- Lots of stuff to assign missions to multiple legions.
This commit is contained in:
Frank 2021-08-18 00:25:18 +02:00
parent 3050fdb3c3
commit 16964520df
11 changed files with 679 additions and 326 deletions

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@ -1099,7 +1099,7 @@ end
--- Set tracing for a class
-- @param #BASE self
-- @param #string Class
-- @param #string Class Class name.
function BASE:TraceClass( Class )
_TraceClass[Class] = true
_TraceClassMethod[Class] = {}
@ -1108,8 +1108,8 @@ end
--- Set tracing for a specific method of class
-- @param #BASE self
-- @param #string Class
-- @param #string Method
-- @param #string Class Class name.
-- @param #string Method Method.
function BASE:TraceClassMethod( Class, Method )
if not _TraceClassMethod[Class] then
_TraceClassMethod[Class] = {}

View File

@ -1599,6 +1599,8 @@ WAREHOUSE = {
--- Item of the warehouse stock table.
-- @type WAREHOUSE.Assetitem
-- @field #number uid Unique id of the asset.
-- @field #number wid ID of the warehouse this asset belongs to.
-- @field #number rid Request ID of this asset (if any).
-- @field #string templatename Name of the template group.
-- @field #table template The spawn template of the group.
-- @field DCS#Group.Category category Category of the group.

View File

@ -88,13 +88,13 @@ __Moose.Include( 'Scripts/Moose/Ops/Legion.lua' )
__Moose.Include( 'Scripts/Moose/Ops/AirWing.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Brigade.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Intelligence.lua' )
__Moose.Include( 'Scripts/Moose/Ops/WingCommander.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ChiefOfStaff.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightControl.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Commander.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsTransport.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsZone.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Chief.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightControl.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )

View File

@ -33,7 +33,6 @@
-- @field #table pointsTANKER Table of Tanker points.
-- @field #table pointsAWACS Table of AWACS points.
-- @field #boolean markpoints Display markers on the F10 map.
-- @field Ops.WingCommander#WINGCOMMANDER wingcommander The wing commander responsible for this airwing.
--
-- @field Ops.RescueHelo#RESCUEHELO rescuehelo The rescue helo.
-- @field Ops.RecoveryTanker#RECOVERYTANKER recoverytanker The recoverytanker.
@ -816,8 +815,9 @@ function AIRWING:onafterStatus(From, Event, To)
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.nassets)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
local mystatus=mission:GetLegionStatus(self)
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
text=text..string.format("\n[%d] %s %s: Status=%s [%s], Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mystatus, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end

View File

@ -28,12 +28,15 @@
--- AUFTRAG class.
-- @type AUFTRAG
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number auftragsnummer Auftragsnummer.
-- @field #string type Mission type.
-- @field #string status Mission status.
-- @field #table legions Assigned legions.
-- @field #table statusLegion Mission status of all assigned LEGIONSs.
-- @field #string statusCommander Mission status of the COMMANDER.
-- @field #string statusChief Mission status of the CHIF.
-- @field #table groupdata Group specific data.
-- @field #string name Mission name.
-- @field #number prio Mission priority.
@ -91,15 +94,15 @@
-- @field #number artyRadius Radius in meters.
-- @field #number artyShots Number of shots fired.
--
-- @field Ops.ChiefOfStaff#CHIEF chief The CHIEF managing this mission.
-- @field Ops.WingCommander#WINGCOMMANDER wingcommander The WINGCOMMANDER managing this mission.
-- @field Ops.AirWing#AIRWING airwing The assigned airwing.
-- @field #table assets Airwing Assets assigned for this mission.
-- @field #number nassets Number of required assets by the Airwing.
-- @field #number requestID The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.
-- @field #boolean cancelContactLost If true, cancel mission if the contact is lost.
-- @field Ops.Chief#CHIEF chief The CHIEF managing this mission.
-- @field Ops.Commander#COMMANDER commander The COMMANDER managing this mission.
-- @field #table assets Warehouse assets assigned for this mission.
-- @field #number nassets Number of required warehouse assets.
-- @field #table Nassets Number of required warehouse assets for each assigned legion.
-- @field #table requestID The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.
-- @field #table squadrons User specified airwing squadrons assigned for this mission. Only these will be considered for the job!
-- @field #table payloads User specified airwing payloads for this mission. Only these will be considered for the job!
-- @field #table mylegions User specified legions for this mission. Only these will be considered for the job!
-- @field Ops.AirWing#AIRWING.PatrolData patroldata Patrol data.
--
-- @field #string missionTask Mission task. See `ENUMS.MissionTask`.
@ -276,12 +279,15 @@
-- @field #AUFTRAG
AUFTRAG = {
ClassName = "AUFTRAG",
Debug = false,
verbose = 0,
lid = nil,
auftragsnummer = nil,
groupdata = {},
legions = {},
statusLegion = {},
requestID = {},
assets = {},
Nassets = {},
missionFraction = 0.5,
enrouteTasks = {},
marker = nil,
@ -350,10 +356,10 @@ AUFTRAG.Type={
--- Mission status.
-- @type AUFTRAG.Status
-- @field #string PLANNED Mission is at the early planning stage.
-- @field #string QUEUED Mission is queued at an airwing.
-- @field #string PLANNED Mission is at the early planning stage and has not been added to any queue.
-- @field #string QUEUED Mission is queued at a LEGION.
-- @field #string REQUESTED Mission assets were requested from the warehouse.
-- @field #string SCHEDULED Mission is scheduled in a FLIGHGROUP queue waiting to be started.
-- @field #string SCHEDULED Mission is scheduled in an OPSGROUP queue waiting to be started.
-- @field #string STARTED Mission has started but is not executed yet.
-- @field #string EXECUTING Mission is being executed.
-- @field #string DONE Mission is over.
@ -454,6 +460,7 @@ AUFTRAG.version="0.7.1"
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Missions can be assigned to multiple legions.
-- TODO: Mission success options damaged, destroyed.
-- TODO: F10 marker to create new missions.
-- TODO: Add recovery tanker mission for boat ops.
@ -531,12 +538,12 @@ function AUFTRAG:New(Type)
self:AddTransition(AUFTRAG.Status.PLANNED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- From planned directly to scheduled.
self:AddTransition(AUFTRAG.Status.SCHEDULED, "Started", AUFTRAG.Status.STARTED) -- First asset has started the mission
self:AddTransition(AUFTRAG.Status.SCHEDULED, "Started", AUFTRAG.Status.STARTED) -- First asset has started the mission.
self:AddTransition(AUFTRAG.Status.STARTED, "Executing", AUFTRAG.Status.EXECUTING) -- First asset is executing the mission.
self:AddTransition("*", "Done", AUFTRAG.Status.DONE) -- All assets have reported that mission is done.
self:AddTransition("*", "Cancel", "*") -- Command to cancel the mission.
self:AddTransition("*", "Cancel", AUFTRAG.Status.CANCELLED) -- Command to cancel the mission.
self:AddTransition("*", "Success", AUFTRAG.Status.SUCCESS)
self:AddTransition("*", "Failed", AUFTRAG.Status.FAILED)
@ -1523,7 +1530,7 @@ function AUFTRAG:SetRepeatOnSuccess(Nrepeat)
return self
end
--- Define how many assets are required to do the job. Only valid if the mission is handled by an AIRWING or higher level.
--- Define how many assets are required to do the job. Only valid if the mission is handled by an AIRWING, BRIGADE etc or higher level.
-- @param #AUFTRAG self
-- @param #number Nassets Number of asset groups. Default 1.
-- @return #AUFTRAG self
@ -1532,6 +1539,21 @@ function AUFTRAG:SetRequiredAssets(Nassets)
return self
end
--- Get number of required assets.
-- @param #AUFTRAG self
-- @param Ops.Legion#Legion Legion (Optional) Only get the required assets for a specific legion.
-- @param #number Number of required assets.
function AUFTRAG:GetRequiredAssets(Legion)
local N=self.nassets
if Legion then
N=self.Nassets[Legion.alias] or 0
end
return N
end
--- Set mission name.
-- @param #AUFTRAG self
-- @param #string Name Name of the mission. Default is "Auftrag Nr. X", where X is a running number, which is automatically increased.
@ -1967,35 +1989,45 @@ function AUFTRAG:IsPlanned()
return self.status==AUFTRAG.Status.PLANNED
end
--- Check if mission is QUEUED at an AIRWING mission queue.
--- Check if mission is QUEUED at a LEGION mission queue.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion (Optional) Check if mission is queued at this legion.
-- @return #boolean If true, mission is queued.
function AUFTRAG:IsQueued()
return self.status==AUFTRAG.Status.QUEUED
function AUFTRAG:IsQueued(Legion)
local is=self.status==AUFTRAG.Status.QUEUED
if Legion then
is=self:GetLegionStatus(Legion)==AUFTRAG.Status.QUEUED
end
return is
end
--- Check if mission is REQUESTED, i.e. request for WAREHOUSE assets is done.
--- Check if mission is REQUESTED. The mission request out to the WAREHOUSE.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion (Optional) Check if mission is requested at this legion.
-- @return #boolean If true, mission is requested.
function AUFTRAG:IsRequested()
return self.status==AUFTRAG.Status.REQUESTED
function AUFTRAG:IsRequested(Legion)
local is=self.status==AUFTRAG.Status.REQUESTED
if Legion then
is=self:GetLegionStatus(Legion)==AUFTRAG.Status.REQUESTED
end
return is
end
--- Check if mission is SCHEDULED, i.e. request for WAREHOUSE assets is done.
--- Check if mission is SCHEDULED. The first OPSGROUP has been assigned.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is queued.
function AUFTRAG:IsScheduled()
return self.status==AUFTRAG.Status.SCHEDULED
end
--- Check if mission is STARTED, i.e. group is on its way to the mission execution waypoint.
--- Check if mission is STARTED. The first OPSGROUP is on its way to the mission execution waypoint.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is started.
function AUFTRAG:IsStarted()
return self.status==AUFTRAG.Status.STARTED
end
--- Check if mission is executing.
--- Check if mission is EXECUTING. The first OPSGROUP has reached the mission execution waypoint and is not executing the mission task.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is currently executing.
function AUFTRAG:IsExecuting()
@ -2228,11 +2260,13 @@ function AUFTRAG:onafterStatus(From, Event, To)
local targetname=self:GetTargetName() or "unknown"
local airwing=self.airwing and self.airwing.alias or "N/A"
local chief=self.chief and tostring(self.chief.coalition) or "N/A"
local Nlegions=#self.legions
local commander=self.commander and self.statusCommander or "N/A"
local chief=self.chief and self.statusChief or "N/A"
-- Info message.
self:I(self.lid..string.format("Status %s: Target=%s, T=%s-%s, assets=%d, groups=%d, targets=%d, wing=%s, chief=%s", self.status, targetname, Cstart, Cstop, #self.assets, Ngroups, Ntargets, airwing, chief))
self:I(self.lid..string.format("Status %s: Target=%s, T=%s-%s, assets=%d, groups=%d, targets=%d, legions=%d, commander=%s, chief=%s",
self.status, targetname, Cstart, Cstop, #self.assets, Ngroups, Ntargets, Nlegions, commander, chief))
end
-- Group info.
@ -2407,8 +2441,11 @@ end
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param #string status New status.
-- @return #AUFTRAG self
function AUFTRAG:SetGroupStatus(opsgroup, status)
self:T(self.lid..string.format("Setting flight %s to status %s", opsgroup and opsgroup.groupname or "nil", tostring(status)))
-- Debug info.
self:T(self.lid..string.format("Setting OPSGROUP %s to status %s", opsgroup and opsgroup.groupname or "nil", tostring(status)))
if self:GetGroupStatus(opsgroup)==AUFTRAG.GroupStatus.CANCELLED and status==AUFTRAG.GroupStatus.DONE then
-- Do not overwrite a CANCELLED status with a DONE status.
@ -2432,11 +2469,13 @@ function AUFTRAG:SetGroupStatus(opsgroup, status)
self:T3(self.lid.."Mission NOT DONE yet!")
end
return self
end
--- Get ops group mission status.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @return #string The group status.
function AUFTRAG:GetGroupStatus(opsgroup)
self:T3(self.lid..string.format("Trying to get Flight status for flight group %s", opsgroup and opsgroup.groupname or "nil"))
@ -2452,6 +2491,73 @@ function AUFTRAG:GetGroupStatus(opsgroup)
end
end
--- Add LEGION to mission.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #AUFTRAG self
function AUFTRAG:AddLegion(Legion)
-- Debug info.
self:I(self.lid..string.format("Adding legion %s", Legion.alias))
-- Add legion to table.
table.insert(self.legions, Legion)
return self
end
--- Remove LEGION from mission.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #AUFTRAG self
function AUFTRAG:RemoveLegion(Legion)
-- Loop over legions
for i=#self.legions,1,-1 do
local legion=self.legions[i] --Ops.Legion#LEGION
if legion.alias==Legion.alias then
-- Debug info.
self:I(self.lid..string.format("Removing legion %s", Legion.alias))
table.remove(self.legions, i)
return self
end
end
self:E(self.lid..string.format("ERROR: Legion %s not found and could not be removed!", Legion.alias))
return self
end
--- Set LEGION mission status.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @param #string Status New status.
-- @return #AUFTRAG self
function AUFTRAG:SetLegionStatus(Legion, Status)
-- Old status
local status=self:GetLegionStatus(Legion)
-- Debug info.
self:I(self.lid..string.format("Setting LEGION %s to status %s-->%s", Legion.alias, tostring(status), tostring(Status)))
-- New status.
self.statusLegion[Legion.alias]=Status
return self
end
--- Get LEGION mission status.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #string status Current status.
function AUFTRAG:GetLegionStatus(Legion)
-- New status.
local status=self.statusLegion[Legion.alias] or "unknown"
return status
end
--- Set Ops group waypoint coordinate.
-- @param #AUFTRAG self
@ -2527,7 +2633,42 @@ end
-- @return #boolean If true, all flights are done with the mission.
function AUFTRAG:CheckGroupsDone()
-- These are early stages, where we might not even have a opsgroup defined to be checked.
-- Check status of all OPS groups.
for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData
if groupdata then
if not (groupdata.status==AUFTRAG.GroupStatus.DONE or groupdata.status==AUFTRAG.GroupStatus.CANCELLED) then
-- At least this flight is not DONE or CANCELLED.
return false
end
end
end
-- Check status of all LEGIONs.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
local status=self:GetLegionStatus(legion)
if not status==AUFTRAG.Status.CANCELLED then
-- At least one LEGION has not CANCELLED.
return false
end
end
-- Check commander status.
if self.commander then
if not self.statusCommander==AUFTRAG.Status.CANCELLED then
return false
end
end
-- Check chief status.
if self.chief then
if not self.statusChief==AUFTRAG.Status.CANCELLED then
return false
end
end
-- These are early stages, where we might not even have a opsgroup defined to be checked. If there were any groups, we checked above.
if self:IsPlanned() or self:IsQueued() or self:IsRequested() then
return false
end
@ -2538,19 +2679,6 @@ function AUFTRAG:CheckGroupsDone()
return true
end
-- Check status of all flight groups.
for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData
if groupdata then
if groupdata.status==AUFTRAG.GroupStatus.DONE or groupdata.status==AUFTRAG.GroupStatus.CANCELLED then
-- This one is done or cancelled.
else
-- At least this flight is not DONE or CANCELLED.
return false
end
end
end
return true
end
@ -2595,16 +2723,14 @@ function AUFTRAG:onafterPlanned(From, Event, To)
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Queue" event. Mission is added to the mission queue of an AIRWING.
--- On after "Queue" event. Mission is added to the mission queue of a LEGION.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.AirWing#AIRWING Airwing The airwing.
function AUFTRAG:onafterQueued(From, Event, To, Airwing)
self.status=AUFTRAG.Status.QUEUED
self.airwing=Airwing
self:T(self.lid..string.format("New mission status=%s at airwing %s", self.status, tostring(Airwing.alias)))
self:T(self.lid..string.format("New mission status=%s", self.status))
end
@ -2628,7 +2754,7 @@ function AUFTRAG:onafterAssign(From, Event, To)
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Schedule" event. Mission is added to the mission queue of a FLIGHTGROUP.
--- On after "Schedule" event. Mission is added to the mission queue of an OPSGROUP.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
@ -2658,20 +2784,6 @@ function AUFTRAG:onafterExecuting(From, Event, To)
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Done" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterDone(From, Event, To)
self.status=AUFTRAG.Status.DONE
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set time stamp.
self.Tover=timer.getAbsTime()
end
--- On after "ElementDestroyed" event.
-- @param #AUFTRAG self
-- @param #string From From state.
@ -2739,8 +2851,11 @@ end
-- @param #string To To state.
function AUFTRAG:onafterCancel(From, Event, To)
-- Number of OPSGROUPS assigned and alive.
local Ngroups = self:CountOpsGroups()
-- Debug info.
self:I(self.lid..string.format("CANCELLING mission in status %s. Will wait for groups to report mission DONE before evaluation", self.status))
self:I(self.lid..string.format("CANCELLING mission in status %s. Will wait for %d groups to report mission DONE before evaluation", self.status, Ngroups))
-- Time stamp.
self.Tover=timer.getAbsTime()
@ -2755,38 +2870,68 @@ function AUFTRAG:onafterCancel(From, Event, To)
if self.chief then
self:T(self.lid..string.format("Chief will cancel the mission. Will wait for mission DONE before evaluation!"))
self:T(self.lid..string.format("CHIEF will cancel the mission. Will wait for mission DONE before evaluation!"))
self.chief:MissionCancel(self)
elseif self.wingcommander then
end
self:T(self.lid..string.format("Wingcommander will cancel the mission. Will wait for mission DONE before evaluation!"))
if self.commander then
self.wingcommander:MissionCancel(self)
self:T(self.lid..string.format("COMMANDER will cancel the mission. Will wait for mission DONE before evaluation!"))
elseif self.airwing then
self.commander:MissionCancel(self)
self:T(self.lid..string.format("Airwing %s will cancel the mission. Will wait for mission DONE before evaluation!", self.airwing.alias))
end
-- Airwing will cancel all flight missions and remove queued request from warehouse queue.
self.airwing:MissionCancel(self)
if #self.legions>0 then
else
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
self:T(self.lid..string.format("No airwing, wingcommander or chief. Attached flights will cancel the mission on their own. Will wait for mission DONE before evaluation!"))
self:T(self.lid..string.format("LEGION %s will cancel the mission. Will wait for mission DONE before evaluation!", legion.alias))
for _,_groupdata in pairs(self.groupdata) do
-- Legion will cancel all flight missions and remove queued request from warehouse queue.
legion:MissionCancel(self)
end
end
self:T(self.lid..string.format("No legion, commander or chief. Attached flights will cancel the mission on their own. Will wait for mission DONE before evaluation!"))
for _,_groupdata in pairs(self.groupdata or {}) do
local groupdata=_groupdata --#AUFTRAG.GroupData
groupdata.opsgroup:MissionCancel(self)
end
-- Special mission states.
if self:IsPlanned() or self:IsQueued() or self:IsRequested() or Ngroups==0 then
self:T(self.lid..string.format("Cancelled mission was in %s stage with %d groups assigned and alive. Call it done!", self.status, Ngroups))
self:Done()
end
-- Special mission states.
if self.status==AUFTRAG.Status.PLANNED then
self:T(self.lid..string.format("Cancelled mission was in planned stage. Call it done!"))
self:Done()
end
--- On after "Done" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterDone(From, Event, To)
self.status=AUFTRAG.Status.DONE
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set time stamp.
self.Tover=timer.getAbsTime()
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=AUFTRAG.Status.DONE
self.statusCommander=AUFTRAG.Status.DONE
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, AUFTRAG.Status.DONE)
end
end
@ -2801,6 +2946,14 @@ function AUFTRAG:onafterSuccess(From, Event, To)
self.status=AUFTRAG.Status.SUCCESS
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=self.status
self.statusCommander=self.status
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, self.status)
end
local repeatme=self.repeatedSuccess<self.NrepeatSuccess or self.repeated<self.Nrepeat
if repeatme then
@ -2835,6 +2988,14 @@ function AUFTRAG:onafterFailed(From, Event, To)
self.status=AUFTRAG.Status.FAILED
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=self.status
self.statusCommander=self.status
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, self.status)
end
local repeatme=self.repeatedFailure<self.NrepeatFailure or self.repeated<self.Nrepeat
if repeatme then
@ -2859,6 +3020,21 @@ function AUFTRAG:onafterFailed(From, Event, To)
end
--- On before "Repeat" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onbeforeRepeat(From, Event, To)
if not (self.chief or self.commander or #self.legions==0) then
self:E(self.lid.."ERROR: Mission can only be repeated by a CHIEF, COMMANDER or LEGION! Stopping AUFTRAG")
self:Stop()
return false
end
return true
end
--- On after "Repeat" event.
-- @param #AUFTRAG self
@ -2870,34 +3046,56 @@ function AUFTRAG:onafterRepeat(From, Event, To)
-- Set mission status to PLANNED.
self.status=AUFTRAG.Status.PLANNED
-- Debug info.
self:T(self.lid..string.format("New mission status=%s (on Repeat)", self.status))
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=self.status
self.statusCommander=self.status
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, self.status)
end
-- Increase repeat counter.
self.repeated=self.repeated+1
if self.chief then
-- Remove mission from wingcommander because Cheif will assign it again.
if self.wingcommander then
self.wingcommander:RemoveMission(self)
self.statusChief=AUFTRAG.Status.PLANNED
-- Remove mission from wingcommander because Chief will assign it again.
if self.commander then
self.commander:RemoveMission(self)
self.statusCommander=AUFTRAG.Status.PLANNED
end
-- Remove mission from airwing because WC will assign it again but maybe to a different wing.
if self.airwing then
self.airwing:RemoveMission(self)
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
end
elseif self.wingcommander then
elseif self.commander then
self.statusCommander=AUFTRAG.Status.PLANNED
-- Remove mission from airwing because WC will assign it again but maybe to a different wing.
if self.airwing then
self.airwing:RemoveMission(self)
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
self:SetLegionStatus(legion, AUFTRAG.Status.PLANNED)
end
elseif self.airwing then
elseif #self.legions>0 then
-- Already at the airwing ==> Queued()
self:Queued(self.airwing)
-- Remove mission from airwing because WC will assign it again but maybe to a different wing.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
self:SetLegionStatus(legion, AUFTRAG.Status.PLANNED)
legion:AddMission(self)
end
else
self:E(self.lid.."ERROR: Mission can only be repeated by a CHIEF, WINGCOMMANDER or AIRWING! Stopping AUFTRAG")
@ -2947,13 +3145,16 @@ function AUFTRAG:onafterStop(From, Event, To)
end
-- Remove mission from WINGCOMMANDER queue.
if self.wingcommander then
self.wingcommander:RemoveMission(self)
if self.commander then
self.commander:RemoveMission(self)
end
-- Remove mission from AIRWING queue.
if self.airwing then
self.airwing:RemoveMission(self)
-- Remove mission from LEGION queues.
if #self.legions>0 then
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
end
end
-- Remove mission from OPSGROUP queue

View File

@ -22,17 +22,13 @@
-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected.
-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged.
-- @field #string Defcon Defence condition.
-- @field Ops.WingCommander#WINGCOMMANDER wingcommander Wing commander, commanding airborne forces.
-- @field Ops.Admiral#ADMIRAL admiral Admiral commanding navy forces.
-- @field Ops.General#GENERAL genaral General commanding army forces.
-- @field Ops.Commander#COMMANDER commander Commander of assigned legions.
-- @extends Ops.Intelligence#INTEL
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\WingCommander\CHIEF_Main.jpg)
--
-- # The CHIEF Concept
--
-- The Chief of staff gathers intel and assigns missions (AUFTRAG) the airforce (WINGCOMMANDER), army (GENERAL) or navy (ADMIRAL).
@ -45,9 +41,6 @@ CHIEF = {
ClassName = "CHIEF",
verbose = 0,
lid = nil,
wingcommander = nil,
admiral = nil,
general = nil,
targetqueue = {},
missionqueue = {},
borderzoneset = nil,
@ -87,6 +80,7 @@ CHIEF.version="0.0.1"
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Capture OPSZONEs.
-- TODO: Get list of own assets and capabilities.
-- TODO: Get list/overview of enemy assets etc.
-- TODO: Put all contacts into target list. Then make missions from them.
@ -138,23 +132,25 @@ function CHIEF:New(AgentSet, Coalition)
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the CHIEF. Initializes parameters and starts event handlers.
--- Triggers the FSM event "Start".
-- @function [parent=#CHIEF] Start
-- @param #CHIEF self
--- Triggers the FSM event "Start" after a delay. Starts the CHIEF. Initializes parameters and starts event handlers.
--- Triggers the FSM event "Start" after a delay.
-- @function [parent=#CHIEF] __Start
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the CHIEF and all its event handlers.
--- Triggers the FSM event "Stop".
-- @param #CHIEF self
--- Triggers the FSM event "Stop" after a delay. Stops the CHIEF and all its event handlers.
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#CHIEF] __Stop
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#CHIEF] Status
-- @param #CHIEF self
@ -165,12 +161,18 @@ function CHIEF:New(AgentSet, Coalition)
-- @param #number delay Delay in seconds.
-- Debug trace.
if false then
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#CHIEF] MissionCancel
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#CHIEF] OnAfterMissionCancel
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
@ -262,9 +264,9 @@ end
-- @return #CHIEF self
function CHIEF:SetWingCommander(WingCommander)
self.wingcommander=WingCommander
self.commander=WingCommander
self.wingcommander.chief=self
self.commander.chief=self
return self
end
@ -277,6 +279,8 @@ function CHIEF:AddMission(Mission)
Mission.chief=self
Mission.statusChief=AUFTRAG.Status.QUEUED
table.insert(self.missionqueue, Mission)
return self
@ -385,10 +389,10 @@ function CHIEF:onafterStart(From, Event, To)
-- Start parent INTEL.
self:GetParent(self).onafterStart(self, From, Event, To)
-- Start wingcommander.
if self.wingcommander then
if self.wingcommander:GetState()=="NotReadyYet" then
self.wingcommander:Start()
-- Start commander.
if self.commander then
if self.commander:GetState()=="NotReadyYet" then
self.commander:Start()
end
end
@ -457,29 +461,6 @@ function CHIEF:onafterStatus(From, Event, To)
self:AddTarget(Target)
--[[
-- Create a mission based on group category.
local mission=AUFTRAG:NewAUTO(group)
-- Add mission to queue.
if mission then
--TODO: Better amount of necessary assets. Count units in asset and in contact. Might need nassetMin/Max.
mission.nassets=1
-- Missons are repeated max 3 times on failure.
mission.NrepeatFailure=3
-- Set mission contact.
contact.mission=mission
-- Add mission to queue.
self:AddMission(mission)
end
]]
end
end
@ -518,9 +499,13 @@ function CHIEF:onafterStatus(From, Event, To)
-- Info General
---
local Nassets=self.wingcommander:CountAssets()
local Nassets=self.commander:CountAssets()
local Ncontacts=#self.contacts
local Nmissions=#self.missionqueue
local Ntargets=#self.targetqueue
local text=string.format("Defcon=%s Assets=%d, Contacts: Total=%d Yellow=%d Red=%d, Targets=%d, Missions=%d", self.Defcon, Nassets, #self.Contacts, Nyellow, Nred, #self.targetqueue, #self.missionqueue)
-- Info message
local text=string.format("Defcon=%s Assets=%d, Contacts: Total=%d Yellow=%d Red=%d, Targets=%d, Missions=%d", self.Defcon, Nassets, Ncontacts, Nyellow, Nred, Ntargets, Nmissions)
self:I(self.lid..text)
---
@ -529,15 +514,16 @@ function CHIEF:onafterStatus(From, Event, To)
local text="Assets:"
for _,missiontype in pairs(AUFTRAG.Type) do
local N=self.wingcommander:CountAssets(nil, missiontype)
local N=self.commander:CountAssets(nil, missiontype)
if N>0 then
text=text..string.format("\n- %s %d", missiontype, N)
end
end
self:I(self.lid..text)
local text="Assets:"
for _,attribute in pairs(WAREHOUSE.Attribute) do
local N=self.wingcommander:CountAssets(nil, nil, attribute)
local N=self.commander:CountAssets(nil, nil, attribute)
if N>0 or self.verbose>=10 then
text=text..string.format("\n- %s %d", attribute, N)
end
@ -609,9 +595,9 @@ end
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function CHIEF:onafterAssignMissionAirforce(From, Event, To, Mission)
if self.wingcommander then
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to WINGCOMMANDER", Mission.name, Mission.type))
self.wingcommander:AddMission(Mission)
self.commander:AddMission(Mission)
else
self:E(self.lid..string.format("Mission cannot be assigned as no WINGCOMMANDER is defined."))
end
@ -626,6 +612,7 @@ end
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function CHIEF:onafterMissionCancel(From, Event, To, Mission)
-- Debug info.
self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
if Mission.status==AUFTRAG.Status.PLANNED then
@ -786,14 +773,14 @@ function CHIEF:CheckMissionQueue()
local mission=_mission --Ops.Auftrag#AUFTRAG
-- We look for PLANNED missions.
if mission.status==AUFTRAG.Status.PLANNED then
if mission:IsPlanned() then
---
-- PLANNNED Mission
---
-- Check if there is an airwing that can do the mission.
local airwing=self:GetAirwingForMission(mission)
local legions=self.commander:GetLegionsForMission(mission)
if airwing then
@ -821,11 +808,12 @@ end
--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return Ops.AirWing#AIRWING The airwing best for this mission.
-- @return #table The best LEGIONs for this mission or `nil`.
function CHIEF:GetAirwingForMission(Mission)
if self.wingcommander then
return self.wingcommander:GetAirwingForMission(Mission)
if self.commander then
local legions=self.commander:GetLegionsForMission(Mission)
return legions
end
return nil

View File

@ -778,7 +778,7 @@ end
--- Get assets for a mission.
-- @param #COHORT self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #number Nplayloads Number of payloads available.
-- @param #number Npayloads Number of payloads available.
-- @return #table Assets that can do the required mission.
function COHORT:RecruitAssets(Mission, Npayloads)
@ -846,6 +846,8 @@ function COHORT:RecruitAssets(Mission, Npayloads)
combatready=false
end
--TODO: Check transport for combat readyness!
-- This asset is "combatready".
if combatready then
self:I(self.lid.."Adding SPAWNED asset to ANOTHER mission as it is COMBATREADY")

View File

@ -1,9 +1,9 @@
--- **Ops** - Commander Air Wing.
--- **Ops** - Commander of an Airwing, Brigade or Flotilla.
--
-- **Main Features:**
--
-- * Manages AIRWINGS
-- * Handles missions (AUFTRAG) and finds the best airwing able to do the job
-- * Manages AIRWINGS, BRIGADEs and FLOTILLAs
-- * Handles missions (AUFTRAG) and finds the best airwing for the job
--
-- ===
--
@ -12,12 +12,12 @@
-- @image OPS_WingCommander.png
--- WINGCOMMANDER class.
-- @type WINGCOMMANDER
--- COMMANDER class.
-- @type COMMANDER
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table airwings Table of airwings which are commanded.
-- @field #table legions Table of legions which are commanded.
-- @field #table missionqueue Mission queue.
-- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff.
-- @extends Core.Fsm#FSM
@ -26,25 +26,23 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\WingCommander\WINGCOMMANDER_Main.jpg)
-- # The COMMANDER Concept
--
-- # The WINGCOMMANDER Concept
--
-- A wing commander is the head of airwings. He will find the best AIRWING to perform an assigned AUFTRAG (mission).
-- A wing commander is the head of legions. He will find the best AIRWING to perform an assigned AUFTRAG (mission).
--
--
-- @field #WINGCOMMANDER
WINGCOMMANDER = {
ClassName = "WINGCOMMANDER",
-- @field #COMMANDER
COMMANDER = {
ClassName = "COMMANDER",
Debug = nil,
lid = nil,
airwings = {},
legions = {},
missionqueue = {},
}
--- WINGCOMMANDER class version.
--- COMMANDER class version.
-- @field #string version
WINGCOMMANDER.version="0.1.0"
COMMANDER.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -57,65 +55,88 @@ WINGCOMMANDER.version="0.1.0"
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new WINGCOMMANDER object and start the FSM.
-- @param #WINGCOMMANDER self
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:New()
--- Create a new COMMANDER object and start the FSM.
-- @param #COMMANDER self
-- @return #COMMANDER self
function COMMANDER:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, FSM:New()) --#WINGCOMMANDER
local self=BASE:Inherit(self, FSM:New()) --#COMMANDER
self.lid="WINGCOMMANDER | "
-- Log ID.
self.lid="COMMANDER | "
-- Start state.
self:SetStartState("NotReadyYet")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start WC.
self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start COMMANDER.
self:AddTransition("*", "Status", "*") -- Status report.
self:AddTransition("*", "Stop", "Stopped") -- Stop WC.
self:AddTransition("*", "Stop", "Stopped") -- Stop COMMANDER.
self:AddTransition("*", "AssignMission", "*") -- Mission was assigned to an AIRWING.
self:AddTransition("*", "MissionAssign", "*") -- Mission was assigned to a LEGION.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the WINGCOMMANDER. Initializes parameters and starts event handlers.
-- @function [parent=#WINGCOMMANDER] Start
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Start". Starts the COMMANDER.
-- @function [parent=#COMMANDER] Start
-- @param #COMMANDER self
--- Triggers the FSM event "Start" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers.
-- @function [parent=#WINGCOMMANDER] __Start
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Start" after a delay. Starts the COMMANDER.
-- @function [parent=#COMMANDER] __Start
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers.
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Stop". Stops the COMMANDER.
-- @param #COMMANDER self
--- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers.
-- @function [parent=#WINGCOMMANDER] __Stop
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Stop" after a delay. Stops the COMMANDER.
-- @function [parent=#COMMANDER] __Stop
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#WINGCOMMANDER] Status
-- @param #WINGCOMMANDER self
-- @function [parent=#COMMANDER] Status
-- @param #COMMANDER self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#WINGCOMMANDER] __Status
-- @param #WINGCOMMANDER self
-- @function [parent=#COMMANDER] __Status
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- Debug trace.
if false then
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
--- Triggers the FSM event "MissionAssign".
-- @function [parent=#COMMANDER] MissionAssign
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionAssign" event.
-- @function [parent=#COMMANDER] OnAfterMissionAssign
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#COMMANDER] MissionCancel
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#COMMANDER] OnAfterMissionCancel
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
@ -125,26 +146,28 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an airwing to the wingcommander.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:AddAirwing(Airwing)
-- @return #COMMANDER self
function COMMANDER:AddAirwing(Airwing)
-- This airwing is managed by this wing commander.
Airwing.wingcommander=self
Airwing.commander=self
table.insert(self.airwings, Airwing)
table.insert(self.legions, Airwing)
return self
end
--- Add mission to mission queue.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:AddMission(Mission)
-- @return #COMMANDER self
function COMMANDER:AddMission(Mission)
Mission.wingcommander=self
Mission.commander=self
Mission.statusCommander=AUFTRAG.Status.PLANNED
table.insert(self.missionqueue, Mission)
@ -152,17 +175,17 @@ function WINGCOMMANDER:AddMission(Mission)
end
--- Remove mission from queue.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:RemoveMission(Mission)
-- @return #COMMANDER self
function COMMANDER:RemoveMission(Mission)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==Mission.auftragsnummer then
self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status))
mission.wingcommander=nil
mission.commander=nil
table.remove(self.missionqueue, i)
break
end
@ -177,22 +200,22 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WINGCOMMANDER:onafterStart(From, Event, To)
function COMMANDER:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Wing Commander")
local text=string.format("Starting Commander")
self:I(self.lid..text)
-- Start attached airwings.
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
if airwing:GetState()=="NotReadyYet" then
airwing:Start()
-- Start attached legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
if legion:GetState()=="NotReadyYet" then
legion:Start()
end
end
@ -200,12 +223,12 @@ function WINGCOMMANDER:onafterStart(From, Event, To)
end
--- On after "Status" event.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WINGCOMMANDER:onafterStatus(From, Event, To)
function COMMANDER:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
@ -214,13 +237,13 @@ function WINGCOMMANDER:onafterStatus(From, Event, To)
self:CheckMissionQueue()
-- Status.
local text=string.format(self.lid.."Status %s: Airwings=%d, Missions=%d", fsmstate, #self.airwings, #self.missionqueue)
local text=string.format("Status %s: Airwings=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue)
self:I(self.lid..text)
-- Airwing Info
if #self.airwings>0 then
if #self.legions>0 then
local text="Airwings:"
for _,_airwing in pairs(self.airwings) do
for _,_airwing in pairs(self.legions) do
local airwing=_airwing --Ops.AirWing#AIRWING
local Nassets=airwing:CountAssets()
local Nastock=airwing:CountAssets(true)
@ -259,40 +282,57 @@ end
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AssignMission" event. Mission is added to the AIRWING mission queue.
-- @param #WINGCOMMANDER self
--- On after "MissionAssign" event. Mission is added to a LEGION mission queue.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.AirWing#AIRWING Airwing The AIRWING.
-- @param Ops.Legion#LEGION Legion The LEGION.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function WINGCOMMANDER:onafterAssignMission(From, Event, To, Airwing, Mission)
function COMMANDER:onafterMissionAssign(From, Event, To, Legion, Mission)
self:I(self.lid..string.format("Assigning mission %s (%s) to airwing %s", Mission.name, Mission.type, Airwing.alias))
Airwing:AddMission(Mission)
-- Debug info.
self:I(self.lid..string.format("Assigning mission %s (%s) to legion %s", Mission.name, Mission.type, Legion.alias))
-- Set mission commander status to QUEUED as it is now queued at a legion.
Mission.statusCommander=AUFTRAG.Status.QUEUED
-- Add mission to legion.
Legion:AddMission(Mission)
end
--- On after "MissionCancel" event.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function WINGCOMMANDER:onafterMissionCancel(From, Event, To, Mission)
function COMMANDER:onafterMissionCancel(From, Event, To, Mission)
-- Debug info.
self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
if Mission.status==AUFTRAG.Status.PLANNED then
-- Set commander status.
Mission.statusCommander=AUFTRAG.Status.CANCELLED
-- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue.
if Mission:IsPlanned() then
-- Mission is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue.
self:RemoveMission(Mission)
else
-- Airwing will cancel mission.
if Mission.airwing then
Mission.airwing:MissionCancel(Mission)
-- Legion will cancel mission.
if #Mission.legions>0 then
for _,_legion in pairs(Mission.legions) do
local legion=_legion --Ops.Legion#LEGION
-- TODO: Should check that this legions actually belongs to this commander.
-- Legion will cancel the mission.
legion:MissionCancel(Mission)
end
end
end
@ -304,8 +344,8 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check mission queue and assign ONE planned mission.
-- @param #WINGCOMMANDER self
function WINGCOMMANDER:CheckMissionQueue()
-- @param #COMMANDER self
function COMMANDER:CheckMissionQueue()
-- TODO: Sort mission queue. wrt what? Threat level?
@ -319,12 +359,16 @@ function WINGCOMMANDER:CheckMissionQueue()
-- PLANNNED Mission
---
local airwing=self:GetAirwingForMission(mission)
local airwings=self:GetLegionsForMission(mission)
if airwing then
if airwings then
for _,airwing in pairs(airwings) do
-- Add mission to airwing.
self:AssignMission(airwing, mission)
self:MissionAssign(airwing, mission)
end
return
end
@ -341,24 +385,24 @@ function WINGCOMMANDER:CheckMissionQueue()
end
--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #WINGCOMMANDER self
--- Check all legions if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return Ops.AirWing#AIRWING The airwing best for this mission.
function WINGCOMMANDER:GetAirwingForMission(Mission)
-- @return #table Table of LEGIONs that can do the mission and have at least one asset available right now.
function COMMANDER:GetLegionsForMission(Mission)
-- Table of airwings that can do the mission.
local airwings={}
-- Table of legions that can do the mission.
local legions={}
-- Loop over all airwings.
for _,_airwing in pairs(self.airwings) do
-- Loop over all legions.
for _,_airwing in pairs(self.legions) do
local airwing=_airwing --Ops.AirWing#AIRWING
-- Check if airwing can do this mission.
local can,assets=airwing:CanMission(Mission)
-- Can it?
if can then
-- Has it assets that can?
if #assets>0 then
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
@ -366,10 +410,16 @@ function WINGCOMMANDER:GetAirwingForMission(Mission)
if coord then
-- Distance from airwing to target.
local dist=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate()))
local distance=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate()))
-- Add airwing to table of airwings that can.
table.insert(airwings, {airwing=airwing, dist=dist, targetcoord=coord, nassets=#assets})
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
local dist=UTILS.Round(distance/10, 0)
-- Debug info.
self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", airwing.alias, #assets, distance, dist))
-- Add airwing to table of legions that can.
table.insert(legions, {airwing=airwing, distance=distance, dist=dist, targetcoord=coord, nassets=#assets})
end
@ -378,7 +428,7 @@ function WINGCOMMANDER:GetAirwingForMission(Mission)
end
-- Can anyone?
if #airwings>0 then
if #legions>0 then
--- Something like:
-- * Closest airwing that can should be first prio.
@ -387,33 +437,60 @@ function WINGCOMMANDER:GetAirwingForMission(Mission)
local d=math.round(a.dist/10)
end
env.info(self.lid.."FF #legions="..#legions)
-- Sort table wrt distance and number of assets.
-- Distances within 10 NM are equal and the airwing with more assets is preferred.
local function sortdist(a,b)
local ad=math.round(a.dist/10) -- dist 55 NM ==> 5.5 ==> 6
local bd=math.round(b.dist/10) -- dist 63 NM ==> 6.3 ==> 6
local ad=a.dist
local bd=b.dist
return ad<bd or (ad==bd and a.nassets>b.nassets)
end
table.sort(airwings, sortdist)
table.sort(legions, sortdist)
-- This is the closest airwing to the target.
local airwing=airwings[1].airwing --Ops.AirWing#AIRWING
return airwing
-- Loops over all legions and stop if enough assets are summed up.
local selection={} ; local N=0
for _,leg in ipairs(legions) do
local legion=leg.airwing --Ops.Legion#LEGION
Mission.Nassets=Mission.Nassets or {}
Mission.Nassets[legion.alias]=leg.nassets
table.insert(selection, legion)
N=N+leg.nassets
if N>=Mission.nassets then
self:I(self.lid..string.format("Found enough assets!"))
break
end
end
if N>=Mission.nassets then
self:I(self.lid..string.format("Found %d legions that can do mission %s (%s) requiring %d assets", #selection, Mission:GetName(), Mission:GetType(), Mission.nassets))
return selection
else
self:T(self.lid..string.format("Not enough LEGIONs found that could do the job :/"))
return nil
end
else
self:T(self.lid..string.format("No LEGION found that could do the job :/"))
end
return nil
end
--- Check mission queue and assign ONE planned mission.
-- @param #WINGCOMMANDER self
-- @param #COMMANDER self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Amount of asset groups in stock.
function WINGCOMMANDER:CountAssets(InStock, MissionTypes, Attributes)
function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
local N=0
for _,_airwing in pairs(self.airwings) do
for _,_airwing in pairs(self.legions) do
local airwing=_airwing --Ops.AirWing#AIRWING
N=N+airwing:CountAssets(InStock, MissionTypes, Attributes)
end

View File

@ -107,6 +107,21 @@ function LEGION:New(WarehouseName, LegionName)
-- @param #LEGION self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#LEGION] MissionCancel
-- @param #LEGION self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#LEGION] OnAfterMissionCancel
-- @param #LEGION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
@ -129,8 +144,14 @@ end
-- @return #LEGION self
function LEGION:AddMission(Mission)
-- Set status to QUEUED. This also attaches the airwing to this mission.
Mission:Queued(self)
-- Set status to QUEUED. This event is only allowed for the first legion that calls it.
Mission:Queued()
-- Set legion status.
Mission:SetLegionStatus(self, AUFTRAG.Status.QUEUED)
-- Add legion to mission.
Mission:AddLegion(self)
-- Add mission to queue.
table.insert(self.missionqueue, Mission)
@ -153,7 +174,7 @@ function LEGION:RemoveMission(Mission)
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==Mission.auftragsnummer then
mission.airwing=nil
mission:RemoveLegion(self)
table.remove(self.missionqueue, i)
break
end
@ -242,7 +263,7 @@ function LEGION:_CheckMissions()
end
--- Get next mission.
-- @param #LEGION self
-- @return Ops.Auftrag#AUFTRAG Next mission or *nil*.
-- @return Ops.Auftrag#AUFTRAG Next mission or `#nil`.
function LEGION:_GetNextMission()
-- Number of missions.
@ -278,7 +299,7 @@ function LEGION:_GetNextMission()
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Firstly, check if mission is due?
if mission:IsQueued() and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
if mission:IsQueued(self) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
-- Check if airwing can do the mission and gather required assets.
local can, assets=self:CanMission(mission)
@ -333,10 +354,10 @@ function LEGION:_GetNextMission()
if mission.assets and #mission.assets>0 then
self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type))
end
mission.assets={}
--mission.assets={}
-- Assign assets to mission.
for i=1,mission.nassets do
for i=1,mission.Nassets[self.alias] do
local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
-- Should not happen as we just checked!
@ -350,7 +371,7 @@ function LEGION:_GetNextMission()
-- Now return the remaining payloads.
if self:IsAirwing() then
for i=mission.nassets+1,#assets do
for i=mission.Nassets[self.alias]+1,#assets do
local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
for _,uid in pairs(gotpayload) do
if uid==asset.uid then
@ -493,9 +514,12 @@ end
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function LEGION:onafterMissionRequest(From, Event, To, Mission)
-- Set mission status from QUEUED to REQUESTED. Ensures that it is not considered in the next selection.
-- Set mission status from QUEUED to REQUESTED.
Mission:Requested()
-- Set legion status. Ensures that it is not considered in the next selection.
Mission:SetLegionStatus(self, AUFTRAG.Status.REQUESTED)
---
-- Some assets might already be spawned and even on a different mission (orbit).
-- Need to dived to set into spawned and instock assets and handle the other
@ -507,6 +531,9 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
for _,_asset in pairs(Mission.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Check that this asset belongs to this Legion warehouse.
if asset.wid==self.uid then
if asset.spawned then
if asset.flightgroup then
@ -525,6 +552,8 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
-- These assets need to be requested and spawned.
table.insert(Assetlist, asset)
end
end
end
-- Add request to airwing warehouse.
@ -548,7 +577,7 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, tostring(Mission.auftragsnummer))
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
Mission.requestID=self.queueid
Mission.requestID[self.alias]=self.queueid
end
end
@ -564,8 +593,31 @@ function LEGION:onafterMissionCancel(From, Event, To, Mission)
-- Info message.
self:I(self.lid..string.format("Cancel mission %s", Mission.name))
local Ngroups = Mission:CountOpsGroups()
-- Set status to cancelled.
Mission:SetLegionStatus(self, AUFTRAG.Status.CANCELLED)
for _,_asset in pairs(Mission.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Asset should belong to this legion.
if asset.wid==self.uid then
local opsgroup=asset.flightgroup
if opsgroup then
opsgroup:MissionCancel(Mission)
end
-- TODO: remove asset from mission
-- Not requested any more (if it was).
asset.requested=nil
end
end
--[[
if Mission:IsPlanned() or Mission:IsQueued() or Mission:IsRequested() or Ngroups == 0 then
Mission:Done()
@ -575,21 +627,27 @@ function LEGION:onafterMissionCancel(From, Event, To, Mission)
for _,_asset in pairs(Mission.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
local flightgroup=asset.flightgroup
-- Asset should belong to this legion.
if asset.wid==self.uid then
if flightgroup then
flightgroup:MissionCancel(Mission)
local opsgroup=asset.flightgroup
if opsgroup then
opsgroup:MissionCancel(Mission)
end
-- Not requested any more (if it was).
asset.requested=nil
end
end
end
]]
-- Remove queued request (if any).
if Mission.requestID then
self:_DeleteQueueItemByID(Mission.requestID, self.queue)
if Mission.requestID[self.alias] then
self:_DeleteQueueItemByID(Mission.requestID[self.alias], self.queue)
end
end
@ -1186,7 +1244,7 @@ function LEGION:CountAssetsOnMission(MissionTypes, Cohort)
if Cohort==nil or Cohort.name==asset.squadname then
local request, isqueued=self:GetRequestByID(mission.requestID)
local request, isqueued=self:GetRequestByID(mission.requestID[self.alias])
if isqueued then
Nq=Nq+1
@ -1278,6 +1336,11 @@ function LEGION:CanMission(Mission)
-- Squadrons for the job. If user assigned to mission or simply all.
local cohorts=Mission.squadrons or self.cohorts
local Nassets=Mission.nassets or 1
if Mission.Nassets and Mission.Nassets[self.alias] then
Nassets=Mission.Nassets[self.alias]
end
-- Get aircraft unit types for the job.
local unittypes=self:GetAircraftTypes(true, cohorts)
@ -1285,7 +1348,7 @@ function LEGION:CanMission(Mission)
if self:IsAirwing() then
local Npayloads=self:CountPayloadsInStock(Mission.type, unittypes, Mission.payloads)
if Npayloads<Mission.nassets then
if Npayloads<Nassets then
self:T(self.lid..string.format("INFO: Not enough PAYLOADS available! Got %d but need at least %d", Npayloads, Mission.nassets))
return false, Assets
end
@ -1302,6 +1365,7 @@ function LEGION:CanMission(Mission)
-- Number of payloads available.
local Npayloads=self:IsAirwing() and self:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999
-- Recruit assets.
local assets=cohort:RecruitAssets(Mission, Npayloads)
-- Total number.
@ -1318,7 +1382,7 @@ function LEGION:CanMission(Mission)
end
-- Check if required assets are present.
if Mission.nassets and Mission.nassets>#Assets then
if Nassets>#Assets then
self:T(self.lid..string.format("INFO: Not enough assets available! Got %d but need at least %d", #Assets, Mission.nassets))
Can=false
end
@ -1436,7 +1500,8 @@ end
function LEGION:GetMissionFromRequestID(RequestID)
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.requestID and mission.requestID==RequestID then
local mid=mission.requestID[self.alias]
if mid and mid==RequestID then
return mission
end
end

View File

@ -646,6 +646,20 @@ function OPSGROUP:New(group)
-- @param #OPSGROUP self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#OPSGROUP] MissionCancel
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#OPSGROUP] OnAfterMissionCancel
-- @param #OPSGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- TODO: Add pseudo functions.
return self

View File

@ -78,11 +78,15 @@ Ops/Auftrag.lua
Ops/OpsGroup.lua
Ops/FlightGroup.lua
Ops/NavyGroup.lua
Ops/Cohort.lua
Ops/Squadron.lua
Ops/Platoon.lua
Ops/Legion.lua
Ops/AirWing.lua
Ops/Brigade.lua
Ops/Intelligence.lua
Ops/WingCommander.lua
Ops/ChiefOfStaff.lua
Ops/Commander.lua
Ops/Chief.lua
Ops/FlightControl.lua
Ops/CSAR.lua
Ops/CTLD.lua