Warehouse v0.2.8w

This commit is contained in:
funkyfranky 2018-08-28 16:29:03 +02:00
parent 8e16fbd000
commit 2112915dd2
2 changed files with 153 additions and 39 deletions

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@ -3,14 +3,11 @@
--
-- Features:
--
-- * Holds (virtual) assests such as intrantry groups in stock.
-- * Holds (virtual) assests in stock.
-- * Manages requests of assets from other warehouses.
-- * Take care of transportation to other warehouses and its accociated airbases.
-- * Realistic transportation of assets between warehouses.
-- * Different means of automatic transportation (planes, helicopters, APCs, selfpropelled).
--
-- # QUICK START GUIDE
--
-- **WIP**
-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
--
-- ===
--
@ -65,7 +62,7 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Main.JPG)
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Main.jpg)
--
-- # The Warehouse Concept
--
@ -108,6 +105,8 @@
-- A MOOSE warehouse must be represented in game by a phyical *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.
--
@ -156,7 +155,7 @@
--
-- So for example:
--
-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.INFANTRY, 5, WAREHOUSE.TransportType.APC, 2, 20)
-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2, 20)
--
-- 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.
@ -195,7 +194,7 @@
-- Assets in the warehouse' stock can used for user defined tasks realtively 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.INFANTRY, 5)
-- warehouseBatumi:AddRequest(warehouseBatumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5)
--
-- This would simply spawn five infantry groups in the spawn zone of the Batumi warehouse if/when they are available.
--
@ -225,6 +224,62 @@
--
-- Note that airborne groups are spawned in uncontrolled state and need to be activated first before they can start their assigned mission.
--
-- # 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.
--
-- 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}).
--
-- ## 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 choses 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.
--
-- ## 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 or a FARP/HELOPAD.
--
-- 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}.
--
-- ### Defining Shipping Lanes
--
-- A shipping lane between to warehouses can be defined by the @{#WAREHOUSE.AddShippingLane}(*remotewarehouse*, *group*) 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.
--
--
-- # 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.
@ -311,11 +366,13 @@ WAREHOUSE = {
-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
-- @field #number nunits Number of units in the group.
-- @field #number range Range of the unit in meters.
-- @field #number speedmax Maximum speed in km/h the group can do.
-- @field #number size Maximum size in length and with of the asset in meters.
-- @field #number speedmax Maximum speed in km/h the unit can do.
-- @field #number weight The weight of the whole asset group in kilo gramms.
-- @field DCS#Object.Desc DCSdesc All DCS descriptors.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
-- @field #boolean istransport If true, the asset is able to transport troops.
-- @field #boolean transporter If true, the asset is able to transport troops.
-- @field #number cargobay Weight in kg that fits in the cargo bay of one asset unit.
--- Item of the warehouse queue table.
-- @type WAREHOUSE.Queueitem
@ -431,15 +488,17 @@ WAREHOUSE.db = {
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.2.8"
WAREHOUSE.version="0.2.8w"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Take cargo weight into consideration, when selecting
-- TODO: Add transport units from dispatchers back to warehouse stock once they completed their mission.
-- TODO: Add harbours and ports.
-- TODO: Add shipping lanes between warehouses.
-- DONE: Add ports for spawning naval assets.
-- TODO: Added habours as interface for transport to from warehouses?
-- DONE: Add shipping lanes between warehouses.
-- TODO: Set ROE for spawned groups.
-- TODO: Add possibility to add active groups. Need to create a pseudo template before destroy.
-- TODO: Write documentation.
@ -450,7 +509,7 @@ WAREHOUSE.version="0.2.8"
-- TODO: Add general message function for sending to coaliton or debug.
-- TODO: Fine tune event handlers.
-- TODO: Add save/load capability of warehouse <==> percistance after mission restart.
-- TODO: Improve generalized attributes.
-- DONE: Improve generalized attributes.
-- TODO: Add a time stamp when an asset is added to the stock and for requests
-- DONE: If warehouse is destoyed, all asssets are gone.
-- DONE: Add event handlers.
@ -1315,6 +1374,20 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute)
local SpeedMax=group:GetSpeedMax()
local RangeMin=group:GetRange()
local smax,sx,sy,sz=_GetObjectSize(DCSdesc)
-- Get weight in kg
local weight=0
local DCSunits=DCSgroup:getUnits()
for _,unit in pairs(DCSunits) do
local desc=unit:getDesc()
local unitweight=desc.emptyWeight
weight=weight+unitweight
end
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
unit:GetCargoBayFreeWeight()
end
-- Set/get the generalized attribute.
local attribute=forceattribute or self:_GetAttribute(templategroupname)
@ -1335,12 +1408,14 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute)
asset.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template)
asset.category=DCScategory
asset.unittype=DCStype
asset.nunits=#asset.template.units
asset.attribute=attribute
asset.nunits=#asset.template.units
asset.range=RangeMin
asset.speedmax=SpeedMax
asset.size=smax
asset.size=smax
asset.weight=weight
asset.DCSdesc=DCSdesc
asset.attribute=attribute
asset.transporter=false -- not used yet
if i==1 then
self:_AssetItemInfo(asset)
@ -1367,9 +1442,11 @@ function WAREHOUSE:_AssetItemInfo(asset)
text=text..string.format("Attribute = %s\n", asset.attribute)
text=text..string.format("Category = %d\n", asset.category)
text=text..string.format("Units # = %d\n", asset.nunits)
text=text..string.format("Size max = %5.2f m\n", asset.size)
text=text..string.format("Speed max = %5.2f km/h\n", asset.speedmax)
text=text..string.format("Range max = %5.2f km\n", asset.range/1000)
text=text..string.format("Size max = %5.2f m\n", asset.size)
text=text..string.format("Weight total = %5.2f kg\n", asset.weight)
text=text..string.format("Cargo bay = %5.2f kg\n", asset.cargobay)
self:E(self.wid..text)
self:E({DCSdesc=asset.DCSdesc})
self:E({Template=asset.template})
@ -1701,7 +1778,7 @@ function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
-- Check if destination is in range.
if asset.range<distance then
local text=string.format("Request denied! Destination %s is out of range for asset %s", Request.airbase:GetName(), asset.templatename)
local text=string.format("Request denied! Destination %s is out of range for asset %s.", Request.airbase:GetName(), asset.templatename)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
@ -3129,13 +3206,21 @@ function WAREHOUSE:_CheckRequestConsistancy(queue)
valid=false
end
-- Delete invalid requests.
for _,_request in pairs(invalid) do
self:E(self.wid..string.format("Deleting invalid request id=%d.",_request.uid))
self:_DeleteQueueItem(_request, self.queue)
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)
else
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
end
end
-- Delete invalid requests.
for _,_request in pairs(invalid) do
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.
@ -3149,6 +3234,7 @@ 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
@ -3157,15 +3243,14 @@ function WAREHOUSE:_CheckRequestValid(request)
local asset=_assets[1] --#WAREHOUSE.Assetitem
-- Asset is air, ground etc.
local asset_air=false
local asset_plane=asset.category==Group.Category.AIRPLANE
local asset_helo=asset.category==Group.Category.HELICOPTER
local asset_ground=asset.category==Group.Category.GROUND
local asset_train=asset.category==Group.Category.TRAIN
local asset_naval=asset.category==Group.Category.SHIP
local asset_plane = asset.category==Group.Category.AIRPLANE
local asset_helo = asset.category==Group.Category.HELICOPTER
local asset_ground = asset.category==Group.Category.GROUND
local asset_train = asset.category==Group.Category.TRAIN
local asset_naval = asset.category==Group.Category.SHIP
-- General air request.
asset_air=asset_helo or asset_plane
local asset_air=asset_helo or asset_plane
-- Assume everything is okay.
local valid=true
@ -3199,10 +3284,35 @@ function WAREHOUSE:_CheckRequestValid(request)
end
-- All aircraft need an airbase of any type as depature or destination.
-- 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
valid=false
else
-- Check if enough parking spots are available
-- Get necessary terminal type.
local termtype=self:_GetTerminal(asset.attribute)
-- Get number of parking spots.
local np_departure=self.airbase:GetParkingSpotsNumber(termtype)
local np_destination=request.airbase:GetParkingSpotsNumber(termtype)
-- Not enough parking at sending warehouse.
if np_departure < request.nasset then
self:E("ERROR: Incorrect request. No enough parking spots of terminal type at warehouse.")
valid=false
end
-- Not enough parking at requesting warehouse.
if np_destination < request.nasset then
self:E("ERROR: Incorrect request. No enough parking spots of terminal type at requesting warehouse.")
valid=false
end
end
elseif asset_ground then
@ -3226,18 +3336,21 @@ function WAREHOUSE:_CheckRequestValid(request)
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)
if not hasroad then
self:E("ERROR: Incorrect request. No valid path on 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
@ -3309,7 +3422,7 @@ function WAREHOUSE:_CheckRequestValid(request)
-- 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))
self:E(self.wid..string.format("Got invalid request id=%d.", request.uid))
else
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
end
@ -3347,7 +3460,7 @@ function WAREHOUSE:_CheckRequestNow(request)
okay=false
end
-- Check if at least one transport asset is available.
-- Check if at least one (cargo) asset is available.
if _nassets>0 then
-- Get the attibute of the requested asset.
@ -3859,7 +3972,7 @@ function WAREHOUSE:_GetAttribute(groupname)
local group=GROUP:FindByName(groupname)
local attribute=WAREHOUSE.Attribute.OTHER --#WAREHOUSE.Attribute
local attribute=WAREHOUSE.Attribute.UNKNOWN --#WAREHOUSE.Attribute
if group then

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@ -941,7 +941,8 @@ do -- Cargo
-- end
-- return self.__.CargoBayVolumeLimit - CargoVolume
-- end
--
--
--- Get Cargo Bay Free Weight in kg.
-- @param #POSITIONABLE self
-- @return #number CargoBayFreeWeight