COMMANDER

- Added OPS transport (untested)
This commit is contained in:
Frank
2021-09-13 08:31:00 +02:00
parent 6a6cb1961d
commit 1d0eb9806d
9 changed files with 672 additions and 257 deletions

View File

@@ -19,6 +19,7 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #table legions Table of legions which are commanded.
-- @field #table missionqueue Mission queue.
-- @field #table transportqueue Transport queue.
-- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff.
-- @extends Core.Fsm#FSM
@@ -37,6 +38,7 @@ COMMANDER = {
verbose = 0,
legions = {},
missionqueue = {},
transportqueue = {},
}
--- COMMANDER class version.
@@ -80,6 +82,9 @@ function COMMANDER:New()
self:AddTransition("*", "MissionAssign", "*") -- Mission is assigned to a or multiple LEGIONs.
self:AddTransition("*", "MissionCancel", "*") -- COMMANDER cancels a mission.
self:AddTransition("*", "TransportAssign", "*") -- Transport is assigned to a or multiple LEGIONs.
self:AddTransition("*", "TransportCancel", "*") -- COMMANDER cancels a Transport.
------------------------
--- Pseudo Functions ---
------------------------
@@ -155,6 +160,43 @@ function COMMANDER:New()
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "TransportAssign" after a delay.
-- @function [parent=#COMMANDER] __TransportAssign
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- On after "TransportAssign" event.
-- @function [parent=#COMMANDER] OnAfterTransportAssign
-- @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.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportCancel".
-- @function [parent=#COMMANDER] TransportCancel
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportCancel" after a delay.
-- @function [parent=#COMMANDER] __TransportCancel
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- On after "TransportCancel" event.
-- @function [parent=#COMMANDER] OnAfterTransportCancel
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
return self
end
@@ -225,6 +267,21 @@ function COMMANDER:AddMission(Mission)
return self
end
--- Add transport to queue.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be added.
-- @return #COMMANDER self
function COMMANDER:AddOpsTransport(Transport)
Transport.commander=self
Transport.statusCommander=TRANSPORT.Status.PLANNED
table.insert(self.transportqueue, Transport)
return self
end
--- Remove mission from queue.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
@@ -246,6 +303,27 @@ function COMMANDER:RemoveMission(Mission)
return self
end
--- Remove transport from queue.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be removed.
-- @return #COMMANDER self
function COMMANDER:RemoveTransport(Transport)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
if transport.uid==Transport.uid then
self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", transport.uid, transport:GetState()))
transport.commander=nil
table.remove(self.transportqueue, i)
break
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -292,6 +370,8 @@ function COMMANDER:onafterStatus(From, Event, To)
-- Check mission queue and assign one PLANNED mission.
self:CheckMissionQueue()
-- Check mission queue and assign one PLANNED mission
---
-- LEGIONS
@@ -387,6 +467,20 @@ function COMMANDER:onafterStatus(From, Event, To)
end
self:I(self.lid..text)
end
---
-- TRANSPORTS
---
-- Transport queue.
if self.verbose>=2 and #self.transportqueue>0 then
local text="Transport queue:"
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
text=text..string.format("\n[%d] UID=%d: status=%s", i, transport.uid, transport:GetState())
end
self:I(self.lid..text)
end
self:__Status(-30)
end
@@ -455,8 +549,31 @@ function COMMANDER:onafterMissionCancel(From, Event, To, Mission)
end
--- 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.Legion#LEGION Legion The LEGION.
-- @param Ops.OpsTransport#OPSTRANSPORT
function COMMANDER:onafterTransportAssign(From, Event, To, Legion, Transport)
-- Debug info.
self:I(self.lid..string.format("Assigning transport %d to legion %s", Transport.uid, Legion.alias))
-- Set mission commander status to QUEUED as it is now queued at a legion.
Transport.statusCommander=OPSTRANSPORT.Status.QUEUED
-- Add mission to legion.
Legion:AddOpsTransport(Transport)
-- Directly request the mission as the assets have already been selected.
Legion:TransportRequest(Transport)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-- Mission Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check mission queue and assign ONE planned mission.
@@ -538,113 +655,6 @@ function COMMANDER:CheckMissionQueue()
end
--- 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 #table Table of LEGIONs that can do the mission and have at least one asset available right now.
function COMMANDER:GetLegionsForMission(Mission)
-- Table of legions that can do the mission.
local legions={}
-- Loop over all legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Count number of assets in stock.
local Nassets=0
if legion:IsAirwing() then
Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes)
else
Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission.
end
-- Has it assets that can?
if Nassets>0 and false then
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
if coord then
-- Distance from legion to target.
local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate()))
-- 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", legion.alias, Nassets, distance, dist))
-- Add legion to table of legions that can.
table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets})
end
end
-- Add legion if it can provide at least 1 asset.
if Nassets>0 then
table.insert(legions, legion)
end
end
return legions
end
--- Count assets of all assigned legions.
-- @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.
function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
local N=0
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
N=N+legion:CountAssets(InStock, MissionTypes, Attributes)
end
return N
end
--- Count assets of all assigned legions.
-- @param #COMMANDER self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
-- @param #table Legions (Optional) Table of legions. Default is all legions.
-- @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.
function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes)
-- Selected assets.
local assets={}
for _,_legion in pairs(Legions or self.legions) do
local legion=_legion --Ops.Legion#LEGION
--TODO Check if legion is running and maybe if runway is operational if air assets are requested.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- TODO: Check if repaired.
-- TODO: currently we take only unspawned assets.
if not (asset.spawned or asset.isReserved or asset.requested) then
table.insert(assets, asset)
end
end
end
end
return assets
end
--- Recruit assets for a given mission.
-- @param #COMMANDER self
@@ -757,7 +767,7 @@ function COMMANDER:RecruitAssets(Mission)
-- Add assets to mission.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
asset.isReserved=true
Mission:AddAsset(asset)
Legions[asset.legion.alias]=asset.legion
end
@@ -832,6 +842,393 @@ function COMMANDER:_OptimizeAssetSelection(assets, Mission, includePayload)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Transport Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check transport queue and assign ONE planned transport.
-- @param #COMMANDER self
function COMMANDER:CheckTransportQueue()
-- Number of missions.
local Ntransports=#self.transportqueue
-- Treat special cases.
if Ntransports==0 then
return nil
end
-- Sort results table wrt prio and start time.
local function _sort(a, b)
local taskA=a --Ops.Auftrag#AUFTRAG
local taskB=b --Ops.Auftrag#AUFTRAG
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
end
table.sort(self.transportqueue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a mission with importance 1 exists, mission with importance 2 will not be assigned. Missions with no importance (nil) can still be selected.
local vip=math.huge
for _,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
if transport.importance and transport.importance<vip then
vip=transport.importance
end
end
for _,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
-- We look for PLANNED missions.
if transport:IsPlanned() and transport:IsReadyToGo() and (transport.importance==nil or transport.importance<=vip) then
---
-- PLANNNED Mission
--
-- 1. Select best assets from legions
-- 2. Assign mission to legions that have the best assets.
---
-- Recruite assets from legions.
local recruited, legions=self:RecruitAssetsForTransport(transport)
if recruited then
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Debug message.
self:I(self.lid..string.format("Assigning transport UID=%d to legion %s", transport.uid, legion.alias))
-- Add mission to legion.
self:TransportAssign(legion, transport)
end
-- Only ONE transport is assigned.
return
end
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Recruit assets for a given transport.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
-- @return #boolean If `true`, enough assets could be recruited.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssetsForTransport(Transport)
-- Get all undelivered cargo ops groups.
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
local weightGroup=0
-- At least one group should be spawned.
if #cargoOpsGroups>0 then
-- Calculate the max weight so we know which cohorts can provide carriers.
for _,_opsgroup in pairs(cargoOpsGroups) do
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
local weight=opsgroup:GetWeightTotal()
if weight>weightGroup then
weightGroup=weight
end
end
else
-- No cargo groups!
return false, {}
end
-- The recruited assets.
local Assets={}
-- Legions we consider for selecting assets.
local legions=self.legions
--TODO: Setting of Mission.squadrons (cohorts) will not work here!
-- Legions which have the best assets for the Mission.
local Legions={}
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if Npayloads[cohort.aircrafttype]==nil then
Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
self:I(self.lid..string.format("Got N=%d payloads for mission type %s [%s]", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
end
end
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
if cohort:IsOnDuty() and npayloads>0 and cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(AUFTRAG.Type.OPSTRANSPORT, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
end
end
end
-- Now we have a long list with assets.
self:_OptimizeAssetSelectionForTransport(Assets, Transport)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() then
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Fetch payload for asset. This can be nil!
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
end
end
end
-- Remove assets that dont have a payload.
for i=#Assets,1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.payload then
table.remove(Assets, i)
end
end
-- Number of required carriers.
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- Number of assets. At most NreqMax.
local Nassets=math.min(#Assets, NreqMax)
if Nassets>=NreqMin then
---
-- Found enough assets
---
-- Add assets to transport.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
Transport:AddAsset(asset)
Legions[asset.legion.alias]=asset.legion
end
-- Return payloads of not needed assets.
for i=Nassets+1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Found enough assets.
return true, Legions
else
---
-- NOT enough assets
---
-- Return payloads of assets.
if self:IsAirwing() then
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
end
-- Not enough assets found.
return false, {}
end
return nil, {}
end
--- Optimize chosen assets for the given transport.
-- @param #COMMANDER self
-- @param #table assets Table of (unoptimized) assets.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport assignment.
function COMMANDER:_OptimizeAssetSelectionForTransport(assets, Transport)
-- Calculate the mission score of all assets.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.score=asset.legion:CalculateAssetTransportScore(asset, Transport)
end
--- Sort assets wrt to their mission score. Higher is better.
local function optimize(a, b)
local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
-- Higher score wins. If equal score ==> closer wins.
return (assetA.score>assetB.score)
end
table.sort(assets, optimize)
-- Remove distance parameter.
local text=string.format("Optimized %d assets for %s mission (payload=%s):", #assets, Mission.type, tostring(includePayload))
for i,Asset in pairs(assets) do
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
asset.dist=nil
asset.score=nil
end
self:T2(self.lid..text)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Count assets of all assigned legions.
-- @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.
function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
local N=0
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
N=N+legion:CountAssets(InStock, MissionTypes, Attributes)
end
return N
end
--- Count assets of all assigned legions.
-- @param #COMMANDER self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
-- @param #table Legions (Optional) Table of legions. Default is all legions.
-- @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.
function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes)
-- Selected assets.
local assets={}
for _,_legion in pairs(Legions or self.legions) do
local legion=_legion --Ops.Legion#LEGION
--TODO Check if legion is running and maybe if runway is operational if air assets are requested.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- TODO: Check if repaired.
-- TODO: currently we take only unspawned assets.
if not (asset.spawned or asset.isReserved or asset.requested) then
table.insert(assets, asset)
end
end
end
end
return assets
end
--- 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 #table Table of LEGIONs that can do the mission and have at least one asset available right now.
function COMMANDER:GetLegionsForMission(Mission)
-- Table of legions that can do the mission.
local legions={}
-- Loop over all legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Count number of assets in stock.
local Nassets=0
if legion:IsAirwing() then
Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes)
else
Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission.
end
-- Has it assets that can?
if Nassets>0 and false then
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
if coord then
-- Distance from legion to target.
local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate()))
-- 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", legion.alias, Nassets, distance, dist))
-- Add legion to table of legions that can.
table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets})
end
end
-- Add legion if it can provide at least 1 asset.
if Nassets>0 then
table.insert(legions, legion)
end
end
return legions
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------