- end -- end --- +-- -- -- Forward all mobile ground assets to Pampa once they arrived. -- function warehouse.Batumi:OnAfterNewAsset(From, Event, To, asset, assignment) -- local asset=asset --Functional.Warehouse#WAREHOUSE.Assetitem @@ -1558,6 +1559,7 @@ WAREHOUSE = { autosavepath = nil, autosavefile = nil, saveparking = false, + isunit = false, } --- Item of the warehouse stock table. @@ -1704,7 +1706,7 @@ WAREHOUSE.TransportType = { --- Warehouse quantity enumerator for selecting number of assets, e.g. all, half etc. of what is in stock rather than an absolute number. -- @type WAREHOUSE.Quantity -- @field #string ALL All "all" assets currently in stock. --- @field #string THREEQUARTERS Three quarters "3/4" of assets in stock. +-- @field #string THREEQUARTERS Three quarters "3/4" of assets in stock. -- @field #string HALF Half "1/2" of assets in stock. -- @field #string THIRD One third "1/3" of assets in stock. -- @field #string QUARTER One quarter "1/4" of assets in stock. @@ -1731,7 +1733,7 @@ WAREHOUSE.db = { --- Warehouse class version. -- @field #string version -WAREHOUSE.version="0.6.6" +WAREHOUSE.version="0.6.7" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Warehouse todo list. @@ -1764,7 +1766,7 @@ WAREHOUSE.version="0.6.6" -- DONE: Warehouse re-capturing not working?! -- DONE: Naval assets dont go back into stock once arrived. -- DONE: Take cargo weight into consideration, when selecting transport assets. --- DONE: Add ports for spawning naval assets. +-- DONE: Add ports for spawning naval assets. -- DONE: Add shipping lanes between warehouses. -- DONE: Handle cases with immobile units <== should be handled by dispatcher classes. -- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them? @@ -1793,26 +1795,29 @@ WAREHOUSE.version="0.6.6" --- The WAREHOUSE constructor. Creates a new WAREHOUSE object from a static object. Parameters like the coalition and country are taken from the static object structure. -- @param #WAREHOUSE self -- @param Wrapper.Static#STATIC warehouse The physical structure representing the warehouse. --- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static +-- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static -- @return #WAREHOUSE self function WAREHOUSE:New(warehouse, alias) BASE:T({warehouse=warehouse}) - + -- Check if just a string was given and convert to static. if type(warehouse)=="string" then warehouse=UNIT:FindByName(warehouse) if warehouse==nil then env.info(string.format("No warehouse unit with name %s found trying static.", warehouse)) warehouse=STATIC:FindByName(warehouse, true) + self.isunit=false + else + self.isunit=true end end - + -- Nil check. if warehouse==nil then BASE:E("ERROR: Warehouse does not exist!") return nil end - + -- Set alias. self.alias=alias or warehouse:GetName() @@ -1827,12 +1832,14 @@ function WAREHOUSE:New(warehouse, alias) -- Set some variables. self.warehouse=warehouse - + -- Increase global warehouse counter. WAREHOUSE.db.WarehouseID=WAREHOUSE.db.WarehouseID+1 - + -- Set unique ID for this warehouse. self.uid=WAREHOUSE.db.WarehouseID + + -- As Kalbuth found out, this would fail when using SPAWNSTATIC https://forums.eagle.ru/showthread.php?p=3703488#post3703488 --self.uid=tonumber(warehouse:GetID()) -- Closest of the same coalition but within a certain range. @@ -1840,18 +1847,18 @@ function WAREHOUSE:New(warehouse, alias) if _airbase and _airbase:GetCoordinate():Get2DDistance(self:GetCoordinate()) < 3000 then self:SetAirbase(_airbase) end - + -- Define warehouse and default spawn zone. self.zone=ZONE_RADIUS:New(string.format("Warehouse zone %s", self.warehouse:GetName()), warehouse:GetVec2(), 500) self.spawnzone=ZONE_RADIUS:New(string.format("Warehouse %s spawn zone", self.warehouse:GetName()), warehouse:GetVec2(), 250) - + -- Add warehouse to database. WAREHOUSE.db.Warehouses[self.uid]=self - + ----------------------- --- FSM Transitions --- ----------------------- - + -- Start State. self:SetStartState("NotReadyYet") @@ -1860,7 +1867,7 @@ function WAREHOUSE:New(warehouse, alias) self:AddTransition("NotReadyYet", "Load", "Loaded") -- Load the warehouse state from scatch. self:AddTransition("Stopped", "Load", "Loaded") -- Load the warehouse state stopped state. self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse from scratch. - self:AddTransition("Loaded", "Start", "Running") -- Start the warehouse when loaded from disk. + self:AddTransition("Loaded", "Start", "Running") -- Start the warehouse when loaded from disk. self:AddTransition("*", "Status", "*") -- Status update. self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock. self:AddTransition("*", "NewAsset", "*") -- New asset was added to warehouse stock. @@ -1872,25 +1879,25 @@ function WAREHOUSE:New(warehouse, alias) self:AddTransition("*", "Delivered", "*") -- All cargo groups of a request have been delivered to the requesting warehouse. self:AddTransition("Running", "SelfRequest", "*") -- Request to warehouse itself. Requested assets are only spawned but not delivered anywhere. self:AddTransition("Attacked", "SelfRequest", "*") -- Request to warehouse itself. Also possible when warehouse is under attack! - self:AddTransition("Running", "Pause", "Paused") -- Pause the processing of new requests. Still possible to add assets and requests. - self:AddTransition("Paused", "Unpause", "Running") -- Unpause the warehouse. Queued requests are processed again. + self:AddTransition("Running", "Pause", "Paused") -- Pause the processing of new requests. Still possible to add assets and requests. + self:AddTransition("Paused", "Unpause", "Running") -- Unpause the warehouse. Queued requests are processed again. self:AddTransition("*", "Stop", "Stopped") -- Stop the warehouse. self:AddTransition("Stopped", "Restart", "Running") -- Restart the warehouse when it was stopped before. self:AddTransition("Loaded", "Restart", "Running") -- Restart the warehouse when assets were loaded from file before. self:AddTransition("*", "Save", "*") -- Save the warehouse state to disk. self:AddTransition("*", "Attacked", "Attacked") -- Warehouse is under attack by enemy coalition. self:AddTransition("Attacked", "Defeated", "Running") -- Attack by other coalition was defeated! - self:AddTransition("*", "ChangeCountry", "*") -- Change country (and coalition) of the warehouse. Warehouse is respawned! + self:AddTransition("*", "ChangeCountry", "*") -- Change country (and coalition) of the warehouse. Warehouse is respawned! self:AddTransition("Attacked", "Captured", "Running") -- Warehouse was captured by another coalition. It must have been attacked first. self:AddTransition("*", "AirbaseCaptured", "*") -- Airbase was captured by other coalition. self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition. self:AddTransition("*", "AssetDead", "*") -- An asset group died. self:AddTransition("*", "Destroyed", "Destroyed") -- Warehouse was destroyed. All assets in stock are gone and warehouse is stopped. - + ------------------------ --- Pseudo Functions --- ------------------------ - + --- Triggers the FSM event "Start". Starts the warehouse. Initializes parameters and starts event handlers. -- @function [parent=#WAREHOUSE] Start -- @param #WAREHOUSE self @@ -2028,7 +2035,7 @@ function WAREHOUSE:New(warehouse, alias) -- @function [parent=#WAREHOUSE] Request -- @param #WAREHOUSE self -- @param #WAREHOUSE.Queueitem Request Information table of the request. - + --- Triggers the FSM event "Request" after a delay. Executes a request from the queue if possible. -- @function [parent=#WAREHOUSE] __Request -- @param #WAREHOUSE self @@ -2039,8 +2046,8 @@ function WAREHOUSE:New(warehouse, alias) --- Triggers the FSM event "Arrived" when a group has arrived at the destination warehouse. -- This function should always be called from the sending and not the receiving warehouse. -- If the group is a cargo asset, it is added to the receiving warehouse. If the group is a transporter it - -- is added to the sending warehouse since carriers are supposed to return to their home warehouse once - -- all cargo was delivered. + -- is added to the sending warehouse since carriers are supposed to return to their home warehouse once + -- all cargo was delivered. -- @function [parent=#WAREHOUSE] Arrived -- @param #WAREHOUSE self -- @param Wrapper.Group#GROUP group Group that has arrived. @@ -2048,7 +2055,7 @@ function WAREHOUSE:New(warehouse, alias) --- Triggers the FSM event "Arrived" after a delay when a group has arrived at the destination. -- This function should always be called from the sending and not the receiving warehouse. -- If the group is a cargo asset, it is added to the receiving warehouse. If the group is a transporter it - -- is added to the sending warehouse since carriers are supposed to return to their home warehouse once + -- is added to the sending warehouse since carriers are supposed to return to their home warehouse once -- @function [parent=#WAREHOUSE] __Arrived -- @param #WAREHOUSE self -- @param #number delay Delay in seconds. @@ -2103,24 +2110,24 @@ function WAREHOUSE:New(warehouse, alias) --- On after "SelfRequest" event. Request was initiated from the warehouse to itself. Groups are simply spawned at the warehouse or the associated airbase. -- All requested assets are passed as a @{Core.Set#SET_GROUP} and can be used for further tasks or in other MOOSE classes. -- Note that airborne assets are spawned in uncontrolled state so they do not simply "fly away" after spawning. - -- + -- -- @usage -- --- Self request event. Triggered once the assets are spawned in the spawn zone or at the airbase. -- function mywarehouse:OnAfterSelfRequest(From, Event, To, groupset, request) -- local groupset=groupset --Core.Set#SET_GROUP - -- + -- -- -- Loop over all groups spawned from that request. -- for _,group in pairs(groupset:GetSetObjects()) do -- local group=group --Wrapper.Group#GROUP - -- + -- -- -- Gree smoke on spawned group. -- group:SmokeGreen() - -- + -- -- -- Activate uncontrolled airborne group if necessary. -- group:StartUncontrolled() -- end - -- end - -- + -- end + -- -- @function [parent=#WAREHOUSE] OnAfterSelfRequest -- @param #WAREHOUSE self -- @param #string From From state. @@ -2174,7 +2181,7 @@ function WAREHOUSE:New(warehouse, alias) -- @function [parent=#WAREHOUSE] ChangeCountry -- @param #WAREHOUSE self -- @param DCS#country.id Country New country id of the warehouse. - + --- Triggers the FSM event "ChangeCountry" after a delay so the warehouse is respawned with the new country. -- @function [parent=#WAREHOUSE] __ChangeCountry -- @param #WAREHOUSE self @@ -2195,7 +2202,7 @@ function WAREHOUSE:New(warehouse, alias) -- @param #WAREHOUSE self -- @param DCS#coalition.side Coalition Coalition side which captured the warehouse. -- @param DCS#country.id Country Country id which has captured the warehouse. - + --- Triggers the FSM event "Captured" with a delay when a warehouse has been captured by another coalition. -- @function [parent=#WAREHOUSE] __Captured -- @param #WAREHOUSE self @@ -2211,13 +2218,13 @@ function WAREHOUSE:New(warehouse, alias) -- @param #string To To state. -- @param DCS#coalition.side Coalition Coalition side which captured the warehouse, i.e. a number of @{DCS#coalition.side} enumerator. -- @param DCS#country.id Country Country id which has captured the warehouse, i.e. a number @{DCS#country.id} enumerator. - -- + -- --- Triggers the FSM event "AirbaseCaptured" when the airbase of the warehouse has been captured by another coalition. -- @function [parent=#WAREHOUSE] AirbaseCaptured -- @param #WAREHOUSE self -- @param DCS#coalition.side Coalition Coalition side which captured the airbase, i.e. a number of @{DCS#coalition.side} enumerator. - + --- Triggers the FSM event "AirbaseCaptured" with a delay when the airbase of the warehouse has been captured by another coalition. -- @function [parent=#WAREHOUSE] __AirbaseCaptured -- @param #WAREHOUSE self @@ -2237,7 +2244,7 @@ function WAREHOUSE:New(warehouse, alias) -- @param #WAREHOUSE self -- @function [parent=#WAREHOUSE] AirbaseRecaptured -- @param DCS#coalition.side Coalition Coalition which re-captured the airbase, i.e. the same as the current warehouse owner coalition. - + --- Triggers the FSM event "AirbaseRecaptured" with a delay when the airbase of the warehouse has been re-captured from the other coalition. -- @function [parent=#WAREHOUSE] __AirbaseRecaptured -- @param #WAREHOUSE self @@ -2279,7 +2286,7 @@ function WAREHOUSE:New(warehouse, alias) --- Triggers the FSM event "Destroyed" when the warehouse was destroyed. Services are stopped. -- @function [parent=#WAREHOUSE] Destroyed -- @param #WAREHOUSE self - + --- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. Services are stopped. -- @function [parent=#WAREHOUSE] __Destroyed -- @param #WAREHOUSE self @@ -2298,7 +2305,7 @@ function WAREHOUSE:New(warehouse, alias) -- @param #WAREHOUSE self -- @param #string path Path where the file is saved. Default is the DCS installation root directory. -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - + --- Triggers the FSM event "Save" with a delay when the warehouse assets are saved to a file. -- @function [parent=#WAREHOUSE] __Save -- @param #WAREHOUSE self @@ -2321,7 +2328,7 @@ function WAREHOUSE:New(warehouse, alias) -- @param #WAREHOUSE self -- @param #string path Path where the file is located. Default is the DCS installation root directory. -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - + --- Triggers the FSM event "Load" with a delay when the warehouse assets are loaded from disk. -- @function [parent=#WAREHOUSE] __Load -- @param #WAREHOUSE self @@ -2426,7 +2433,7 @@ function WAREHOUSE:SetWarehouseZone(zone) return self end ---- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone. +--- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone. -- @param #WAREHOUSE self -- @return #WAREHOUSE self function WAREHOUSE:SetAutoDefenceOn() @@ -2434,7 +2441,7 @@ function WAREHOUSE:SetAutoDefenceOn() return self end ---- Set auto defence off. This is the default. +--- Set auto defence off. This is the default. -- @param #WAREHOUSE self -- @return #WAREHOUSE self function WAREHOUSE:SetAutoDefenceOff() @@ -2442,7 +2449,7 @@ function WAREHOUSE:SetAutoDefenceOff() return self end ---- Set auto defence off. This is the default. +--- Set auto defence off. This is the default. -- @param #WAREHOUSE self -- @param #string path Path where to save the asset data file. -- @param #string filename File name. Default is generated automatically from warehouse id. @@ -2474,7 +2481,7 @@ end --- Set the connection of the warehouse to the road. -- Ground assets spawned in the warehouse spawn zone will first go to this point and from there travel on road to the requesting warehouse. -- Note that by default the road connection is set to the closest point on road from the center of the spawn zone if it is withing 3000 meters. --- Also note, that if the parameter "coordinate" is passed as nil, any road connection is disabled and ground assets cannot travel of be transportet on the ground. +-- Also note, that if the parameter "coordinate" is passed as nil, any road connection is disabled and ground assets cannot travel of be transportet on the ground. -- @param #WAREHOUSE self -- @param Core.Point#COORDINATE coordinate The road connection. Technically, the closest point on road from this coordinate is determined by DCS API function. So this point must not be exactly on the road. -- @return #WAREHOUSE self @@ -2502,7 +2509,7 @@ function WAREHOUSE:SetRailConnection(coordinate) end --- Set the port zone for this warehouse. --- The port zone is the zone, where all naval assets of the warehouse are spawned. +-- The port zone is the zone, where all naval assets of the warehouse are spawned. -- @param #WAREHOUSE self -- @param Core.Zone#ZONE zone The zone defining the naval port of the warehouse. -- @return #WAREHOUSE self @@ -2532,10 +2539,10 @@ function WAREHOUSE:AddShippingLane(remotewarehouse, group, oneway) -- Initial and final coordinates are random points within the port zones. local startcoord=self.portzone:GetRandomCoordinate() local finalcoord=remotewarehouse.portzone:GetRandomCoordinate() - + -- Create new lane from waypoints of the template group. local lane=self:_NewLane(group, startcoord, finalcoord) - + -- Debug info. Marks along shipping lane. if self.Debug then for i=1,#lane do @@ -2544,29 +2551,29 @@ function WAREHOUSE:AddShippingLane(remotewarehouse, group, oneway) coord:MarkToCoalition(text, self:GetCoalition()) end end - + -- Name of the remote warehouse. local remotename=remotewarehouse.warehouse:GetName() - + -- Create new table if no shipping lane exists yet. if self.shippinglanes[remotename]==nil then self.shippinglanes[remotename]={} - end - + end + -- Add shipping lane. table.insert(self.shippinglanes[remotename], lane) - + -- Add shipping lane in the opposite direction. if not oneway then remotewarehouse:AddShippingLane(self, group, true) end - + return self end --- Add an off-road path from this warehouse to another and back. --- The start and end points are automatically set to one random point in the respective spawn zones of the two warehouses. +-- The start and end points are automatically set to one random point in the respective spawn zones of the two warehouses. -- By default, the reverse path is also added as path from the remote warehouse to this warehouse. -- @param #WAREHOUSE self -- @param #WAREHOUSE remotewarehouse The remote warehouse to which the path leads. @@ -2578,15 +2585,15 @@ function WAREHOUSE:AddOffRoadPath(remotewarehouse, group, oneway) -- Initial and final points are random points within the spawn zone. local startcoord=self.spawnzone:GetRandomCoordinate() local finalcoord=remotewarehouse.spawnzone:GetRandomCoordinate() - + -- Create new path from template group waypoints. local path=self:_NewLane(group, startcoord, finalcoord) - + if path==nil then self:E(self.wid.."ERROR: Offroad path could not be added. Group present in ME?") return end - + -- Debug info. Marks along path. if path and self.Debug then for i=1,#path do @@ -2595,23 +2602,23 @@ function WAREHOUSE:AddOffRoadPath(remotewarehouse, group, oneway) coord:MarkToCoalition(text, self:GetCoalition()) end end - + -- Name of the remote warehouse. local remotename=remotewarehouse.warehouse:GetName() - + -- Create new table if no shipping lane exists yet. if self.offroadpaths[remotename]==nil then self.offroadpaths[remotename]={} - end - + end + -- Add off road path. table.insert(self.offroadpaths[remotename], path) - - -- Add off road path in the opposite direction (if not forbidden). + + -- Add off road path in the opposite direction (if not forbidden). if not oneway then remotewarehouse:AddOffRoadPath(self, group, true) end - + return self end @@ -2629,19 +2636,19 @@ function WAREHOUSE:_NewLane(group, startcoord, finalcoord) -- Get route from template. local lanepoints=group:GetTemplateRoutePoints() - + -- First and last waypoints local laneF=lanepoints[1] local laneL=lanepoints[#lanepoints] - + -- Get corresponding coordinates. local coordF=COORDINATE:New(laneF.x, 0, laneF.y) local coordL=COORDINATE:New(laneL.x, 0, laneL.y) - + -- Figure out which point is closer to the port of this warehouse. local distF=startcoord:Get2DDistance(coordF) local distL=startcoord:Get2DDistance(coordL) - + -- Add the lane. Need to take care of the wrong "direction". lane={} if distF0 then - + -- Check if coalition is right. local samecoalition=anycoalition or Coalition==warehouse:GetCoalition() - + -- Check that warehouse is in service. if samecoalition and not (warehouse:IsNotReadyYet() or warehouse:IsStopped() or warehouse:IsDestroyed()) then - + -- Get number of assets. Whole stock is returned if no descriptor/value is given. local nassets=warehouse:GetNumberOfAssets(Descriptor, DescriptorValue) - + --env.info(string.format(" FF warehouse %s nassets = %d for %s=%s", warehouse.alias, nassets, tostring(Descriptor), tostring(DescriptorValue))) - + -- Assume we have enough. local enough=true -- If specifc assets need to be present... if Descriptor and DescriptorValue then -- Check that enough assets (default 1) are available. enough = nassets>=MinAssets - end - + end + -- Check distance. if enough and (distmin==nil or dist Need to do a lot of checks. - + -- All transports are dead but there is still cargo left ==> Put cargo back into stock. for _,_group in pairs(request.transportgroupset:GetSetObjects()) do local group=_group --Wrapper.Group#GROUP - + -- Check if group is alive. if group and group:IsAlive() then - + -- Check if group is in the spawn zone? local category=group:GetCategory() - + -- Get current speed. local speed=group:GetVelocityKMH() local notmoving=speed<1 - + -- Closest airbase. local airbase=group:GetCoordinate():GetClosestAirbase():GetName() local athomebase=self.airbase and self.airbase:GetName()==airbase - + -- On ground local onground=not group:InAir() - + -- In spawn zone. local inspawnzone=group:IsPartlyOrCompletelyInZone(self.spawnzone) - - -- Check conditions for being back home. + + -- Check conditions for being back home. local ishome=false if category==Group.Category.GROUND or category==Group.Category.HELICOPTER then -- Units go back to the spawn zone, helicopters land and they should not move any more. @@ -3354,70 +3363,70 @@ function WAREHOUSE:_JobDone() -- Planes need to be on ground at their home airbase and should not move any more. ishome=athomebase and onground and notmoving end - + -- Debug text. local text=string.format("Group %s: speed=%d km/h, onground=%s , airbase=%s, spawnzone=%s ==> ishome=%s", group:GetName(), speed, tostring(onground), airbase, tostring(inspawnzone), tostring(ishome)) self:T(self.wid..text) - + if ishome then -- Info message. local text=string.format("Warehouse %s: Transport group arrived back home and no cargo left for request id=%d.\nSending transport group %s back to stock.", self.alias, request.uid, group:GetName()) - self:_InfoMessage(text) - + self:_InfoMessage(text) + -- Debug smoke. if self.Debug then group:SmokeRed() end - + -- Group arrived. self:Arrived(group) end - end + end end - + end - + else - + if ntransport==0 and request.ntransport>0 then ----------------------------------- -- Still cargo but no transports -- ----------------------------------- - + local ncargoalive=0 - + -- All transports are dead but there is still cargo left ==> Put cargo back into stock. for _,_group in pairs(request.cargogroupset:GetSetObjects()) do --local group=group --Wrapper.Group#GROUP - + -- These groups have been respawned as cargo, i.e. their name changed! local groupname=_group:GetName() local group=GROUP:FindByName(groupname.."#CARGO") - + -- Check if group is alive. if group and group:IsAlive() then - + -- Check if group is in spawn zone? if group:IsPartlyOrCompletelyInZone(self.spawnzone) then - -- Debug smoke. + -- Debug smoke. if self.Debug then group:SmokeBlue() - end + end -- Add asset group back to stock. self:AddAsset(group) ncargoalive=ncargoalive+1 end end - + end -- Info message. - self:_InfoMessage(string.format("Warehouse %s: All transports of request id=%s dead! Putting remaining %s cargo assets back into warehouse!", self.alias, request.uid, ncargoalive)) + self:_InfoMessage(string.format("Warehouse %s: All transports of request id=%s dead! Putting remaining %s cargo assets back into warehouse!", self.alias, request.uid, ncargoalive)) end end - + end -- loop over requests -- Remove pending requests if done. @@ -3434,15 +3443,15 @@ function WAREHOUSE:_CheckAssetStatus() local function _CheckGroup(_request, _group) local request=_request --#WAREHOUSE.Pendingitem local group=_group --Wrapper.Group#GROUP - + if group and group:IsAlive() then - + -- Category of group. local category=group:GetCategory() - + for _,_unit in pairs(group:GetUnits()) do local unit=_unit --Wrapper.Unit#UNIT - + if unit and unit:IsAlive() then local unitid=unit:GetID() local life9=unit:GetLife() @@ -3450,16 +3459,16 @@ function WAREHOUSE:_CheckAssetStatus() local life=life9/life0*100 local speed=unit:GetVelocityMPS() local onground=unit:InAir() - + local problem=false if life<10 then - self:T(string.format("Unit %s is heavily damaged!", unit:GetName())) + self:T(string.format("Unit %s is heavily damaged!", unit:GetName())) end if speed<1 and unit:GetSpeedMax()>1 and onground then self:T(string.format("Unit %s is not moving!", unit:GetName())) problem=true end - + if problem then if request.assetproblem[unitid] then local deltaT=timer.getAbsTime()-request.assetproblem[unitid] @@ -3472,33 +3481,33 @@ function WAREHOUSE:_CheckAssetStatus() end end end - + end end end - + for _,request in pairs(self.pending) do local request=request --#WAREHOUSE.Pendingitem - + -- Cargo groups. if request.cargogroupset then for _,_group in pairs(request.cargogroupset:GetSet()) do local group=_group --Wrapper.Group#GROUP - + _CheckGroup(request, group) - + end end - + -- Transport groups. if request.transportgroupset then for _,group in pairs(request.transportgroupset:GetSet()) do - - _CheckGroup(request, group) + + _CheckGroup(request, group) end end - + end end @@ -3524,32 +3533,32 @@ function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribu -- Set default. local n=ngroups or 1 - + -- Handle case where just a string is passed. if type(group)=="string" then group=GROUP:FindByName(group) end - + if liveries and type(liveries)=="string" then liveries={liveries} end - + if group then - + -- Try to get UIDs from group name. Is this group a known or a new asset? local wid,aid,rid=self:_GetIDsFromGroup(group) - + if wid and aid and rid then --------------------------- -- This is a KNOWN asset -- --------------------------- - + -- Get the original warehouse this group belonged to. local warehouse=self:FindWarehouseInDB(wid) if warehouse then local request=warehouse:_GetRequestOfGroup(group, warehouse.pending) if request then - + -- Increase number of cargo delivered and transports home. local istransport=warehouse:_GroupIsTransport(group,request) if istransport==true then @@ -3563,67 +3572,67 @@ function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribu else self:T(warehouse.wid..string.format("WARNING: Group %s is neither cargo nor transport!", group:GetName())) end - + -- If no assignment was given we take the assignment of the request if there is any. if assignment==nil and request.assignment~=nil then assignment=request.assignment end - + end end -- Get the asset from the global DB. local asset=self:FindAssetInDB(group) - -- Set livery. + -- Set livery. if liveries then asset.livery=liveries[math.random(#liveries)] end - + -- Set skill. asset.skill=skill - + -- Note the group is only added once, i.e. the ngroups parameter is ignored here. -- This is because usually these request comes from an asset that has been transfered from another warehouse and hence should only be added once. - if asset~=nil then + if asset~=nil then self:_DebugMessage(string.format("Warehouse %s: Adding KNOWN asset uid=%d with attribute=%s to stock.", self.alias, asset.uid, asset.attribute), 5) table.insert(self.stock, asset) self:NewAsset(asset, assignment or "") else self:_ErrorMessage(string.format("ERROR: Known asset could not be found in global warehouse db!"), 0) - end - + end + else ------------------------- -- This is a NEW asset -- ------------------------- - + -- Debug info. self:_DebugMessage(string.format("Warehouse %s: Adding %d NEW assets of group %s to stock.", self.alias, n, tostring(group:GetName())), 5) - + -- This is a group that is not in the db yet. Add it n times. local assets=self:_RegisterAsset(group, n, forceattribute, forcecargobay, forceweight, loadradius, liveries, skill) - + -- Add created assets to stock of this warehouse. for _,asset in pairs(assets) do table.insert(self.stock, asset) self:NewAsset(asset, assignment or "") - end - - end - + end + + end + -- Destroy group if it is alive. if group:IsAlive()==true then self:_DebugMessage(string.format("Destroying group %s.", group:GetName()), 5) -- Setting parameter to false, i.e. creating NO dead or remove unit event, seems to not confuse the dispatcher logic. group:Destroy(false) end - + else self:E(self.wid.."ERROR: Unknown group added as asset!") self:E({unknowngroup=group}) end - + -- Update status. --self:__Status(-1) end @@ -3644,7 +3653,7 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay, -- Set default. local n=ngroups or 1 - + -- Get the size of an object. local function _GetObjectSize(DCSdesc) if DCSdesc.box then @@ -3654,18 +3663,18 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay, return math.max(x,z), x , y, z end return 0,0,0,0 - end - + end + -- Get name of template group. local templategroupname=group:GetName() - + local Descriptors=group:GetUnit(1):GetDesc() local Category=group:GetCategory() local TypeName=group:GetTypeName() local SpeedMax=group:GetSpeedMax() local RangeMin=group:GetRange() local smax,sx,sy,sz=_GetObjectSize(Descriptors) - + -- Get weight and cargo bay size in kg. local weight=0 local cargobay={} @@ -3674,31 +3683,31 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay, for _i,_unit in pairs(group:GetUnits()) do local unit=_unit --Wrapper.Unit#UNIT local Desc=unit:GetDesc() - + -- Weight. We sum up all units in the group. local unitweight=forceweight or Desc.massEmpty if unitweight then weight=weight+unitweight end - + local cargomax=0 local massfuel=Desc.fuelMassMax or 0 local massempty=Desc.massEmpty or 0 local massmax=Desc.massMax or 0 - + -- Calcuate cargo bay limit value. cargomax=massmax-massfuel-massempty self:T3(self.wid..string.format("Unit name=%s: mass empty=%.1f kg, fuel=%.1f kg, max=%.1f kg ==> cargo=%.1f kg", unit:GetName(), unitweight, massfuel, massmax, cargomax)) - + -- Cargo bay size. local bay=forcecargobay or unit:GetCargoBayFreeWeight() - + -- Add bay size to table. table.insert(cargobay, bay) - + -- Sum up total bay size. cargobaytot=cargobaytot+bay - + -- Get max bay size. if bay>cargobaymax then cargobaymax=bay @@ -3714,20 +3723,20 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay, -- Add this n times to the table. for i=1,n do local asset={} --#WAREHOUSE.Assetitem - + -- Increase asset unique id counter. WAREHOUSE.db.AssetID=WAREHOUSE.db.AssetID+1 - + -- Set parameters. asset.uid=WAREHOUSE.db.AssetID asset.templatename=templategroupname asset.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template) asset.category=Category asset.unittype=TypeName - asset.nunits=#asset.template.units + asset.nunits=#asset.template.units asset.range=RangeMin asset.speedmax=SpeedMax - asset.size=smax + asset.size=smax asset.weight=weight asset.DCSdesc=Descriptors asset.attribute=attribute @@ -3739,14 +3748,14 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay, asset.livery=liveries[math.random(#liveries)] end asset.skill=skill - + if i==1 then self:_AssetItemInfo(asset) end - + -- Add asset to global db. WAREHOUSE.db.Assets[asset.uid]=asset - + -- Add asset to the table that is retured. table.insert(assets,asset) end @@ -3807,12 +3816,12 @@ end -- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets. -- @return #boolean If true, request is okay at first glance. function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Assignment, Prio) - + -- Request is okay. local okay=true - + if AssetDescriptor==WAREHOUSE.Descriptor.ATTRIBUTE then - + -- Check if a valid attibute was given. local gotit=false for _,attribute in pairs(WAREHOUSE.Attribute) do @@ -3824,7 +3833,7 @@ function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescripto self:_ErrorMessage("ERROR: Invalid request. Asset attribute is unknown!", 5) okay=false end - + elseif AssetDescriptor==WAREHOUSE.Descriptor.CATEGORY then -- Check if a valid category was given. @@ -3838,21 +3847,21 @@ function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescripto self:_ErrorMessage("ERROR: Invalid request. Asset category is unknown!", 5) okay=false end - + elseif AssetDescriptor==WAREHOUSE.Descriptor.GROUPNAME then - + if type(AssetDescriptorValue)~="string" then self:_ErrorMessage("ERROR: Invalid request. Asset template name must be passed as a string!", 5) - okay=false + okay=false end - + elseif AssetDescriptor==WAREHOUSE.Descriptor.UNITTYPE then if type(AssetDescriptorValue)~="string" then self:_ErrorMessage("ERROR: Invalid request. Asset unit type must be passed as a string!", 5) - okay=false + okay=false end - + else self:_ErrorMessage("ERROR: Invalid request. Asset descriptor is not ATTRIBUTE, CATEGORY, GROUPNAME or UNITTYPE!", 5) okay=false @@ -3861,7 +3870,7 @@ function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescripto -- Warehouse is stopped? if self:IsStopped() then self:_ErrorMessage("ERROR: Invalid request. Warehouse is stopped!", 0) - okay=false + okay=false end -- Warehouse is destroyed? @@ -3869,7 +3878,7 @@ function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescripto self:_ErrorMessage("ERROR: Invalid request. Warehouse is destroyed!", 0) okay=false end - + return okay end @@ -3883,7 +3892,7 @@ end -- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc. -- @param #number nAsset Number of groups requested that match the asset specification. -- @param #WAREHOUSE.TransportType TransportType Type of transport. --- @param #number nTransport Number of transport units requested. +-- @param #number nTransport Number of transport units requested. -- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low. -- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets. function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio, Assignment) @@ -3904,8 +3913,8 @@ function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor local toself=false if self.warehouse:GetName()==warehouse.warehouse:GetName() then toself=true - end - + end + -- Increase id. self.queueid=self.queueid+1 @@ -3921,17 +3930,17 @@ function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor ntransport=nTransport, assignment=tostring(Assignment), airbase=warehouse:GetAirbase(), - category=warehouse:GetAirbaseCategory(), + category=warehouse:GetAirbaseCategory(), ndelivered=0, ntransporthome=0, assets={}, toself=toself, } --#WAREHOUSE.Queueitem - + -- Add request to queue. table.insert(self.queue, request) - - local text=string.format("Warehouse %s: New request from warehouse %s.\nDescriptor %s=%s, #assets=%s; Transport=%s, #transports =%s.", + + local text=string.format("Warehouse %s: New request from warehouse %s.\nDescriptor %s=%s, #assets=%s; Transport=%s, #transports =%s.", self.alias, warehouse.alias, request.assetdesc, tostring(request.assetdescval), tostring(request.nasset), request.transporttype, tostring(request.ntransport)) self:_DebugMessage(text, 5) @@ -3956,29 +3965,29 @@ function WAREHOUSE:onbeforeRequest(From, Event, To, Request) -- Shortcut to cargoassets. local _assets=Request.cargoassets - + if Request.nasset==0 then local text=string.format("Warehouse %s: Request denied! Zero assets were requested.", self.alias) self:_InfoMessage(text, 10) return false end - + -- Check if destination is in range for all requested assets. for _,_asset in pairs(_assets) do local asset=_asset --#WAREHOUSE.Assetitem - -- Check if destination is in range. - if asset.range1 then @@ -4492,35 +4501,35 @@ function WAREHOUSE:onafterUnloaded(From, Event, To, group) self:Arrived(group) elseif group:IsShip() then -- Not sure if naval units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately. - self:Arrived(group) + self:Arrived(group) end - + else self:E(self.wid..string.format("ERROR unloaded Cargo group is not alive!")) - end + end end --- On after "Arrived" event. Triggered when a group has arrived at its destination warehouse. -- The routine should be called by the warehouse sending this asset and not by the receiving warehouse. -- It is checked if this asset is cargo (or self propelled) or transport. If it is cargo it is put into the stock of receiving warehouse. --- If it is a transporter it is put back into the sending warehouse since transports are supposed to return their home warehouse. +-- If it is a transporter it is put back into the sending warehouse since transports are supposed to return their home warehouse. -- @param #WAREHOUSE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP group The group that was delivered. function WAREHOUSE:onafterArrived(From, Event, To, group) - + -- Debug message and smoke. if self.Debug then group:SmokeOrange() end - + -- Get pending request this group belongs to. local request=self:_GetRequestOfGroup(group, self.pending) if request then - + -- Get the right warehouse to put the asset into -- Transports go back to the warehouse which called this function while cargo goes into the receiving warehouse. local warehouse=request.warehouse @@ -4533,15 +4542,15 @@ function WAREHOUSE:onafterArrived(From, Event, To, group) self:E(self.wid..string.format("ERROR: Group %s is neither cargo nor transport", group:GetName())) return end - + -- Debug message. self:_DebugMessage(string.format("Group %s arrived at warehouse %s!", tostring(group:GetName()), warehouse.alias), 5) - + -- Route mobile ground group to the warehouse. Group has 60 seconds to get there or it is despawned and added as asset to the new warehouse regardless. if group:IsGround() and group:GetSpeedMax()>1 then group:RouteGroundTo(warehouse:GetCoordinate(), group:GetSpeedMax()*0.3, "Off Road") end - + -- Increase number of cargo delivered and transports home. local istransport=warehouse:_GroupIsTransport(group,request) if istransport==true then @@ -4554,12 +4563,12 @@ function WAREHOUSE:onafterArrived(From, Event, To, group) self:T2(warehouse.wid..string.format("Cargo %d of %s delivered.", request.ndelivered, tostring(request.nasset))) else self:E(warehouse.wid..string.format("ERROR: Group %s is neither cargo nor transport!", group:GetName())) - end - + end + -- Move asset from pending queue into new warehouse. warehouse:__AddAsset(60, group) end - + end --- On after "Delivered" event. Triggered when all asset groups have reached their destination. Corresponding request is deleted from the pending queue. @@ -4578,10 +4587,10 @@ function WAREHOUSE:onafterDelivered(From, Event, To, request) if self.Debug then self:_Fireworks(request.warehouse:GetCoordinate()) end - + -- Set delivered status for this request uid. self.delivered[request.uid]=true - + end @@ -4598,7 +4607,7 @@ function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request) -- Debug info. self:_DebugMessage(string.format("Assets spawned at warehouse %s after self request!", self.alias)) - + -- Debug info. for _,_group in pairs(groupset:GetSetObjects()) do local group=_group --Wrapper.Group#GROUP @@ -4606,7 +4615,7 @@ function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request) group:FlareGreen() end end - + -- Add a "defender request" to be able to despawn all assets once defeated. if self:IsAttacked() then @@ -4618,13 +4627,13 @@ function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request) if group:IsGround() and speedmax>1 and group:IsNotInZone(self.zone) then group:RouteGroundTo(self.zone:GetRandomCoordinate(), 0.8*speedmax, "Off Road") end - end - end - + end + end + -- Add request to defenders. table.insert(self.defending, request) end - + end --- On after "Attacked" event. Warehouse is under attack by an another coalition. @@ -4639,29 +4648,29 @@ function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country) -- Warning. local text=string.format("Warehouse %s: We are under attack!", self.alias) self:_InfoMessage(text) - + -- Debug smoke. if self.Debug then self:GetCoordinate():SmokeOrange() - end - + end + -- Spawn all ground units in the spawnzone? if self.autodefence then local nground=self:GetNumberOfAssets(WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND) local text=string.format("Warehouse auto defence activated.\n") - + if nground>0 then text=text..string.format("Deploying all %d ground assets.", nground) - + -- Add self request. self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, WAREHOUSE.Quantity.ALL, nil, nil , 0, "AutoDefence") else - text=text..string.format("No ground assets currently available.") + text=text..string.format("No ground assets currently available.") end self:_InfoMessage(text) else local text=string.format("Warehouse auto defence inactive.") - self:I(self.wid..text) + self:I(self.wid..text) end end @@ -4679,28 +4688,28 @@ function WAREHOUSE:onafterDefeated(From, Event, To) -- Debug smoke. if self.Debug then self:GetCoordinate():SmokeGreen() - end + end -- Auto defence: put assets back into stock. if self.autodefence then for _,request in pairs(self.defending) do - - -- Route defenders back to warehoue (for visual reasons only) and put them back into stock. + + -- Route defenders back to warehoue (for visual reasons only) and put them back into stock. for _,_group in pairs(request.cargogroupset:GetSetObjects()) do local group=_group --Wrapper.Group#GROUP - + -- Get max speed of group and route it back slowly to the warehouse. local speed=group:GetSpeedMax() if group:IsGround() and speed>1 then group:RouteGroundTo(self:GetCoordinate(), speed*0.3) - end - + end + -- Add asset group back to stock after 60 seconds. self:__AddAsset(60, group) end - + end - + self.defending=nil self.defending={} end @@ -4720,8 +4729,8 @@ function WAREHOUSE:onbeforeChangeCountry(From, Event, To, Country) -- Message. local text=string.format("Warehouse %s: request to change country %d-->%d", self.alias, currentCountry, Country) self:_DebugMessage(text, 10) - - -- Check if current or requested coalition or country match. + + -- Check if current or requested coalition or country match. if currentCountry~=Country then return true end @@ -4743,17 +4752,17 @@ function WAREHOUSE:onafterChangeCountry(From, Event, To, Country) -- Respawn warehouse with new coalition/country. self.warehouse:ReSpawn(Country) - + local CoalitionNew=self:GetCoalition() - + -- Delete all waiting requests because they are not valid any more. self.queue=nil self.queue={} - + -- Airbase could have been captured before and already belongs to the new coalition. local airbase=AIRBASE:FindByName(self.airbasename) local airbasecoaltion=airbase:GetCoalition() - + if CoalitionNew==airbasecoaltion then -- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse. self.airbase=airbase @@ -4761,7 +4770,7 @@ function WAREHOUSE:onafterChangeCountry(From, Event, To, Country) -- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured. self.airbase=nil end - + -- Debug smoke. if self.Debug then if CoalitionNew==coalition.side.RED then @@ -4770,7 +4779,7 @@ function WAREHOUSE:onafterChangeCountry(From, Event, To, Country) self:GetCoordinate():SmokeBlue() end end - + end --- On after "Captured" event. Warehouse has been captured by another coalition. @@ -4812,7 +4821,7 @@ function WAREHOUSE:onafterAirbaseCaptured(From, Event, To, Coalition) self.airbase:GetCoordinate():SmokeBlue() end end - + -- Set airbase to nil and category to no airbase. self.airbase=nil end @@ -4829,9 +4838,9 @@ function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition) local text=string.format("Warehouse %s: We recaptured our airbase %s from the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition) self:_InfoMessage(text) - -- Set airbase and category. + -- Set airbase and category. self.airbase=AIRBASE:FindByName(self.airbasename) - + -- Debug smoke. if self.Debug then if Coalition==coalition.side.RED then @@ -4840,7 +4849,7 @@ function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition) self.airbase:GetCoordinate():SmokeBlue() end end - + end @@ -4868,7 +4877,7 @@ function WAREHOUSE:onafterDestroyed(From, Event, To) -- Message. local text=string.format("Warehouse %s was destroyed! Assets lost %d.", self.alias, #self.stock) self:_InfoMessage(text) - + -- Remove all table entries from waiting queue and stock. for k,_ in pairs(self.queue) do self.queue[k]=nil @@ -4900,32 +4909,32 @@ function WAREHOUSE:onafterSave(From, Event, To, path, filename) f:write(data) f:close() end - + -- Set file name. filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias) - + -- Set path. if path~=nil then filename=path.."\\"..filename end - + -- Info local text=string.format("Saving warehouse assets to file %s", filename) MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report) self:I(self.wid..text) - + local warehouseassets="" warehouseassets=warehouseassets..string.format("coalition=%d\n", self:GetCoalition()) warehouseassets=warehouseassets..string.format("country=%d\n", self:GetCountry()) - + -- Loop over all assets in stock. for _,_asset in pairs(self.stock) do local asset=_asset -- #WAREHOUSE.Assetitem - + -- Loop over asset parameters. local assetstring="" for key,value in pairs(asset) do - + -- Only save keys which are needed to restore the asset. if key=="templatename" or key=="attribute" or key=="cargobay" or key=="weight" or key=="loadradius" or key=="livery" or key=="skill" or key=="assignment" then local name @@ -4938,13 +4947,13 @@ function WAREHOUSE:onafterSave(From, Event, To, path, filename) end self:I(string.format("Loaded asset: %s", assetstring)) end - + -- Add asset string. warehouseassets=warehouseassets..assetstring.."\n" end -- Save file. - _savefile(filename, warehouseassets) + _savefile(filename, warehouseassets) end @@ -4961,25 +4970,25 @@ function WAREHOUSE:onbeforeLoad(From, Event, To, path, filename) local function _fileexists(name) local f=io.open(name,"r") - if f~=nil then + if f~=nil then io.close(f) - return true - else + return true + else return false end end -- Set file name. filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias) - + -- Set path. if path~=nil then filename=path.."\\"..filename end - + -- Check if file exists. local exists=_fileexists(filename) - + if exists then return true else @@ -5008,40 +5017,40 @@ function WAREHOUSE:onafterLoad(From, Event, To, path, filename) -- Set file name. filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias) - + -- Set path. if path~=nil then filename=path.."\\"..filename end - + -- Info local text=string.format("Loading warehouse assets from file %s", filename) MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report) - self:I(self.wid..text) + self:I(self.wid..text) -- Load asset data from file. local data=_loadfile(filename) -- Split by line break. local assetdata=UTILS.Split(data,"\n") - + -- Coalition and coutrny. local Coalition local Country - + -- Loop over asset lines. local assets={} for _,asset in pairs(assetdata) do - + -- Parameters are separated by semi-colons local descriptors=UTILS.Split(asset,";") - + local asset={} local isasset=false for _,descriptor in pairs(descriptors) do - + local keyval=UTILS.Split(descriptor,"=") - + if #keyval==2 then if keyval[1]=="coalition" then @@ -5051,20 +5060,20 @@ function WAREHOUSE:onafterLoad(From, Event, To, path, filename) -- Get country id. Country=tonumber(keyval[2]) else - + -- This is an asset. isasset=true - + local key=keyval[1] local val=keyval[2] - - --env.info(string.format("FF asset key=%s val=%s", key, val)) - + + --env.info(string.format("FF asset key=%s val=%s", key, val)) + -- Livery or skill could be "nil". if val=="nil" then val=nil - end - + end + -- Convert string to number where necessary. if key=="cargobay" or key=="weight" or key=="loadradius" then asset[key]=tonumber(val) @@ -5072,25 +5081,25 @@ function WAREHOUSE:onafterLoad(From, Event, To, path, filename) asset[key]=val end end - + end end - + -- Add to table. if isasset then table.insert(assets, asset) end end - + -- Respawn warehouse with prev coalition if necessary. if Country~=self:GetCountry() then self:T(self.wid..string.format("Changing warehouse country %d-->%d on loading assets.", self:GetCountry(), Country)) self:ChangeCountry(Country) end - + for _,_asset in pairs(assets) do local asset=_asset --#WAREHOUSE.Assetitem - + local group=GROUP:FindByName(asset.templatename) if group then self:AddAsset(group, 1, asset.attribute, asset.cargobay, asset.weight, asset.loadradius, asset.skill, asset.livery, asset.assignment) @@ -5112,67 +5121,67 @@ end function WAREHOUSE:_SpawnAssetRequest(Request) self:F2({requestUID=Request.uid}) - -- Shortcut to cargo assets. + -- Shortcut to cargo assets. local _assetstock=Request.cargoassets -- General type and category. local _cargotype=Request.cargoattribute --#WAREHOUSE.Attribute local _cargocategory=Request.cargocategory --DCS#Group.Category - + -- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning. local Parking={} if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then Parking=self:_FindParkingForAssets(self.airbase,_assetstock) or {} end - + -- Spawn aircraft in uncontrolled state. local UnControlled=true - + -- Create an empty group set. local _groupset=SET_GROUP:New() -- Table for all spawned assets. local _assets={} - + -- Loop over cargo requests. for i=1,#_assetstock do -- Get stock item. local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem - + -- Alias of the group. local _alias=self:_Alias(_assetitem, Request) -- Spawn an asset group. - local _group=nil --Wrapper.Group#GROUP + local _group=nil --Wrapper.Group#GROUP if _assetitem.category==Group.Category.GROUND then - - -- Spawn ground troops. + + -- Spawn ground troops. _group=self:_SpawnAssetGroundNaval(_alias,_assetitem, Request, self.spawnzone) - + elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then - + -- Spawn air units. if Parking[_assetitem.uid] then _group=self:_SpawnAssetAircraft(_alias,_assetitem, Request, Parking[_assetitem.uid], UnControlled) else _group=self:_SpawnAssetAircraft(_alias,_assetitem, Request, nil, UnControlled) end - + elseif _assetitem.category==Group.Category.TRAIN then - + -- Spawn train. if self.rail then --TODO: Rail should only get one asset because they would spawn on top! end - + self:E(self.wid.."ERROR: Spawning of TRAIN assets not possible yet!") - + elseif _assetitem.category==Group.Category.SHIP then - + -- Spawn naval assets. _group=self:_SpawnAssetGroundNaval(_alias,_assetitem, Request, self.portzone) - + else self:E(self.wid.."ERROR: Unknown asset category!") end @@ -5180,11 +5189,11 @@ function WAREHOUSE:_SpawnAssetRequest(Request) -- Add group to group set and asset list. if _group then _groupset:AddGroup(_group) - table.insert(_assets, _assetitem) + table.insert(_assets, _assetitem) else self:E(self.wid.."ERROR: Cargo asset could not be spawned!") end - + end -- Delete spawned items from warehouse stock. @@ -5193,12 +5202,12 @@ function WAREHOUSE:_SpawnAssetRequest(Request) Request.assets[asset.uid]=asset self:_DeleteStockItem(asset) end - + -- Overwrite the assets with the actually spawned ones. Request.cargoassets=_assets return _groupset -end +end --- Spawn a ground or naval asset in the corresponding spawn zone of the warehouse. @@ -5212,22 +5221,22 @@ end function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, aioff) if asset and (asset.category==Group.Category.GROUND or asset.category==Group.Category.SHIP) then - + -- Prepare spawn template. - local template=self:_SpawnAssetPrepareTemplate(asset, alias) - + local template=self:_SpawnAssetPrepareTemplate(asset, alias) + -- Initial spawn point. - template.route.points[1]={} - + template.route.points[1]={} + -- Get a random coordinate in the spawn zone. local coord=spawnzone:GetRandomCoordinate() -- Translate the position of the units. for i=1,#template.units do - + -- Unit template. local unit = template.units[i] - + -- Translate position. local SX = unit.x or 0 local SY = unit.y or 0 @@ -5235,40 +5244,40 @@ function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, aiof local BY = asset.template.route.points[1].y local TX = coord.x + (SX-BX) local TY = coord.z + (SY-BY) - + template.units[i].x = TX template.units[i].y = TY - + if asset.livery then unit.livery_id = asset.livery end if asset.skill then unit.skill= asset.skill end - + end - + template.route.points[1].x = coord.x template.route.points[1].y = coord.z - + template.x = coord.x template.y = coord.z template.alt = coord.y - + -- Spawn group. local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP - + -- Activate group. Should only be necessary for late activated groups. --group:Activate() - + -- Switch AI off if desired. This works only for ground and naval groups. if aioff then group:SetAIOff() end - + return group end - + return nil end @@ -5284,55 +5293,55 @@ end function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrolled, hotstart) if asset and asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then - + -- Prepare the spawn template. local template=self:_SpawnAssetPrepareTemplate(asset, alias) - + -- Set route points. if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then - + -- Get flight path if the group goes to another warehouse by itself. template.route.points=self:_GetFlightplan(asset, self.airbase, request.warehouse.airbase) - + else - + -- Cold start (default). local _type=COORDINATE.WaypointType.TakeOffParking local _action=COORDINATE.WaypointAction.FromParkingArea - + -- Hot start. if hotstart then _type=COORDINATE.WaypointType.TakeOffParkingHot _action=COORDINATE.WaypointAction.FromParkingAreaHot end - + -- First route point is the warehouse airbase. template.route.points[1]=self.airbase:GetCoordinate():WaypointAir("BARO",_type,_action, 0, true, self.airbase, nil, "Spawnpoint") - + end - + -- Get airbase ID and category. local AirbaseID = self.airbase:GetID() local AirbaseCategory = self:GetAirbaseCategory() - + -- Check enough parking spots. if AirbaseCategory==Airbase.Category.HELIPAD or AirbaseCategory==Airbase.Category.SHIP then - + --TODO Figure out what's necessary in this case. - + else - + if #parking<#template.units then local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units) self:_DebugMessage(text) return nil end - + end - + -- Position the units. for i=1,#template.units do - + -- Unit template. local unit = template.units[i] @@ -5340,67 +5349,67 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol -- Helipads we take the position of the airbase location, since the exact location of the spawn point does not make sense. local coord=self.airbase:GetCoordinate() - + unit.x=coord.x unit.y=coord.z unit.alt=coord.y - + unit.parking_id = nil unit.parking = nil - + else - + local coord=parking[i].Coordinate --Core.Point#COORDINATE local terminal=parking[i].TerminalID --#number - + if self.Debug then coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)) end - + unit.x=coord.x unit.y=coord.z unit.alt=coord.y - + unit.parking_id = nil unit.parking = terminal - + end - + if asset.livery then unit.livery_id = asset.livery end if asset.skill then unit.skill= asset.skill end - + end - + -- And template position. template.x = template.units[1].x template.y = template.units[1].y - + -- DCS bug workaround. Spawning helos in uncontrolled state on carriers causes a big spash! -- See https://forums.eagle.ru/showthread.php?t=219550 -- Should be solved in latest OB update 2.5.3.21708 --if AirbaseCategory == Airbase.Category.SHIP and asset.category==Group.Category.HELICOPTER then -- uncontrolled=false --end - + -- Uncontrolled spawning. template.uncontrolled=uncontrolled - + -- Debug info. self:T2({airtemplate=template}) - + -- Spawn group. local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP - + -- Activate group - should only be necessary for late activated groups. --group:Activate() - + return group end - + return nil end @@ -5414,14 +5423,14 @@ function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, alias) -- Create an own copy of the template! local template=UTILS.DeepCopy(asset.template) - + -- Set unique name. template.name=alias - - -- Set current(!) coalition and country. + + -- Set current(!) coalition and country. template.CoalitionID=self:GetCoalition() template.CountryID=self:GetCountry() - + -- Nillify the group ID. template.groupId=nil @@ -5429,7 +5438,7 @@ function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, alias) if asset.category==Group.Category.GROUND then --template.visible=false end - + -- No late activation. template.lateActivation=false @@ -5440,16 +5449,16 @@ function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, alias) -- Handle units. for i=1,#template.units do - + -- Unit template. local unit = template.units[i] - + -- Nillify the unit ID. unit.unitId=nil - + -- Set unit name: -01, -02, ... unit.name=string.format("%s-%02d", template.name , i) - + end return template @@ -5471,50 +5480,50 @@ function WAREHOUSE:_RouteGround(group, request) -- Set speed to 70% of max possible. local _speed=group:GetSpeedMax()*0.7 - + -- Route waypoints. local Waypoints={} - - -- Check if an off road path has been defined. + + -- Check if an off road path has been defined. local hasoffroad=self:HasConnectionOffRoad(request.warehouse, self.Debug) - + -- Check if any off road paths have be defined. They have priority! if hasoffroad then -- Get off road path to remote warehouse. If more have been defined, pick one randomly. local remotename=request.warehouse.warehouse:GetName() local path=self.offroadpaths[remotename][math.random(#self.offroadpaths[remotename])] - + -- Loop over user defined shipping lanes. for i=1,#path do - + -- Shortcut and coordinate intellisense. local coord=path[i] --Core.Point#COORDINATE - + -- Get waypoint for coordinate. local Waypoint=coord:WaypointGround(_speed, "Off Road") - + -- Add waypoint to route. - table.insert(Waypoints, Waypoint) - end - + table.insert(Waypoints, Waypoint) + end + else - + -- Waypoints for road-to-road connection. Waypoints = group:TaskGroundOnRoad(request.warehouse.road, _speed, "Off Road", false, self.road) - + -- First waypoint = current position of the group. local FromWP=group:GetCoordinate():WaypointGround(_speed, "Off Road") table.insert(Waypoints, 1, FromWP) - + -- Final coordinate. local ToWP=request.warehouse.spawnzone:GetRandomCoordinate():WaypointGround(_speed, "Off Road") table.insert(Waypoints, #Waypoints+1, ToWP) - + end - + -- Task function triggering the arrived event at the last waypoint. - local TaskFunction = self:_SimpleTaskFunction("warehouse:_Arrived", group) + local TaskFunction = self:_SimpleTaskFunction("warehouse:_Arrived", group) -- Put task function on last waypoint. local Waypoint = Waypoints[#Waypoints] @@ -5522,7 +5531,7 @@ function WAREHOUSE:_RouteGround(group, request) -- Route group to destination. group:Route(Waypoints, 1) - + -- Set ROE and alaram state. group:OptionROEReturnFire() group:OptionAlarmStateGreen() @@ -5540,47 +5549,47 @@ function WAREHOUSE:_RouteNaval(group, request) -- Set speed to 80% of max possible. local _speed=group:GetSpeedMax()*0.8 - + -- Get shipping lane to remote warehouse. If more have been defined, pick one randomly. local remotename=request.warehouse.warehouse:GetName() local lane=self.shippinglanes[remotename][math.random(#self.shippinglanes[remotename])] - + if lane then - + -- Route waypoints. local Waypoints={} - + -- Loop over user defined shipping lanes. for i=1,#lane do - + -- Shortcut and coordinate intellisense. local coord=lane[i] --Core.Point#COORDINATE - + -- Get waypoint for coordinate. local Waypoint=coord:WaypointGround(_speed) - + -- Add waypoint to route. - table.insert(Waypoints, Waypoint) + table.insert(Waypoints, Waypoint) end - + -- Task function triggering the arrived event at the last waypoint. local TaskFunction = self:_SimpleTaskFunction("warehouse:_Arrived", group) - + -- Put task function on last waypoint. local Waypoint = Waypoints[#Waypoints] group:SetTaskWaypoint(Waypoint, TaskFunction) - + -- Route group to destination. - group:Route(Waypoints, 1) - + group:Route(Waypoints, 1) + -- Set ROE (Naval units dont have and alaram state.) group:OptionROEReturnFire() - + else -- This should not happen! Existance of shipping lane was checked before executing this request. self:E(self.wid..string.format("ERROR: No shipping lane defined for Naval asset!")) end - + end end @@ -5592,21 +5601,21 @@ end function WAREHOUSE:_RouteAir(aircraft) if aircraft and aircraft:IsAlive()~=nil then - + -- Debug info. self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s", aircraft:GetName(), tostring(aircraft:IsAlive()))) - + -- Give start command to activate uncontrolled aircraft within the next 60 seconds. local starttime=math.random(60) aircraft:StartUncontrolled(starttime) - + -- Debug info. self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s (after start command)", aircraft:GetName(), tostring(aircraft:IsAlive()))) - + -- Set ROE and alaram state. aircraft:OptionROEReturnFire() aircraft:OptionROTPassiveDefense() - + else self:E(string.format("ERROR: aircraft %s cannot be routed since it does not exist or is not alive %s!", tostring(aircraft:GetName()), tostring(aircraft:IsAlive()))) end @@ -5643,12 +5652,12 @@ end -- @param Wrapper.Group#GROUP group The group that arrived. function WAREHOUSE:_Arrived(group) self:_DebugMessage(string.format("Group %s arrived!", tostring(group:GetName()))) - + if group then --Trigger "Arrived event. self:__Arrived(1, group) end - + end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -5660,7 +5669,7 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventBirth(EventData) self:T3(self.wid..string.format("Warehouse %s (id=%s) captured event birth!", self.alias, self.uid)) - + if EventData and EventData.IniGroup then local group=EventData.IniGroup -- Note: Remember, group:IsAlive might(?) not return true here. @@ -5687,7 +5696,7 @@ function WAREHOUSE:_OnEventEngineStartup(EventData) if wid==self.uid then self:T(self.wid..string.format("Warehouse %s captured event engine startup of its asset unit %s.", self.alias, EventData.IniUnitName)) end - end + end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -5697,14 +5706,14 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventTakeOff(EventData) self:T3(self.wid..string.format("Warehouse %s captured event takeoff!",self.alias)) - + if EventData and EventData.IniGroup then local group=EventData.IniGroup local wid,aid,rid=self:_GetIDsFromGroup(group) if wid==self.uid then self:T(self.wid..string.format("Warehouse %s captured event takeoff of its asset unit %s.", self.alias, EventData.IniUnitName)) end - end + end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -5714,19 +5723,19 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventLanding(EventData) self:T3(self.wid..string.format("Warehouse %s captured event landing!", self.alias)) - + if EventData and EventData.IniGroup then local group=EventData.IniGroup - + -- Try to get UIDs from group name. local wid,aid,rid=self:_GetIDsFromGroup(group) - + -- Check that this group belongs to this warehouse. if wid~=nil and wid==self.uid then - + -- Debug info. self:T(self.wid..string.format("Warehouse %s captured event landing of its asset unit %s.", self.alias, EventData.IniUnitName)) - + end end end @@ -5738,14 +5747,14 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventEngineShutdown(EventData) self:T3(self.wid..string.format("Warehouse %s captured event engine shutdown!", self.alias)) - + if EventData and EventData.IniGroup then local group=EventData.IniGroup local wid,aid,rid=self:_GetIDsFromGroup(group) if wid==self.uid then self:T(self.wid..string.format("Warehouse %s captured event engine shutdown of its asset unit %s.", self.alias, EventData.IniUnitName)) end - end + end end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -5756,49 +5765,49 @@ end function WAREHOUSE:_OnEventArrived(EventData) if EventData and EventData.IniUnit then - + -- Unit that arrived. local unit=EventData.IniUnit - + -- Check if unit is alive and on the ground. Engine shutdown can also be triggered in other situations! if unit and unit:IsAlive()==true and unit:InAir()==false then - + -- Get group. local group=EventData.IniGroup - - -- Get unique IDs from group name. + + -- Get unique IDs from group name. local wid,aid,rid=self:_GetIDsFromGroup(group) - + -- If all IDs are good we can assume it is a warehouse asset. if wid~=nil and aid~=nil and rid~=nil then - + -- Check that warehouse ID is right. if self.uid==wid then - + local request=self:_GetRequestOfGroup(group, self.pending) local istransport=self:_GroupIsTransport(group,request) - + -- Check if engine shutdown happend at right airbase because the event is also triggered in other situations. local rightairbase=group:GetCoordinate():GetClosestAirbase():GetName()==request.warehouse:GetAirbase():GetName() - + -- Check that group is cargo and not transport. - if istransport==false and rightairbase then - + if istransport==false and rightairbase then + -- Debug info. local text=string.format("Air asset group %s from warehouse %s arrived at its destination.", group:GetName(), self.alias) self:_InfoMessage(text) - + -- Trigger arrived event for this group. Note that each unit of a group will trigger this event. So the onafterArrived function needs to take care of that. -- Actually, we only take the first unit of the group that arrives. If it does, we assume the whole group arrived, which might not be the case, since -- some units might still be taxiing or whatever. Therefore, we add 10 seconds for each additional unit of the group until the first arrived event is triggered. local nunits=#group:GetUnits() local dt=10*(nunits-1)+1 -- one unit = 1 sec, two units = 11 sec, three units = 21 sec before we call the group arrived. self:__Arrived(dt, group) - + end - + end - + else self:T3(string.format("Group that arrived did not belong to a warehouse. Warehouse ID=%s, Asset ID=%s, Request ID=%s.", tostring(wid), tostring(aid), tostring(rid))) end @@ -5814,52 +5823,52 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventCrashOrDead(EventData) self:T3(self.wid..string.format("Warehouse %s captured event dead or crash!", self.alias)) - + if EventData then - + -- Check if warehouse was destroyed. We compare the name of the destroyed unit. - if EventData.IniUnitName then + if EventData.IniUnitName then local warehousename=self.warehouse:GetName() if EventData.IniUnitName==warehousename then self:_DebugMessage(string.format("Warehouse %s alias %s was destroyed!", warehousename, self.alias)) - + -- Trigger Destroyed event. self:Destroyed() end end - + --self:I(self.wid..string.format("Warehouse %s captured event dead or crash or unit %s.", self.alias, tostring(EventData.IniUnitName))) - - -- Check if an asset unit was destroyed. + + -- Check if an asset unit was destroyed. if EventData.IniGroup then - - -- Group initiating the event. + + -- Group initiating the event. local group=EventData.IniGroup - + -- Get warehouse, asset and request IDs from the group name. local wid,aid,rid=self:_GetIDsFromGroup(group) - + -- Check that we have the right warehouse. if wid==self.uid then - + -- Debug message. self:T(self.wid..string.format("Warehouse %s captured event dead or crash of its asset unit %s.", self.alias, EventData.IniUnitName)) - + -- Loop over all pending requests and get the one belonging to this unit. for _,request in pairs(self.pending) do local request=request --#WAREHOUSE.Pendingitem - + -- This is the right request. if request.uid==rid then - + -- Update cargo and transport group sets of this request. We need to know if this job is finished. self:_UnitDead(EventData.IniUnit, request) - - end + + end end end end - end + end end --- A unit of a group just died. Update group sets in request. @@ -5871,10 +5880,10 @@ function WAREHOUSE:_UnitDead(deadunit, request) -- Flare unit deadunit:FlareRed() - + -- Group the dead unit belongs to. local group=deadunit:GetGroup() - + -- Check if this was the last unit of the group ==> whole group dead. local groupdead=true local nunits=0 @@ -5883,17 +5892,17 @@ function WAREHOUSE:_UnitDead(deadunit, request) -- Get current size of group and substract the unit that just died because it is not counted yet! nunits=group:GetSize()-1 nunits0=group:GetInitialSize() - + if nunits > 0 then groupdead=false - end + end end - - + + -- Here I need to get rid of the #CARGO at the end to obtain the original name again! local unitname=self:_GetNameWithOut(deadunit) local groupname=self:_GetNameWithOut(group) - + -- Debug message. local text=string.format("Unit %s died! #units=%d/%d ==> Group dead=%s (IsAlive=%s).", unitname, nunits, nunits0, tostring(groupdead), tostring(group:IsAlive())) self:T2(self.wid..text) @@ -5902,7 +5911,7 @@ function WAREHOUSE:_UnitDead(deadunit, request) if nunits<0 then self:E(self.wid.."ERROR: Number of units negative! This should not happen.") end - + -- Group is dead! if groupdead then self:T(self.wid..string.format("Group %s (transport=%s) is dead!", groupname, tostring(self:_GroupIsTransport(group,request)))) @@ -5913,57 +5922,57 @@ function WAREHOUSE:_UnitDead(deadunit, request) local asset=self:FindAssetInDB(group) self:AssetDead(asset, request) end - - + + -- Not sure what this does actually and if it would be better to set it to true. local NoTriggerEvent=true - + if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then - + --- -- Easy case: Group can simply be removed from the cargogroupset. --- - + -- Remove dead group from carg group set. if groupdead==true then request.cargogroupset:Remove(groupname, NoTriggerEvent) self:T(self.wid..string.format("Removed selfpropelled cargo %s: ncargo=%d.", groupname, request.cargogroupset:Count())) end - + else - + --- - -- Complicated case: Dead unit could be: + -- Complicated case: Dead unit could be: -- 1.) A Cargo unit (e.g. waiting to be picked up). -- 2.) A Transport unit which itself holds cargo groups. - --- - + --- + -- Check if this a cargo or transport group. local istransport=self:_GroupIsTransport(group,request) - + if istransport==true then - + -- Get the carrier unit table holding the cargo groups inside this carrier. local cargogroupnames=request.carriercargo[unitname] - + if cargogroupnames then - + -- Loop over all groups inside the destroyed carrier ==> all dead. for _,cargoname in pairs(cargogroupnames) do request.cargogroupset:Remove(cargoname, NoTriggerEvent) self:T(self.wid..string.format("Removed transported cargo %s inside dead carrier %s: ncargo=%d", cargoname, unitname, request.cargogroupset:Count())) end - + end - + -- Whole carrier group is dead. Remove it from the carrier group set. if groupdead then request.transportgroupset:Remove(groupname, NoTriggerEvent) self:T(self.wid..string.format("Removed transport %s: ntransport=%d", groupname, request.transportgroupset:Count())) - end - + end + elseif istransport==false then - + -- This must have been an alive cargo group that was killed outside the carrier, e.g. waiting to be transported or waiting to be put back. -- Remove dead group from cargo group set. if groupdead==true then @@ -5972,12 +5981,12 @@ function WAREHOUSE:_UnitDead(deadunit, request) -- This as well? --request.transportcargoset:RemoveCargosByName(RemoveCargoNames) end - - else + + else self:E(self.wid..string.format("ERROR: Group %s is neither cargo nor transport!", group:GetName())) end end - + end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -5988,29 +5997,29 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventBaseCaptured(EventData) self:T3(self.wid..string.format("Warehouse %s captured event base captured!",self.alias)) - + -- This warehouse does not have an airbase and never had one. So it could not have been captured. if self.airbasename==nil then return end - + if EventData and EventData.Place then - + -- Place is the airbase that was captured. local airbase=EventData.Place --Wrapper.Airbase#AIRBASE - + -- Check that this airbase belongs or did belong to this warehouse. if EventData.PlaceName==self.airbasename then - + -- New coalition of airbase after it was captured. local NewCoalitionAirbase=airbase:GetCoalition() - + -- Debug info self:T(self.wid..string.format("Airbase of warehouse %s (coalition ID=%d) was captured! New owner coalition ID=%d.",self.alias, self:GetCoalition(), NewCoalitionAirbase)) - + -- So what can happen? -- Warehouse is blue, airbase is blue and belongs to warehouse and red captures it ==> self.airbase=nil - -- Warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place + -- Warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place if self.airbase==nil then -- New coalition is the same as of the warehouse ==> warehouse previously lost this airbase and now it was re-captured. if NewCoalitionAirbase == self:GetCoalition() then @@ -6022,7 +6031,7 @@ function WAREHOUSE:_OnEventBaseCaptured(EventData) self:AirbaseCaptured(NewCoalitionAirbase) end end - + end end end @@ -6033,7 +6042,7 @@ end -- @param Core.Event#EVENTDATA EventData Event data. function WAREHOUSE:_OnEventMissionEnd(EventData) self:T3(self.wid..string.format("Warehouse %s captured event mission end!",self.alias)) - + if self.autosave then self:Save(self.autosavepath, self.autosavefile) end @@ -6050,35 +6059,35 @@ function WAREHOUSE:_CheckConquered() -- Get coordinate and radius to check. local coord=self.zone:GetCoordinate() local radius=self.zone:GetRadius() - + -- Scan units in zone. local gotunits,_,_,units,_,_=coord:ScanObjects(radius, true, false, false) - + local Nblue=0 local Nred=0 local Nneutral=0 - + local CountryBlue=nil local CountryRed=nil local CountryNeutral=nil - + if gotunits then -- Loop over all units. for _,_unit in pairs(units) do local unit=_unit --Wrapper.Unit#UNIT - + local distance=coord:Get2DDistance(unit:GetCoordinate()) - + -- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances. if unit:IsGround() and unit:IsAlive() and distance <= radius then - + -- Get coalition and country. local _coalition=unit:GetCoalition() local _country=unit:GetCountry() - + -- Debug info. self:T2(self.wid..string.format("Unit %s in warehouse zone of radius=%d m. Coalition=%d, country=%d. Distance = %d m.",unit:GetName(), radius,_coalition,_country, distance)) - + -- Add up units for each side. if _coalition==coalition.side.BLUE then Nblue=Nblue+1 @@ -6090,15 +6099,15 @@ function WAREHOUSE:_CheckConquered() Nneutral=Nneutral+1 CountryNeutral=_country end - - end + + end end end - + -- Debug info. self:T(self.wid..string.format("Ground troops in warehouse zone: blue=%d, red=%d, neutral=%d", Nblue, Nred, Nneutral)) - - + + -- Figure out the new coalition if any. -- Condition is that only units of one coalition are within the zone. local newcoalition=self:GetCoalition() @@ -6122,7 +6131,7 @@ function WAREHOUSE:_CheckConquered() self:Captured(newcoalition, newcountry) return end - + -- Before a warehouse can be captured, it has to be attacked. -- That is, even if only enemy units are present it is not immediately captured in order to spawn all ground assets for defence. if self:GetCoalition()==coalition.side.BLUE then @@ -6133,7 +6142,7 @@ function WAREHOUSE:_CheckConquered() -- Blue warehouse was under attack by blue but no more blue units in zone. if self:IsAttacked() and Nred==0 then self:Defeated() - end + end elseif self:GetCoalition()==coalition.side.RED then -- Red Warehouse is running and we have blue units in the zone. if self:IsRunning() and Nblue>0 then @@ -6151,7 +6160,7 @@ function WAREHOUSE:_CheckConquered() self:Attacked(coalition.side.BLUE, CountryBlue) end end - + end --- Checks if the associated airbase still belongs to the warehouse. @@ -6159,26 +6168,26 @@ end function WAREHOUSE:_CheckAirbaseOwner() -- The airbasename is set at start and not deleted if the airbase was captured. if self.airbasename then - + local airbase=AIRBASE:FindByName(self.airbasename) local airbasecurrentcoalition=airbase:GetCoalition() - + if self.airbase then - + -- Warehouse has lost its airbase. if self:GetCoalition()~=airbasecurrentcoalition then self.airbase=nil end - + else - + -- Warehouse has re-captured the airbase. if self:GetCoalition()==airbasecurrentcoalition then self.airbase=airbase - end - + end + end - + end end @@ -6192,47 +6201,47 @@ function WAREHOUSE:_CheckRequestConsistancy(queue) -- Requests to delete. local invalid={} - + for _,_request in pairs(queue) do local request=_request --#WAREHOUSE.Queueitem - + -- Debug info. self:T2(self.wid..string.format("Checking request id=%d.", request.uid)) - + -- Let's assume everything is fine. local valid=true - + -- Check if at least one asset was requested. if request.nasset==0 then self:E(self.wid..string.format("ERROR: INVALID request. Request for zero assets not possible. Can happen when, e.g. \"all\" ground assets are requests but none in stock.")) valid=false end - + -- Request from enemy coalition? if self:GetCoalition()~=request.warehouse:GetCoalition() then self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is of wrong coaltion! Own coalition %s != %s of requesting warehouse.", self:GetCoalitionName(), request.warehouse:GetCoalitionName())) valid=false end - + -- Is receiving warehouse stopped? if request.warehouse:IsStopped() then self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is stopped!")) - valid=false + valid=false end -- Is receiving warehouse destroyed? if request.warehouse:IsDestroyed() then self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is destroyed!")) - valid=false + valid=false end - + -- Add request as unvalid and delete it later. if valid==false then self:E(self.wid..string.format("Got invalid request id=%d.", request.uid)) - table.insert(invalid, request) + table.insert(invalid, request) else self:T3(self.wid..string.format("Got valid request id=%d.", request.uid)) - end + end end -- Delete invalid requests. @@ -6240,7 +6249,7 @@ function WAREHOUSE:_CheckRequestConsistancy(queue) self:E(self.wid..string.format("Deleting INVALID request id=%d.",_request.uid)) self:_DeleteQueueItem(_request, self.queue) end - + end --- Check if a request is valid in general. If not, it will be removed from the queue. @@ -6253,12 +6262,12 @@ function WAREHOUSE:_CheckRequestValid(request) -- Check if number of requested assets is in stock. local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset) - + -- No assets in stock? Checks cannot be performed. if #_assets==0 then return true end - + -- Convert relative to absolute number if necessary. local nasset=request.nasset if type(request.nasset)=="string" then @@ -6268,10 +6277,10 @@ function WAREHOUSE:_CheckRequestValid(request) -- Debug check, request.nasset might be a string Quantity enumerator. local text=string.format("Request valid? Number of assets: requested=%s=%d, selected=%d, total=%d, enough=%s.", tostring(request.nasset), nasset,#_assets,_nassets, tostring(_enough)) self:T(text) - + -- First asset. Is representative for all filtered items in stock. local asset=_assets[1] --#WAREHOUSE.Assetitem - + -- Asset is air, ground etc. local asset_plane = asset.category==Group.Category.AIRPLANE local asset_helo = asset.category==Group.Category.HELICOPTER @@ -6284,159 +6293,159 @@ function WAREHOUSE:_CheckRequestValid(request) -- Assume everything is okay. local valid=true - + -- Category of the requesting warehouse airbase. local requestcategory=request.warehouse:GetAirbaseCategory() - + if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then ------------------------------------------- -- Case where the units go my themselves -- ------------------------------------------- if asset_air then - + if asset_plane then - + -- No airplane to or from FARPS. if requestcategory==Airbase.Category.HELIPAD or self:GetAirbaseCategory()==Airbase.Category.HELIPAD then self:E("ERROR: Incorrect request. Asset airplane requested but warehouse or requestor is HELIPAD/FARP!") valid=false end - + -- Category SHIP is not general enough! Fighters can go to carriers. Which fighters, is there an attibute? -- Also for carriers, attibute? - + elseif asset_helo then - + -- Helos need a FARP or AIRBASE or SHIP for spawning. Also at the the receiving warehouse. So even if they could go there they "cannot" be spawned again. -- Unless I allow spawning of helos in the the spawn zone. But one should place at least a FARP there. if self:GetAirbaseCategory()==-1 or requestcategory==-1 then self:E("ERROR: Incorrect request. Helos need a AIRBASE/HELIPAD/SHIP as home/destination base!") - valid=false + valid=false end - + end - + -- All aircraft need an airbase of any type at depature and destination. if self.airbase==nil or request.airbase==nil then - + self:E("ERROR: Incorrect request. Either warehouse or requesting warehouse does not have any kind of airbase!") valid=false - + else - + -- Check if enough parking spots are available. This checks the spots available in general, i.e. not the free spots. -- TODO: For FARPS/ships, is it possible to send more assets than parking spots? E.g. a FARPS has only four (or even one). -- TODO: maybe only check if spots > 0 for the necessary terminal type? At least for FARPS. - + -- Get necessary terminal type. local termtype_dep=self:_GetTerminal(asset.attribute, self:GetAirbaseCategory()) local termtype_des=self:_GetTerminal(asset.attribute, request.warehouse:GetAirbaseCategory()) - + -- Get number of parking spots. local np_departure=self.airbase:GetParkingSpotsNumber(termtype_dep) local np_destination=request.airbase:GetParkingSpotsNumber(termtype_des) - + -- Debug info. self:T(string.format("Asset attribute = %s, DEPARTURE: terminal type = %d, spots = %d, DESTINATION: terminal type = %d, spots = %d", asset.attribute, termtype_dep, np_departure, termtype_des, np_destination)) - + -- Not enough parking at sending warehouse. --if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then if np_departure < nasset then self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots %d < %d necessary.", termtype_dep, np_departure, nasset)) - valid=false + valid=false end -- No parking at requesting warehouse. if np_destination == 0 then self:E(string.format("ERROR: Incorrect request. No parking spots of terminal type %d at requesting warehouse. Available spots = %d!", termtype_des, np_destination)) - valid=false - end - + valid=false + end + end - + elseif asset_ground then - + -- Check that both spawn zones are not in water. local inwater=self.spawnzone:GetCoordinate():IsSurfaceTypeWater() or request.warehouse.spawnzone:GetCoordinate():IsSurfaceTypeWater() - + if inwater then self:E("ERROR: Incorrect request. Ground asset requested but at least one spawn zone is in water!") valid=false end - + -- No ground assets directly to or from ships. -- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?! --if (requestcategory==Airbase.Category.SHIP or self:GetAirbaseCategory()==Airbase.Category.SHIP) then -- self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!") -- valid=false --end - + if asset_train then - + -- Check if there is a valid path on rail. local hasrail=self:HasConnectionRail(request.warehouse) if not hasrail then self:E("ERROR: Incorrect request. No valid path on rail for train assets!") valid=false end - + else - + if self.warehouse:GetName()~=request.warehouse.warehouse:GetName() then - + -- Check if there is a valid path on road. local hasroad=self:HasConnectionRoad(request.warehouse) - + -- Check if there is a valid off road path. local hasoffroad=self:HasConnectionOffRoad(request.warehouse) - + if not (hasroad or hasoffroad) then self:E("ERROR: Incorrect request. No valid path on or off road for ground assets!") valid=false end - + end - + end - + elseif asset_naval then - + -- Check shipping lane. local shippinglane=self:HasConnectionNaval(request.warehouse) - + if not shippinglane then self:E("ERROR: Incorrect request. No shipping lane has been defined between warehouses!") valid=false - end - + end + end - - else + + else ------------------------------- -- Assests need a transport --- ------------------------------- if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then - + -- Airplanes only to AND from airdromes. if self:GetAirbaseCategory()~=Airbase.Category.AIRDROME or requestcategory~=Airbase.Category.AIRDROME then self:E("ERROR: Incorrect request. Warehouse or requestor does not have an airdrome. No transport by plane possible!") valid=false end - + --TODO: Not sure if there are any transport planes that can land on a carrier? - + elseif request.transporttype==WAREHOUSE.TransportType.APC then - + -- Transport by ground units. - + -- No transport to or from ships if self:GetAirbaseCategory()==Airbase.Category.SHIP or requestcategory==Airbase.Category.SHIP then self:E("ERROR: Incorrect request. Warehouse or requestor is SHIP. No transport by APC possible!") valid=false end - + -- Check if there is a valid path on road. local hasroad=self:HasConnectionRoad(request.warehouse) if not hasroad then @@ -6445,37 +6454,37 @@ function WAREHOUSE:_CheckRequestValid(request) end elseif request.transporttype==WAREHOUSE.TransportType.HELICOPTER then - + -- Transport by helicopters ==> need airbase for spawning but not for delivering to the spawn zone of the receiver. if self:GetAirbaseCategory()==-1 then self:E("ERROR: Incorrect request. Warehouse has no airbase. Transport by helicopter not possible!") valid=false end - + elseif request.transporttype==WAREHOUSE.TransportType.SHIP then - + -- Transport by ship. self:E("ERROR: Incorrect request. Transport by SHIP not implemented yet!") valid=false - + elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then - + -- Transport by train. self:E("ERROR: Incorrect request. Transport by TRAIN not implemented yet!") valid=false - + else -- No match. self:E("ERROR: Incorrect request. Transport type unknown!") valid=false end - + -- Airborne assets: check parking situation. if request.transporttype==WAREHOUSE.TransportType.AIRPLANE or request.transporttype==WAREHOUSE.TransportType.HELICOPTER then - + -- Check if number of requested assets is in stock. local _assets,_nassets,_enough=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype, request.ntransport) - + -- Convert relative to absolute number if necessary. local nasset=request.ntransport if type(request.ntransport)=="string" then @@ -6488,49 +6497,49 @@ function WAREHOUSE:_CheckRequestValid(request) -- Get necessary terminal type for helos or transport aircraft. local termtype=self:_GetTerminal(request.transporttype, self:GetAirbaseCategory()) - + -- Get number of parking spots. local np_departure=self.airbase:GetParkingSpotsNumber(termtype) - + -- Debug info. self:T(self.wid..string.format("Transport attribute = %s, terminal type = %d, spots at departure = %d.", request.transporttype, termtype, np_departure)) - + -- Not enough parking at sending warehouse. --if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then if np_departure < nasset then self:E(self.wid..string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots %d < %d necessary.", termtype, np_departure, nasset)) valid=false end - + -- Planes also need parking at the receiving warehouse. if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then - + -- Total number of parking spots for transport planes at destination. termtype=self:_GetTerminal(request.transporttype, request.warehouse:GetAirbaseCategory()) local np_destination=request.airbase:GetParkingSpotsNumber(termtype) -- Debug info. self:T(self.wid..string.format("Transport attribute = %s: total # of spots (type=%d) at destination = %d.", asset.attribute, termtype, np_destination)) - + -- No parking at requesting warehouse. if np_destination == 0 then self:E(string.format("ERROR: Incorrect request. No parking spots of terminal type %d at requesting warehouse for transports. Available spots = %d!", termtype, np_destination)) - valid=false + valid=false end end - + end - + end - + -- Add request as unvalid and delete it later. if valid==false then self:E(self.wid..string.format("ERROR: Got invalid request id=%d.", request.uid)) else self:T3(self.wid..string.format("Request id=%d valid :)", request.uid)) end - + return valid end @@ -6546,20 +6555,20 @@ function WAREHOUSE:_CheckRequestNow(request) if (request.warehouse:IsRunning()==false) and not (request.toself and self:IsAttacked()) then local text=string.format("Warehouse %s: Request denied! Receiving warehouse %s is not running. Current state %s.", self.alias, request.warehouse.alias, request.warehouse:GetState()) self:_InfoMessage(text, 5) - + return false end - + -- If no transport is requested, assets need to be mobile unless it is a self request. local onlymobile=false if type(request.transport)=="number" and request.ntransport==0 and not request.toself then onlymobile=true end - + -- Check if number of requested assets is in stock. local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset, onlymobile) - - + + -- Check if enough assets are in stock. if not _enough then local text=string.format("Warehouse %s: Request ID=%d denied! Not enough (cargo) assets currently available.", self.alias, request.uid) @@ -6568,107 +6577,107 @@ function WAREHOUSE:_CheckRequestNow(request) self:T(self.wid..text) return false end - + local _transports local _assetattribute local _assetcategory - + -- Check if at least one (cargo) asset is available. if _nassets>0 then -- Get the attibute of the requested asset. _assetattribute=_assets[1].attribute - _assetcategory=_assets[1].category - - -- Check available parking for air asset units. + _assetcategory=_assets[1].category + + -- Check available parking for air asset units. if self.airbase and (_assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER) then - + local Parking=self:_FindParkingForAssets(self.airbase,_assets) - + --if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then if Parking==nil then local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias) self:_InfoMessage(text, 5) - + return false end - + end - + -- Add this here or gettransport fails request.cargoassets=_assets - - end - + + end + -- Check that a transport units. if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then -- Get best transports for this asset pack. _transports=self:_GetTransportsForAssets(request) - + -- Check if at least one transport asset is available. if #_transports>0 then - + -- Get the attibute of the transport units. local _transportattribute=_transports[1].attribute local _transportcategory=_transports[1].category - + -- Check available parking for transport units. if self.airbase and (_transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER) then local Parking=self:_FindParkingForAssets(self.airbase,_transports) if Parking==nil then local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all transports at the moment.", self.alias) self:_InfoMessage(text, 5) - + return false end end - + else -- Not enough or the right transport carriers. local text=string.format("Warehouse %s: Request denied! Not enough transport carriers available at the moment.", self.alias) self:_InfoMessage(text, 5) - - return false - end + + return false + end else - + -- Self propelled case. Nothing to do for now. - + -- Ground asset checks. if _assetcategory==Group.Category.GROUND then - + -- Distance between warehouse and spawn zone. local dist=self.warehouse:GetCoordinate():Get2DDistance(self.spawnzone:GetCoordinate()) - + -- Check min dist to spawn zone. if dist>self.spawnzonemaxdist then -- Not close enough to spawn zone. local text=string.format("Warehouse %s: Request denied! Not close enough to spawn zone. Distance = %d m. We need to be at least within %d m range to spawn.", self.alias, dist, self.spawnzonemaxdist) - self:_InfoMessage(text, 5) + self:_InfoMessage(text, 5) return false end - + end - + end -- Set chosen cargo assets. request.cargoassets=_assets request.cargoattribute=_assets[1].attribute - request.cargocategory=_assets[1].category + request.cargocategory=_assets[1].category request.nasset=#_assets -- Debug info: - local text=string.format("Selected cargo assets, attibute=%s, category=%d:\n", request.cargoattribute, request.cargocategory) + local text=string.format("Selected cargo assets, attibute=%s, category=%d:\n", request.cargoattribute, request.cargocategory) for _i,_asset in pairs(_assets) do local asset=_asset --#WAREHOUSE.Assetitem text=text..string.format("%d) name=%s, type=%s, category=%d, #units=%d",_i, asset.templatename, asset.unittype, asset.category, asset.nunits) end - self:T(self.wid..text) + self:T(self.wid..text) if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then @@ -6677,21 +6686,21 @@ function WAREHOUSE:_CheckRequestNow(request) request.transportattribute=_transports[1].attribute request.transportcategory=_transports[1].category request.ntransport=#_transports - + -- Debug info: - local text=string.format("Selected transport assets, attibute=%s, category=%d:\n", request.transportattribute, request.transportcategory) + local text=string.format("Selected transport assets, attibute=%s, category=%d:\n", request.transportattribute, request.transportcategory) for _i,_asset in pairs(_transports) do local asset=_asset --#WAREHOUSE.Assetitem text=text..string.format("%d) name=%s, type=%s, category=%d, #units=%d\n",_i, asset.templatename, asset.unittype, asset.category, asset.nunits) end self:T(self.wid..text) - + end - + return true end ----Get (optimized) transport carriers for the given assets to be transported. +---Get (optimized) transport carriers for the given assets to be transported. -- @param #WAREHOUSE self -- @param #WAREHOUSE.Pendingitem Chosen request. function WAREHOUSE:_GetTransportsForAssets(request) @@ -6704,29 +6713,29 @@ function WAREHOUSE:_GetTransportsForAssets(request) local cargoset=request.transportcargoset -- TODO: Get weight and cargo bay from CARGO_GROUP - --local cargogroup=CARGO_GROUP:New(CargoGroup,Type,Name,LoadRadius,NearRadius) + --local cargogroup=CARGO_GROUP:New(CargoGroup,Type,Name,LoadRadius,NearRadius) --cargogroup:GetWeight() - + -- Sort transport carriers w.r.t. cargo bay size. local function sort_transports(a,b) return a.cargobaymax>b.cargobaymax end - + -- Sort cargo assets w.r.t. weight in assending order. local function sort_cargoassets(a,b) return a.weight>b.weight end - + -- Sort tables. table.sort(transports, sort_transports) table.sort(cargoassets, sort_cargoassets) - + -- Total cargo bay size of all groups. self:T2(self.wid.."Transport capability:") local totalbay=0 for i=1,#transports do local transport=transports[i] --#WAREHOUSE.Assetitem - for j=1,transport.nunits do + for j=1,transport.nunits do totalbay=totalbay+transport.cargobay[j] self:T2(self.wid..string.format("Cargo bay = %d (unit=%d)", transport.cargobay[j], j)) end @@ -6740,91 +6749,91 @@ function WAREHOUSE:_GetTransportsForAssets(request) local asset=cargoassets[i] --#WAREHOUSE.Assetitem totalcargoweight=totalcargoweight+asset.weight self:T2(self.wid..string.format("weight = %d", asset.weight)) - end + end self:T2(self.wid..string.format("Total weight = %d", totalcargoweight)) - + -- Transports used. local used_transports={} - + -- Loop over all transport groups, largest cargobaymax to smallest. for i=1,#transports do - + -- Shortcut for carrier and cargo bay local transport=transports[i] - -- Cargo put into carrier. + -- Cargo put into carrier. local putintocarrier={} - + -- Cargo assigned to this transport group? local used=false - + -- Loop over all units for k=1,transport.nunits do - + -- Get cargo bay of this carrier. local cargobay=transport.cargobay[k] - + -- Loop over cargo assets. for j,asset in pairs(cargoassets) do local asset=asset --#WAREHOUSE.Assetitem - + -- How many times does the cargo fit into the carrier? local delta=cargobay-asset.weight --env.info(string.format("k=%d, j=%d delta=%d cargobay=%d weight=%d", k, j, delta, cargobay, asset.weight)) - + --self:E(self.wid..string.format("%s unit %d loads cargo uid=%d: bayempty=%02d, bayloaded = %02d - weight=%02d", transport.templatename, k, asset.uid, transport.cargobay[k], cargobay, asset.weight)) - + -- Cargo fits into carrier if delta>=0 then -- Reduce remaining cargobay. cargobay=cargobay-asset.weight self:T3(self.wid..string.format("%s unit %d loads cargo uid=%d: bayempty=%02d, bayloaded = %02d - weight=%02d", transport.templatename, k, asset.uid, transport.cargobay[k], cargobay, asset.weight)) - + -- Remember this cargo and remove it so it does not get loaded into other carriers. table.insert(putintocarrier, j) - + -- This transport group is used. used=true - else + else self:T2(self.wid..string.format("Carrier unit %s too small for cargo asset %s ==> cannot be used! Cargo bay - asset weight = %d kg", transport.templatename, asset.templatename, delta)) end - - end -- loop over assets + + end -- loop over assets end -- loop over units - + -- Remove cargo assets from list. Needs to be done back-to-front in order not to confuse the loop. for j=#putintocarrier,1, -1 do - + local nput=putintocarrier[j] local cargo=cargoassets[nput] - + -- Need to check if multiple units in a group and the group has already been removed! -- TODO: This might need to be improved but is working okay so far. if cargo then -- Remove this group because it was used. - self:T2(self.wid..string.format("Cargo id=%d assigned for carrier id=%d", cargo.uid, transport.uid)) + self:T2(self.wid..string.format("Cargo id=%d assigned for carrier id=%d", cargo.uid, transport.uid)) table.remove(cargoassets, nput) end end - + -- Cargo was assined for this carrier. if used then table.insert(used_transports, transport) end - + -- Convert relative quantity (all, half) to absolute number if necessary. local ntrans=self:_QuantityRel2Abs(request.ntransport, #transports) - + -- Max number of transport groups reached? if #used_transports >= ntrans then request.ntransport=#used_transports break end end - + -- Debug info. local text=string.format("Used Transports for request %d to warehouse %s:\n", request.uid, request.warehouse.alias) - local totalcargobay=0 + local totalcargobay=0 for _i,_transport in pairs(used_transports) do local transport=_transport --#WAREHOUSE.Assetitem text=text..string.format("%d) %s: cargobay tot = %d kg, cargobay max = %d kg, nunits=%d\n", _i, transport.unittype, transport.cargobaytot, transport.cargobaymax, transport.nunits) @@ -6836,7 +6845,7 @@ function WAREHOUSE:_GetTransportsForAssets(request) text=text..string.format("Total cargo bay capacity = %.1f kg\n", totalcargobay) text=text..string.format("Total cargo weight = %.1f kg\n", totalcargoweight) text=text..string.format("Minimum number of runs = %.1f", totalcargoweight/totalcargobay) - self:_DebugMessage(text) + self:_DebugMessage(text) return used_transports end @@ -6859,7 +6868,7 @@ function WAREHOUSE:_QuantityRel2Abs(relative, ntot) elseif relative==WAREHOUSE.Quantity.HALF then nabs=UTILS.Round(ntot/2) elseif relative==WAREHOUSE.Quantity.THIRD then - nabs=UTILS.Round(ntot/3) + nabs=UTILS.Round(ntot/3) elseif relative==WAREHOUSE.Quantity.QUARTER then nabs=UTILS.Round(ntot/4) else @@ -6868,7 +6877,7 @@ function WAREHOUSE:_QuantityRel2Abs(relative, ntot) else nabs=relative end - + self:T2(self.wid..string.format("Relative %s: tot=%d, abs=%.2f", tostring(relative), ntot, nabs)) return nabs @@ -6884,24 +6893,24 @@ function WAREHOUSE:_CheckQueue() -- Search for a request we can execute. local request=nil --#WAREHOUSE.Queueitem - + local invalid={} local gotit=false for _,_qitem in ipairs(self.queue) do local qitem=_qitem --#WAREHOUSE.Queueitem - + -- Check if request is valid in general. local valid=self:_CheckRequestValid(qitem) - + -- Check if request is possible now. local okay=false - if valid then + if valid then okay=self:_CheckRequestNow(qitem) else -- Remember invalid request and delete later in order not to confuse the loop. table.insert(invalid, qitem) end - + -- Get the first valid request that can be executed now. if okay and valid and not gotit then request=qitem @@ -6909,7 +6918,7 @@ function WAREHOUSE:_CheckQueue() break end end - + -- Delete invalid requests. for _,_request in pairs(invalid) do self:T(self.wid..string.format("Deleting invalid request id=%d.",_request.uid)) @@ -6934,14 +6943,18 @@ function WAREHOUSE:_SimpleTaskFunction(Function, group) -- Task script. local DCSScript = {} --DCSScript[#DCSScript+1] = string.format('env.info(\"WAREHOUSE: Simple task function called!\") ') - DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:FindByName(\"%s\") ', groupname) -- The group that executes the task function. Very handy with the "...". - DCSScript[#DCSScript+1] = string.format("local mystatic = STATIC:FindByName(\"%s\") ", warehouse) -- The static that holds the warehouse self object. - DCSScript[#DCSScript+1] = string.format('local warehouse = mystatic:GetState(mystatic, \"WAREHOUSE\") ') -- Get the warehouse self object from the static. - DCSScript[#DCSScript+1] = string.format('%s(mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup) + DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:FindByName(\"%s\") ', groupname) -- The group that executes the task function. Very handy with the "...". + if self.isunit then + DCSScript[#DCSScript+1] = string.format("local mywarehouse = UNIT:FindByName(\"%s\") ", warehouse) -- The unit that holds the warehouse self object. + else + DCSScript[#DCSScript+1] = string.format("local mywarehouse = STATIC:FindByName(\"%s\") ", warehouse) -- The static that holds the warehouse self object. + end + DCSScript[#DCSScript+1] = string.format('local warehouse = mywarehouse:GetState(mywarehouse, \"WAREHOUSE\") ') -- Get the warehouse self object from the static. + DCSScript[#DCSScript+1] = string.format('%s(mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup) -- Create task. local DCSTask = CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript))) - + return DCSTask end @@ -6954,7 +6967,7 @@ function WAREHOUSE:_GetTerminal(_attribute, _category) -- Default terminal is "large". local _terminal=AIRBASE.TerminalType.OpenBig - + if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then -- Fighter ==> small. _terminal=AIRBASE.TerminalType.FighterAircraft @@ -6967,14 +6980,14 @@ function WAREHOUSE:_GetTerminal(_attribute, _category) else --_terminal=AIRBASE.TerminalType.OpenMedOrBig end - + -- For ships, we allow medium spots for all fixed wing aircraft. There are smaller tankers and AWACS aircraft that can use a carrier. if _category==Airbase.Category.SHIP then if not (_attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO) then _terminal=AIRBASE.TerminalType.OpenMedOrBig end end - + return _terminal end @@ -7000,27 +7013,27 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) local safedist=(l1/2+l2/2)*1.05 -- 5% safety margine added to safe distance! local safe = (dist > safedist) self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe))) - return safe + return safe end - + -- Get parking spot data table. This contains all free and "non-free" spots. local parkingdata=airbase:GetParkingSpotsTable() - + -- List of obstacles. local obstacles={} - + -- Loop over all parking spots and get the currently present obstacles. -- How long does this take on very large airbases, i.e. those with hundereds of parking spots? Seems to be okay! for _,parkingspot in pairs(parkingdata) do - + -- Coordinate of the parking spot. local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE local _termid=parkingspot.TerminalID - + -- Scan a radius of 100 meters around the spot. local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery) - -- Check all units. + -- Check all units. for _,_unit in pairs(_units) do local unit=_unit --Wrapper.Unit#UNIT local _coord=unit:GetCoordinate() @@ -7028,7 +7041,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) local _name=unit:GetName() table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="unit"}) end - + -- Check all statics. for _,static in pairs(_statics) do local _vec3=static:getPoint() @@ -7037,7 +7050,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) local _size=self:_GetObjectSize(static) table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="static"}) end - + -- Check all scenery. for _,scenery in pairs(_sceneries) do local _vec3=scenery:getPoint() @@ -7046,38 +7059,38 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) local _size=self:_GetObjectSize(scenery) table.insert(obstacles,{coord=_coord, size=_size, name=_name, type="scenery"}) end - + end - + -- Parking data for all assets. local parking={} -- Loop over all assets that need a parking psot. for _,asset in pairs(assets) do local _asset=asset --#WAREHOUSE.Assetitem - + -- Get terminal type of this asset local terminaltype=self:_GetTerminal(asset.attribute, self:GetAirbaseCategory()) - + -- Asset specific parking. parking[_asset.uid]={} - + -- Loop over all units - each one needs a spot. for i=1,_asset.nunits do - + -- Loop over all parking spots. local gotit=false - for _,_parkingspot in pairs(parkingdata) do + for _,_parkingspot in pairs(parkingdata) do local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot - + -- Check correct terminal type for asset. We don't want helos in shelters etc. - if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then - + if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then + -- Coordinate of the parking spot. local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE local _termid=parkingspot.TerminalID local _toac=parkingspot.TOAC - + --env.info(string.format("FF asset=%s (id=%d): needs terminal type=%d, id=%d, #obstacles=%d", _asset.templatename, _asset.uid, terminaltype, _termid, #obstacles)) local free=true @@ -7088,14 +7101,14 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) free=false self:T("Parking spot %d is occupied by other aircraft taking off or landing.", _termid) end - + -- Loop over all obstacles. for _,obstacle in pairs(obstacles) do - + -- Check if aircraft overlaps with any obstacle. local dist=_spot:Get2DDistance(obstacle.coord) local safe=_overlap(_asset.size, obstacle.size, dist) - + -- Spot is blocked. if not safe then --env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", _asset.templatename, _asset.uid, _termid, dist)) @@ -7106,25 +7119,25 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) else --env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", _asset.templatename, _asset.uid, _termid, dist)) end - + end - + -- Check if spot is free if free then - + -- Add parkingspot for this asset unit. table.insert(parking[_asset.uid], parkingspot) - + self:T(self.wid..string.format("Parking spot #%d is free for asset id=%d!", _termid, _asset.uid)) - + -- Add the unit as obstacle so that this spot will not be available for the next unit. table.insert(obstacles, {coord=_spot, size=_asset.size, name=_asset.templatename, type="asset"}) - + gotit=true break - + else - + -- Debug output for occupied spots. self:T(self.wid..string.format("Parking spot #%d is occupied or not big enough!", _termid)) if self.Debug then @@ -7132,20 +7145,20 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets) local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist) coord:MarkToAll(string.format(text)) end - + end - + end -- check terminal type end -- loop over parking spots - + -- No parking spot for at least one asset :( if not gotit then self:T(self.wid..string.format("WARNING: No free parking spot for asset id=%d",_asset.uid)) return nil - end + end end -- loop over asset units end -- loop over asset groups - + return parking end @@ -7159,7 +7172,7 @@ function WAREHOUSE:_GetRequestOfGroup(group, queue) -- Get warehouse, asset and request ID from group name. local wid,aid,rid=self:_GetIDsFromGroup(group) - + -- Find the request. for _,_request in pairs(queue) do local request=_request --#WAREHOUSE.Queueitem @@ -7167,7 +7180,7 @@ function WAREHOUSE:_GetRequestOfGroup(group, queue) return request end end - + end --- Is the group a used as transporter for a given request? @@ -7180,31 +7193,31 @@ function WAREHOUSE:_GroupIsTransport(group, request) -- Name of the group under question. local groupname=self:_GetNameWithOut(group) - if request.transportgroupset then + if request.transportgroupset then local transporters=request.transportgroupset:GetSetObjects() - + for _,transport in pairs(transporters) do if transport:GetName()==groupname then return true end end end - + if request.cargogroupset then local cargos=request.cargogroupset:GetSetObjects() - + for _,cargo in pairs(cargos) do if self:_GetNameWithOut(cargo)==groupname then return false end end - end - + end + return nil end ---- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived. +--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived. -- @param #WAREHOUSE self -- @param #WAREHOUSE.Assetitem _assetitem Asset for which the name is created. -- @param #WAREHOUSE.Queueitem _queueitem (Optional) Request specific name. @@ -7265,16 +7278,16 @@ function WAREHOUSE:_GetIDsFromGroup(group) ---@param #string text The text to analyse. local function analyse(text) - + -- Get rid of #0001 tail from spawn. local unspawned=UTILS.Split(text, "#")[1] - - -- Split keywords. + + -- Split keywords. local keywords=UTILS.Split(unspawned, "_") local _wid=nil -- warehouse UID local _aid=nil -- asset UID local _rid=nil -- request UID - + -- Loop over keys. for _,keys in pairs(keywords) do local str=UTILS.Split(keys, "-") @@ -7286,26 +7299,26 @@ function WAREHOUSE:_GetIDsFromGroup(group) _aid=tonumber(val) elseif key:find("RID") then _rid=tonumber(val) - end + end end - + return _wid,_aid,_rid end - + if group then - + -- Group name local name=group:GetName() - + -- Get ids local wid,aid,rid=analyse(name) - + -- Debug info - self:T3(self.wid..string.format("Group Name = %s", tostring(name))) + self:T3(self.wid..string.format("Group Name = %s", tostring(name))) self:T3(self.wid..string.format("Warehouse ID = %s", tostring(wid))) self:T3(self.wid..string.format("Asset ID = %s", tostring(aid))) self:T3(self.wid..string.format("Request ID = %s", tostring(rid))) - + return wid,aid,rid else self:E("WARNING: Group not found in GetIDsFromGroup() function!") @@ -7345,34 +7358,34 @@ function WAREHOUSE:_FilterStock(stock, descriptor, attribute, nmax, mobile) end end end - + -- Treat case where ntot=0, i.e. no assets at all. if ntot==0 then return filtered, ntot, false end - + -- Convert relative to absolute number if necessary. nmax=self:_QuantityRel2Abs(nmax,ntot) -- Loop over stock items. for _i,_asset in ipairs(stock) do local asset=_asset --#WAREHOUSE.Assetitem - + -- Check if asset has the right attribute. if asset[descriptor]==attribute then - + -- Check if asset has to be mobile. if (mobile and asset.speedmax>0) or (not mobile) then - + -- Add asset to filtered table. table.insert(filtered, asset) - + -- Break loop if nmax was reached. if nmax~=nil and #filtered>=nmax then return filtered, ntot, true end - - end + + end end end @@ -7405,24 +7418,24 @@ function WAREHOUSE:_GetAttribute(group) local attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN --#WAREHOUSE.Attribute if group then - + ----------- --- Air --- - ----------- + ----------- -- Planes local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes") local awacs=group:HasAttribute("AWACS") - local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers")) + local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers")) local bomber=group:HasAttribute("Strategic bombers") - local tanker=group:HasAttribute("Tankers") - local uav=group:HasAttribute("UAVs") + local tanker=group:HasAttribute("Tankers") + local uav=group:HasAttribute("UAVs") -- Helicopters local transporthelo=group:HasAttribute("Transport helicopters") local attackhelicopter=group:HasAttribute("Attack helicopters") -------------- --- Ground --- - -------------- + -------------- -- Ground local apc=group:HasAttribute("Infantry carriers") local truck=group:HasAttribute("Trucks") and group:GetCategory()==Group.Category.GROUND @@ -7437,13 +7450,13 @@ function WAREHOUSE:_GetAttribute(group) ------------- --- Naval --- - ------------- + ------------- -- Ships local aircraftcarrier=group:HasAttribute("Aircraft Carriers") local warship=group:HasAttribute("Heavy armed ships") local armedship=group:HasAttribute("Armed ships") local unarmedship=group:HasAttribute("Unarmed ships") - + -- Define attribute. Order is important. if transportplane then @@ -7477,7 +7490,7 @@ function WAREHOUSE:_GetAttribute(group) elseif sam then attribute=WAREHOUSE.Attribute.GROUND_SAM elseif truck then - attribute=WAREHOUSE.Attribute.GROUND_TRUCK + attribute=WAREHOUSE.Attribute.GROUND_TRUCK elseif train then attribute=WAREHOUSE.Attribute.GROUND_TRAIN elseif aircraftcarrier then @@ -7485,7 +7498,7 @@ function WAREHOUSE:_GetAttribute(group) elseif warship then attribute=WAREHOUSE.Attribute.NAVAL_WARSHIP elseif armedship then - attribute=WAREHOUSE.Attribute.NAVAL_ARMEDSHIP + attribute=WAREHOUSE.Attribute.NAVAL_ARMEDSHIP elseif unarmedship then attribute=WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP else @@ -7497,7 +7510,7 @@ function WAREHOUSE:_GetAttribute(group) attribute=WAREHOUSE.Attribute.AIR_OTHER else attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN - end + end end end @@ -7520,7 +7533,7 @@ function WAREHOUSE:_GetObjectSize(DCSobject) return math.max(x,z), x , y, z end return 0,0,0,0 -end +end --- Returns the number of assets for each generalized attribute. -- @param #WAREHOUSE self @@ -7564,7 +7577,7 @@ end -- @param #table queue The queue from which the item should be deleted. function WAREHOUSE:_DeleteQueueItem(qitem, queue) self:F({qitem=qitem, queue=queue}) - + for i=1,#queue do local _item=queue[i] --#WAREHOUSE.Queueitem if _item.uid==qitem.uid then @@ -7599,14 +7612,14 @@ function WAREHOUSE:_PrintQueue(queue, name) -- Init string. local text=string.format("%s at %s: %s",name, self.alias, total) - + for i,qitem in ipairs(queue) do local qitem=qitem --#WAREHOUSE.Pendingitem - + local uid=qitem.uid local prio=qitem.prio local clock="N/A" - if qitem.timestamp then + if qitem.timestamp then clock=tostring(UTILS.SecondsToClock(qitem.timestamp)) end local assignment=tostring(qitem.assignment) @@ -7616,19 +7629,19 @@ function WAREHOUSE:_PrintQueue(queue, name) local assetdesc=qitem.assetdesc local assetdescval=qitem.assetdescval local nasset=tostring(qitem.nasset) - local ndelivered=tostring(qitem.ndelivered) + local ndelivered=tostring(qitem.ndelivered) local ncargogroupset="N/A" if qitem.cargogroupset then - ncargogroupset=tostring(qitem.cargogroupset:Count()) - end + ncargogroupset=tostring(qitem.cargogroupset:Count()) + end local transporttype="N/A" if qitem.transporttype then transporttype=qitem.transporttype - end + end local ntransport="N/A" if qitem.ntransport then - ntransport=tostring(qitem.ntransport) - end + ntransport=tostring(qitem.ntransport) + end local ntransportalive="N/A" if qitem.transportgroupset then ntransportalive=tostring(qitem.transportgroupset:Count()) @@ -7636,21 +7649,21 @@ function WAREHOUSE:_PrintQueue(queue, name) local ntransporthome="N/A" if qitem.ntransporthome then ntransporthome=tostring(qitem.ntransporthome) - end - - -- Output text: + end + + -- Output text: text=text..string.format( "\n%d) UID=%d, Prio=%d, Clock=%s, Assignment=%s | Requestor=%s [Airbase=%s, category=%d] | Assets(%s)=%s: #requested=%s / #alive=%s / #delivered=%s | Transport=%s: #requested=%s / #alive=%s / #home=%s", i, uid, prio, clock, assignment, requestor, airbasename, requestorAirbaseCat, assetdesc, assetdescval, nasset, ncargogroupset, ndelivered, transporttype, ntransport, ntransportalive, ntransporthome) - + end - + self:I(self.wid..text) end --- Display status of warehouse. -- @param #WAREHOUSE self -function WAREHOUSE:_DisplayStatus() +function WAREHOUSE:_DisplayStatus() local text=string.format("\n------------------------------------------------------\n") text=text..string.format("Warehouse %s status: %s\n", self.alias, self:GetState()) text=text..string.format("------------------------------------------------------\n") @@ -7672,8 +7685,8 @@ function WAREHOUSE:_GetStockAssetsText(messagetoall) -- Get assets in stock. local _data=self:GetStockInfo(self.stock) - - -- Text. + + -- Text. local text="Stock:\n" local total=0 for _attribute,_count in pairs(_data) do @@ -7686,10 +7699,10 @@ function WAREHOUSE:_GetStockAssetsText(messagetoall) text=text..string.format("===================\n") text=text..string.format("Total = %d\n", total) text=text..string.format("------------------------------------------------------\n") - + -- Send message? MESSAGE:New(text, 10):ToAllIf(messagetoall) - + return text end @@ -7703,11 +7716,11 @@ function WAREHOUSE:_UpdateWarehouseMarkText() if self.markerid~=nil then trigger.action.removeMark(self.markerid) end - + -- Get assets in stock. local _data=self:GetStockInfo(self.stock) - -- Text. + -- Text. local text=string.format("Warehouse state: %s\nTotal assets in stock %d:\n", self:GetState(), #self.stock) for _attribute,_count in pairs(_data) do @@ -7716,7 +7729,7 @@ function WAREHOUSE:_UpdateWarehouseMarkText() text=text..string.format("%s=%d, ", attribute,_count) end end - + -- Create/update marker at warehouse in F10 map. self.markerid=self:GetCoordinate():MarkToCoalition(text, self:GetCoalition(), true) end @@ -7739,7 +7752,7 @@ function WAREHOUSE:_DisplayStockItems(stock) local speed=mystock.speedmax local uid=mystock.uid local unittype=mystock.unittype - local weight=mystock.weight + local weight=mystock.weight local attribute=mystock.attribute text=text..string.format("\n%02d) uid=%d, name=%s, unittype=%s, category=%d, attribute=%s, nunits=%d, speed=%.1f km/h, range=%.1f km, size=%.1f m, weight=%.1f kg, cargobax max=%.1f kg tot=%.1f kg", _i, uid, name, unittype, category, attribute, nunits, speed, range/1000, size, weight, cargobaymax, cargobaytot) @@ -7815,23 +7828,23 @@ function WAREHOUSE:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold) local Hhold=Hdest+Deltahhold local hdest=Hdest-Hdep local hhold=hdest+Deltahhold - + local Dp=math.sqrt(D^2 + hhold^2) - + local alphaS=math.atan(hdest/D) -- slope angle local alphaH=math.atan(hhold/D) -- angle to holding point (could be necative!) - + local alphaCp=alphaC-alphaH -- climb angle with slope local alphaDp=alphaD+alphaH -- descent angle with slope - + -- ASA triangle. local gammap=math.pi-alphaCp-alphaDp local sCp=Dp*math.sin(alphaDp)/math.sin(gammap) local sDp=Dp*math.sin(alphaCp)/math.sin(gammap) - + -- Max height from departure. local hmax=sCp*math.sin(alphaC) - + -- Debug info. if self.Debug then env.info(string.format("Hdep = %.3f km", Hdep/1000)) @@ -7855,14 +7868,14 @@ function WAREHOUSE:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold) env.info() env.info(string.format("hmax = %.3f km", hmax/1000)) env.info() - + -- Descent height local hdescent=hmax-hhold - + local dClimb = hmax/math.tan(alphaC) local dDescent = (hmax-hhold)/math.tan(alphaD) local dCruise = D-dClimb-dDescent - + env.info(string.format("hmax = %.3f km", hmax/1000)) env.info(string.format("hdescent = %.3f km", hdescent/1000)) env.info(string.format("Dclimb = %.3f km", dClimb/1000)) @@ -7870,84 +7883,84 @@ function WAREHOUSE:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold) env.info(string.format("Ddescent = %.3f km", dDescent/1000)) env.info() end - + return hmax end ---- Make a flight plan from a departure to a destination airport. +--- Make a flight plan from a departure to a destination airport. -- @param #WAREHOUSE self --- @param #WAREHOUSE.Assetitem asset +-- @param #WAREHOUSE.Assetitem asset -- @param Wrapper.Airbase#AIRBASE departure Departure airbase. -- @param Wrapper.Airbase#AIRBASE destination Destination airbase. -- @return #table Table of flightplan waypoints. --- @return #table Table of flightplan coordinates. +-- @return #table Table of flightplan coordinates. function WAREHOUSE:_GetFlightplan(asset, departure, destination) - + -- Parameters in SI units (m/s, m). local Vmax=asset.speedmax/3.6 local Range=asset.range local category=asset.category local ceiling=asset.DCSdesc.Hmax local Vymax=asset.DCSdesc.VyMax - + -- Max cruise speed 90% of max speed. local VxCruiseMax=0.90*Vmax -- Min cruise speed 70% of max cruise or 600 km/h whichever is lower. local VxCruiseMin = math.min(VxCruiseMax*0.70, 166) - + -- Cruise speed (randomized). Expectation value at midpoint between min and max. local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax) - + -- Climb speed 90% ov Vmax but max 720 km/h. local VxClimb = math.min(Vmax*0.90, 200) - + -- Descent speed 60% of Vmax but max 500 km/h. local VxDescent = math.min(Vmax*0.60, 140) - + -- Holding speed is 90% of descent speed. local VxHolding = VxDescent*0.9 - + -- Final leg is 90% of holding speed. local VxFinal = VxHolding*0.9 - + -- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate. local VyClimb=math.min(7.6, Vymax) - + -- Climb angle in rad. --local AlphaClimb=math.asin(VyClimb/VxClimb) local AlphaClimb=math.rad(4) - + -- Descent angle in rad. Moderate 4 degrees. local AlphaDescent=math.rad(4) - + -- Expected cruise level (peak of Gaussian distribution) local FLcruise_expect=150*RAT.unit.FL2m - if category==Group.Category.HELICOPTER then + if category==Group.Category.HELICOPTER then FLcruise_expect=1000 -- 1000 m ASL end - + ------------------------- --- DEPARTURE AIRPORT --- ------------------------- - + -- Coordinates of departure point. local Pdeparture=departure:GetCoordinate() - + -- Height ASL of departure point. local H_departure=Pdeparture.y - - --------------------------- + + --------------------------- --- DESTINATION AIRPORT --- --------------------------- - + -- Position of destination airport. local Pdestination=destination:GetCoordinate() - + -- Height ASL of destination airport/zone. local H_destination=Pdestination.y - + ----------------------------- --- DESCENT/HOLDING POINT --- ----------------------------- @@ -7955,26 +7968,26 @@ function WAREHOUSE:_GetFlightplan(asset, departure, destination) -- Get a random point between 5 and 10 km away from the destination. local Rhmin=5000 local Rhmax=10000 - + -- For helos we set a distance between 500 to 1000 m. - if category==Group.Category.HELICOPTER then + if category==Group.Category.HELICOPTER then Rhmin=500 Rhmax=1000 end - + -- Coordinates of the holding point. y is the land height at that point. local Pholding=Pdestination:GetRandomCoordinateInRadius(Rhmax, Rhmin) -- Distance from holding point to final destination (not used). local d_holding=Pholding:Get2DDistance(Pdestination) - + -- AGL height of holding point. local H_holding=Pholding.y - + --------------- --- GENERAL --- --------------- - + -- We go directly to the holding point not the destination airport. From there, planes are guided by DCS to final approach. local heading=Pdeparture:HeadingTo(Pholding) local d_total=Pdeparture:Get2DDistance(Pholding) @@ -7982,46 +7995,46 @@ function WAREHOUSE:_GetFlightplan(asset, departure, destination) ------------------------------ --- Holding Point Altitude --- ------------------------------ - + -- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL. local h_holding=1200 if category==Group.Category.HELICOPTER then h_holding=150 end h_holding=UTILS.Randomize(h_holding, 0.2) - + -- Max holding altitude. local DeltaholdingMax=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, 0) - + if h_holding>DeltaholdingMax then h_holding=math.abs(DeltaholdingMax) end - + -- This is the height ASL of the holding point we want to fly to. local Hh_holding=H_holding+h_holding - + --------------------------- --- Max Flight Altitude --- - --------------------------- - + --------------------------- + -- Get max flight altitude relative to H_departure. local h_max=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, h_holding) -- Max flight level ASL aircraft can reach for given angles and distance. local FLmax = h_max+H_departure - - --CRUISE + + --CRUISE -- Min cruise alt is just above holding point at destination or departure height, whatever is larger. local FLmin=math.max(H_departure, Hh_holding) - + -- Ensure that FLmax not above its service ceiling. FLmax=math.min(FLmax, ceiling) - + -- If the route is very short we set FLmin a bit lower than FLmax. if FLmin>FLmax then FLmin=FLmax end - + -- Expected cruise altitude - peak of gaussian distribution. if FLcruise_expectFLmax then FLcruise_expect=FLmax end - + -- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax. local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax) -- Climb and descent heights. local h_climb = FLcruise - H_departure local h_descent = FLcruise - Hh_holding - + -- Get distances. local d_climb = h_climb/math.tan(AlphaClimb) local d_descent = h_descent/math.tan(AlphaDescent) local d_cruise = d_total-d_climb-d_descent - + -- Debug. local text=string.format("Flight plan:\n") text=text..string.format("Vx max = %.2f km/h\n", Vmax*3.6) @@ -8069,7 +8082,7 @@ function WAREHOUSE:_GetFlightplan(asset, departure, destination) text=text..string.format("Ceiling = %.3f km\n", ceiling/1000) text=text..string.format("Max range = %.3f km\n", Range/1000) self:T(self.wid..text) - + -- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back. if d_cruise<0 then d_cruise=100 @@ -8082,32 +8095,32 @@ function WAREHOUSE:_GetFlightplan(asset, departure, destination) -- Waypoints and coordinates local wp={} local c={} - + --- Departure/Take-off c[#c+1]=Pdeparture wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure") - + --- Begin of Cruise local Pcruise=Pdeparture:Translate(d_climb, heading) Pcruise.y=FLcruise c[#c+1]=Pcruise wp[#wp+1]=Pcruise:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Cruise") - --- Descent + --- Descent local Pdescent=Pcruise:Translate(d_cruise, heading) Pdescent.y=FLcruise c[#c+1]=Pdescent wp[#wp+1]=Pdescent:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent") - + --- Holding point Pholding.y=H_holding+h_holding c[#c+1]=Pholding - wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding") + wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding") - --- Final destination. + --- Final destination. c[#c+1]=Pdestination wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination") - + -- Mark points at waypoints for debugging. if self.Debug then @@ -8118,9 +8131,9 @@ function WAREHOUSE:_GetFlightplan(asset, departure, destination) dist=coord:Get2DDistance(c[i-1]) end coord:MarkToAll(string.format("Waypoint %i, distance = %.2f km",i, dist/1000)) - end + end end - + return wp,c end @@ -8133,37 +8146,37 @@ end --- Departure/Take-off c[#c+1]=Pdeparture wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure") - - --- Climb + + --- Climb local Pclimb=Pdeparture:Translate(d_climb/2, heading) Pclimb.y=H_departure+(FLcruise-H_departure)/2 c[#c+1]=Pclimb wp[#wp+1]=Pclimb:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxClimb, true, nil, nil, "Climb") - + --- Begin of Cruise local Pcruise1=Pclimb:Translate(d_climb/2, heading) Pcruise1.y=FLcruise c[#c+1]=Pcruise1 wp[#wp+1]=Pcruise1:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Begin of Cruise") - --- End of Cruise + --- End of Cruise local Pcruise2=Pcruise1:Translate(d_cruise, heading) Pcruise2.y=FLcruise c[#c+1]=Pcruise2 wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "End of Cruise") - --- Descent + --- Descent local Pdescent=Pcruise2:Translate(d_descent/2, heading) Pdescent.y=FLcruise-(FLcruise-(h_holding+H_holding))/2 c[#c+1]=Pdescent wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent") - - --- Holding point - Pholding.y=H_holding+h_holding - c[#c+1]=Pholding - wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding") - --- Final destination. + --- Holding point + Pholding.y=H_holding+h_holding + c[#c+1]=Pholding + wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding") + + --- Final destination. c[#c+1]=Pdestination wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination") ]]