diff --git a/Moose Development/Moose/Modules.lua b/Moose Development/Moose/Modules.lua index f1b6d1145..8e1cd2860 100644 --- a/Moose Development/Moose/Modules.lua +++ b/Moose Development/Moose/Modules.lua @@ -82,8 +82,6 @@ __Moose.Include( 'Scripts/Moose/Ops/ArmyGroup.lua' ) __Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' ) __Moose.Include( 'Scripts/Moose/Ops/AirWing.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/AI/AI_Balancer.lua' ) __Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' ) diff --git a/Moose Development/Moose/Ops/ChiefOfStaff.lua b/Moose Development/Moose/Ops/ChiefOfStaff.lua deleted file mode 100644 index 6655ff463..000000000 --- a/Moose Development/Moose/Ops/ChiefOfStaff.lua +++ /dev/null @@ -1,725 +0,0 @@ ---- **Ops** - Chief of Staff. --- --- **Main Features:** --- --- * Stuff --- --- === --- --- ### Author: **funkyfranky** --- @module Ops.Chief --- @image OPS_Chief.png - - ---- CHIEF class. --- @type CHIEF --- @field #string ClassName Name of the class. --- @field #boolean Debug Debug mode. Messages to all about status. --- @field #string lid Class id string for output to DCS log file. --- @field #table missionqueue Mission queue. --- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory. --- @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. --- @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). --- --- **Note** that currently only assignments to airborne forces (WINGCOMMANDER) are implemented. --- --- --- @field #CHIEF -CHIEF = { - ClassName = "CHIEF", - Debug = nil, - lid = nil, - wingcommander = nil, - admiral = nil, - general = nil, - missionqueue = {}, - borderzoneset = nil, - yellowzoneset = nil, - engagezoneset = nil, -} - ---- Defence condition. --- @type CHIEF.DEFCON --- @field #string GREEN No enemy activities detected. --- @field #string YELLOW Enemy near our border. --- @field #string RED Enemy within our border. -CHIEF.DEFCON = { - GREEN="Green", - YELLOW="Yellow", - RED="Red", -} - ---- CHIEF class version. --- @field #string version -CHIEF.version="0.0.1" - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- TODO list -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - --- TODO: Define A2A and A2G parameters. --- DONE: Add/remove spawned flightgroups to detection set. --- DONE: Borderzones. --- NOGO: Maybe it's possible to preselect the assets for the mission. - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Constructor -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Create a new CHIEF object and start the FSM. --- @param #CHIEF self --- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set. --- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral". --- @return #CHIEF self -function CHIEF:New(AgentSet, Coalition) - - AgentSet=AgentSet or SET_GROUP:New() - - -- Inherit everything from INTEL class. - local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition)) --#CHIEF - - -- Set some string id for output to DCS.log file. - --self.lid=string.format("CHIEF | ") - - self:SetBorderZones() - self:SetYellowZones() - - self:SetThreatLevelRange() - - self.Defcon=CHIEF.DEFCON.GREEN - - -- Add FSM transitions. - -- From State --> Event --> To State - self:AddTransition("*", "AssignMissionAirforce", "*") -- Assign mission to a WINGCOMMANDER. - self:AddTransition("*", "AssignMissionNavy", "*") -- Assign mission to an ADMIRAL. - self:AddTransition("*", "AssignMissionArmy", "*") -- Assign mission to a GENERAL. - self:AddTransition("*", "CancelMission", "*") -- Cancel mission. - self:AddTransition("*", "Defcon", "*") -- Change defence condition. - self:AddTransition("*", "DeclareWar", "*") -- Declare War. - - ------------------------ - --- Pseudo Functions --- - ------------------------ - - --- Triggers the FSM event "Start". Starts the CHIEF. Initializes parameters and starts event handlers. - -- @function [parent=#CHIEF] Start - -- @param #CHIEF self - - --- Triggers the FSM event "Start" after a delay. Starts the CHIEF. Initializes parameters and starts event handlers. - -- @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. - -- @param #CHIEF self - - --- Triggers the FSM event "Stop" after a delay. Stops the CHIEF and all its event handlers. - -- @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 - - --- Triggers the FSM event "Status" after a delay. - -- @function [parent=#CHIEF] __Status - -- @param #CHIEF self - -- @param #number delay Delay in seconds. - - - -- Debug trace. - if false then - self.Debug=true - BASE:TraceOnOff(true) - BASE:TraceClass(self.ClassName) - BASE:TraceLevel(1) - end - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- User functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway. --- @param #CHIEF self --- @return #CHIEF self -function CHIEF:SetAirToAny() - - self:SetFilterCategory({}) - - return self -end - ---- Set this to be an air-to-air dispatcher. --- @param #CHIEF self --- @return #CHIEF self -function CHIEF:SetAirToAir() - - self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER}) - - return self -end - ---- Set this to be an air-to-ground dispatcher, i.e. engage only ground units --- @param #CHIEF self --- @return #CHIEF self -function CHIEF:SetAirToGround() - - self:SetFilterCategory({Unit.Category.GROUND_UNIT}) - - return self -end - ---- Set this to be an air-to-sea dispatcher, i.e. engage only naval units. --- @param #CHIEF self --- @return #CHIEF self -function CHIEF:SetAirToSea() - - self:SetFilterCategory({Unit.Category.SHIP}) - - return self -end - ---- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups. --- @param #CHIEF self --- @return #CHIEF self -function CHIEF:SetAirToSurface() - - self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP}) - - return self -end - ---- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat. --- Targets with threat level 0 are usually harmless. --- @param #CHIEF self --- @param #number ThreatLevelMin Min threat level. Default 1. --- @param #number ThreatLevelMax Max threat level. Default 10. --- @return #CHIEF self -function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax) - - self.threatLevelMin=ThreatLevelMin or 1 - self.threatLevelMax=ThreatLevelMax or 10 - - return self -end - ---- Set defence condition. --- @param #CHIEF self --- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`. --- @return #CHIEF self -function CHIEF:SetDefcon(Defcon) - - self.Defcon=Defcon - --self:Defcon(Defcon) - - return self -end - - ---- Set the wing commander for the airforce. --- @param #CHIEF self --- @param Ops.WingCommander#WINGCOMMANDER WingCommander The WINGCOMMANDER object. --- @return #CHIEF self -function CHIEF:SetWingCommander(WingCommander) - - self.wingcommander=WingCommander - - self.wingcommander.chief=self - - return self -end - ---- Add mission to mission queue. --- @param #CHIEF self --- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. --- @return #CHIEF self -function CHIEF:AddMission(Mission) - - table.insert(self.missionqueue, Mission) - - return self -end - ---- Remove mission from queue. --- @param #CHIEF self --- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. --- @return #CHIEF self -function CHIEF: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)) - table.remove(self.missionqueue, i) - break - end - - end - - return self -end - ---- Set border zone set. --- @param #CHIEF self --- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders. --- @return #CHIEF self -function CHIEF:SetBorderZones(BorderZoneSet) - - -- Border zones. - self.borderzoneset=BorderZoneSet or SET_ZONE:New() - - return self -end - ---- Add a zone defining your territory. --- @param #CHIEF self --- @param Core.Zone#ZONE BorderZone The zone defining the border of your territory. --- @return #CHIEF self -function CHIEF:AddBorderZone(BorderZone) - - -- Add a border zone. - self.borderzoneset:AddZone(BorderZone) - - return self -end - ---- Set yellow zone set. Detected enemy troops in this zone will trigger defence condition YELLOW. --- @param #CHIEF self --- @param Core.Set#SET_ZONE YellowZoneSet Set of zones, defining our borders. --- @return #CHIEF self -function CHIEF:SetYellowZones(YellowZoneSet) - - -- Border zones. - self.yellowzoneset=YellowZoneSet or SET_ZONE:New() - - return self -end - ---- Add a zone defining an area outside your territory that is monitored for enemy activity. --- @param #CHIEF self --- @param Core.Zone#ZONE YellowZone The zone defining the border of your territory. --- @return #CHIEF self -function CHIEF:AddYellowZone(YellowZone) - - -- Add a border zone. - self.yellowzoneset:AddZone(YellowZone) - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Start & Status -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On after Start event. --- @param #CHIEF self --- @param Wrapper.Group#GROUP Group Flight group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function CHIEF:onafterStart(From, Event, To) - - -- Short info. - local text=string.format("Starting Chief of Staff") - self:I(self.lid..text) - - -- 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() - end - end - -end - ---- On after "Status" event. --- @param #CHIEF self --- @param Wrapper.Group#GROUP Group Flight group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function CHIEF:onafterStatus(From, Event, To) - - -- Start parent INTEL. - self:GetParent(self).onafterStatus(self, From, Event, To) - - -- FSM state. - local fsmstate=self:GetState() - - - -- Clean up missions where the contact was lost. - for _,_contact in pairs(self.ContactsLost) do - local contact=_contact --#INTEL.Contact - - if contact.mission and contact.mission:IsNotOver() then - - local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name) - MESSAGE:New(text, 120, "CHIEF"):ToAll() - self:I(self.lid..text) - - -- Cancel this mission. - contact.mission:Cancel() - - end - - end - - -- Create missions for all new contacts. - local Nred=0 ; local Nyellow=0 ; local Nengage=0 - for _,_contact in pairs(self.Contacts) do - local contact=_contact --#CHIEF.Contact - local group=contact.group --Wrapper.Group#GROUP - - local inred=self:CheckGroupInBorder(group) - if inred then - Nred=Nred+1 - end - - local inyellow=self:CheckGroupInYellow(group) - if inyellow then - Nyellow=Nyellow+1 - end - - -- Is this a threat? - local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax - - local redalert=true - if self.borderzoneset:Count()>0 then - redalert=inred - end - - if redalert and threat and not contact.mission then - - -- 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 - - --- - -- Defcon - --- - - -- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones. - if Nred>0 then - self:SetDefcon(CHIEF.DEFCON.RED) - elseif Nyellow>0 then - self:SetDefcon(CHIEF.DEFCON.YELLOW) - else - self:SetDefcon(CHIEF.DEFCON.GREEN) - end - - --- - -- Mission Queue - --- - - -- Check mission queue and assign one PLANNED mission. - self:CheckMissionQueue() - - local text=string.format("Defcon=%s Missions=%d Contacts: Total=%d Yellow=%d Red=%d", self.Defcon, #self.missionqueue, #self.Contacts, Nyellow, Nred) - self:I(self.lid..text) - - --- - -- Contacts - --- - - -- Info about contacts. - if #self.Contacts>0 then - local text="Contacts:" - for i,_contact in pairs(self.Contacts) do - local contact=_contact --#CHIEF.Contact - local mtext="N/A" - if contact.mission then - mtext=string.format("Mission %s (%s) %s", contact.mission.name, contact.mission.type, contact.mission.status:upper()) - end - text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext) - end - self:I(self.lid..text) - end - - -- Mission queue. - if #self.missionqueue>0 then - local text="Mission queue:" - for i,_mission in pairs(self.missionqueue) do - local mission=_mission --Ops.Auftrag#AUFTRAG - - local target=mission:GetTargetName() or "unknown" - - text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) - end - self:I(self.lid..text) - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- FSM Events -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On after "AssignMissionAssignAirforce" event. --- @param #CHIEF self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Ops.Auftrag#AUFTRAG Mission The mission. -function CHIEF:onafterAssignMissionAirforce(From, Event, To, Mission) - - if self.wingcommander then - self:I(self.lid..string.format("Assigning mission %s (%s) to WINGCOMMANDER", Mission.name, Mission.type)) - self.wingcommander:AddMission(Mission) - else - self:E(self.lid..string.format("Mission cannot be assigned as no WINGCOMMANDER is defined.")) - end - -end - ---- On after "CancelMission" event. --- @param #CHIEF self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Ops.Auftrag#AUFTRAG Mission The mission. -function CHIEF:onafterCancelMission(From, Event, To, Mission) - - 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 - - -- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue. - self:RemoveMission(Mission) - - else - - -- Airwing will cancel mission. - if Mission.airwing then - Mission.airwing:MissionCancel(Mission) - end - - end - -end - ---- On before "Defcon" event. --- @param #CHIEF self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string Defcon New defence condition. -function CHIEF:onbeforeDefcon(From, Event, To, Defcon) - - local gotit=false - for _,defcon in pairs(CHIEF.DEFCON) do - if defcon==Defcon then - gotit=true - end - end - - if not gotit then - self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon))) - return false - end - - -- Defcon did not change. - if Defcon==self.Defcon then - self:I(self.lid..string.format("Defcon %s unchanged. No processing transition.", tostring(Defcon))) - return false - end - - return true -end - ---- On after "Defcon" event. --- @param #CHIEF self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string Defcon New defence condition. -function CHIEF:onafterDefcon(From, Event, To, Defcon) - self:I(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon)) - - -- Set new defcon. - self.Defcon=Defcon -end - ---- On after "DeclareWar" event. --- @param #CHIEF self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #CHIEF Chief The Chief we declared war on. -function CHIEF:onafterDeclareWar(From, Event, To, Chief) - - if Chief then - self:AddWarOnChief(Chief) - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Resources -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Check mission queue and assign ONE planned mission. --- @param #CHIEF self -function CHIEF:CheckMissionQueue() - - -- TODO: Sort mission queue. wrt what? Threat level? - - for _,_mission in pairs(self.missionqueue) do - local mission=_mission --Ops.Auftrag#AUFTRAG - - -- We look for PLANNED missions. - if mission.status==AUFTRAG.Status.PLANNED then - - --- - -- PLANNNED Mission - --- - - -- Check if there is an airwing that can do the mission. - local airwing=self:GetAirwingForMission(mission) - - if airwing then - - -- Add mission to airwing. - self:AssignMissionAirforce(mission) - - return - - else - self:T(self.lid.."NO airwing") - end - - else - - --- - -- Missions NOT in PLANNED state - --- - - end - - end - -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. -function CHIEF:GetAirwingForMission(Mission) - - if self.wingcommander then - return self.wingcommander:GetAirwingForMission(Mission) - end - - return nil -end - ---- Check if group is inside our border. --- @param #CHIEF self --- @param Wrapper.Group#GROUP group The group. --- @return #boolean If true, group is in any zone. -function CHIEF:CheckGroupInBorder(group) - - local inside=self:CheckGroupInZones(group, self.borderzoneset) - - return inside -end - ---- Check if group is near our border (yellow zone). --- @param #CHIEF self --- @param Wrapper.Group#GROUP group The group. --- @return #boolean If true, group is in any zone. -function CHIEF:CheckGroupInYellow(group) - - -- Check inside yellow but not inside our border. - local inside=self:CheckGroupInZones(group, self.yellowzoneset) and not self:CheckGroupInZones(group, self.borderzoneset) - - return inside -end - ---- Check if group is inside a zone. --- @param #CHIEF self --- @param Wrapper.Group#GROUP group The group. --- @param Core.Set#SET_ZONE zoneset Set of zones. --- @return #boolean If true, group is in any zone. -function CHIEF:CheckGroupInZones(group, zoneset) - - for _,_zone in pairs(zoneset.Set or {}) do - local zone=_zone --Core.Zone#ZONE - - if group:IsPartlyOrCompletelyInZone(zone) then - return true - end - end - - return false -end - ---- Check resources. --- @param #CHIEF self --- @return #table -function CHIEF:CheckResources() - - local capabilities={} - - for _,MissionType in pairs(AUFTRAG.Type) do - capabilities[MissionType]=0 - - for _,_airwing in pairs(self.airwings) do - local airwing=_airwing --Ops.AirWing#AIRWING - - -- Get Number of assets that can do this type of missions. - local _,assets=airwing:CanMission(MissionType) - - -- Add up airwing resources. - capabilities[MissionType]=capabilities[MissionType]+#assets - end - - end - - return capabilities -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- \ No newline at end of file diff --git a/Moose Development/Moose/Ops/WingCommander.lua b/Moose Development/Moose/Ops/WingCommander.lua deleted file mode 100644 index 66ecfd6dd..000000000 --- a/Moose Development/Moose/Ops/WingCommander.lua +++ /dev/null @@ -1,387 +0,0 @@ ---- **Ops** - Commander Air Wing. --- --- **Main Features:** --- --- * Manages AIRWINGS --- * Handles missions (AUFTRAG) and finds the best airwing able to do the job --- --- === --- --- ### Author: **funkyfranky** --- @module Ops.WingCommander --- @image OPS_WingCommander.png - - ---- WINGCOMMANDER class. --- @type WINGCOMMANDER --- @field #string ClassName Name of the class. --- @field #boolean Debug Debug mode. Messages to all about status. --- @field #string lid Class id string for output to DCS log file. --- @field #table airwings Table of airwings which are commanded. --- @field #table missionqueue Mission queue. --- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff. --- @extends Core.Fsm#FSM - ---- Be surprised! --- --- === --- --- ![Banner Image](..\Presentations\WingCommander\WINGCOMMANDER_Main.jpg) --- --- # The WINGCOMMANDER Concept --- --- A wing commander is the head of airwings. He will find the best AIRWING to perform an assigned AUFTRAG (mission). --- --- --- @field #WINGCOMMANDER -WINGCOMMANDER = { - ClassName = "WINGCOMMANDER", - Debug = nil, - lid = nil, - airwings = {}, - missionqueue = {}, -} - ---- WINGCOMMANDER class version. --- @field #string version -WINGCOMMANDER.version="0.1.0" - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- TODO list -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - --- TODO: Improve airwing selection. Mostly done! --- NOGO: Maybe it's possible to preselect the assets for the mission. - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Constructor -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Create a new WINGCOMMANDER object and start the FSM. --- @param #WINGCOMMANDER self --- @return #WINGCOMMANDER self -function WINGCOMMANDER:New() - - -- Inherit everything from INTEL class. - local self=BASE:Inherit(self, FSM:New()) --#WINGCOMMANDER - - self.lid="WINGCOMMANDER | " - - -- Start state. - self:SetStartState("NotReadyYet") - - -- Add FSM transitions. - -- From State --> Event --> To State - self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start WC. - self:AddTransition("*", "Status", "*") -- Status report. - self:AddTransition("*", "Stop", "Stopped") -- Stop WC. - - self:AddTransition("*", "AssignMission", "*") -- Mission was assigned to an AIRWING. - self:AddTransition("*", "CancelMission", "*") -- 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" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. - -- @function [parent=#WINGCOMMANDER] __Start - -- @param #WINGCOMMANDER self - -- @param #number delay Delay in seconds. - - --- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers. - -- @param #WINGCOMMANDER self - - --- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers. - -- @function [parent=#WINGCOMMANDER] __Stop - -- @param #WINGCOMMANDER self - -- @param #number delay Delay in seconds. - - --- Triggers the FSM event "Status". - -- @function [parent=#WINGCOMMANDER] Status - -- @param #WINGCOMMANDER self - - --- Triggers the FSM event "Status" after a delay. - -- @function [parent=#WINGCOMMANDER] __Status - -- @param #WINGCOMMANDER self - -- @param #number delay Delay in seconds. - - - -- Debug trace. - if false then - self.Debug=true - BASE:TraceOnOff(true) - BASE:TraceClass(self.ClassName) - BASE:TraceLevel(1) - end - self.Debug=true - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- User functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Add an airwing to the wingcommander. --- @param #WINGCOMMANDER self --- @param Ops.AirWing#AIRWING Airwing The airwing to add. --- @return #WINGCOMMANDER self -function WINGCOMMANDER:AddAirwing(Airwing) - - -- This airwing is managed by this wing commander. - Airwing.wingcommander=self - - table.insert(self.airwings, Airwing) - - return self -end - ---- Add mission to mission queue. --- @param #WINGCOMMANDER self --- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. --- @return #WINGCOMMANDER self -function WINGCOMMANDER:AddMission(Mission) - - Mission.wingcommander=self - - table.insert(self.missionqueue, Mission) - - return self -end - ---- Remove mission from queue. --- @param #WINGCOMMANDER self --- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. --- @return #WINGCOMMANDER self -function WINGCOMMANDER: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)) - table.remove(self.missionqueue, i) - break - end - - end - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Start & Status -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. --- @param #WINGCOMMANDER self --- @param Wrapper.Group#GROUP Group Flight group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function WINGCOMMANDER:onafterStart(From, Event, To) - - -- Short info. - local text=string.format("Starting Wing Commander") - self:I(self.lid..text) - - -- Start attached airwings. - for _,_airwing in pairs(self.airwings) do - local airwing=_airwing --Ops.AirWing#AIRWING - if airwing:GetState()=="NotReadyYet" then - airwing:Start() - end - end - - self:__Status(-1) -end - ---- On after "Status" event. --- @param #WINGCOMMANDER self --- @param Wrapper.Group#GROUP Group Flight group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function WINGCOMMANDER:onafterStatus(From, Event, To) - - -- FSM state. - local fsmstate=self:GetState() - - -- Check mission queue and assign one PLANNED mission. - self:CheckMissionQueue() - - -- Mission queue. - if #self.missionqueue>0 then - - local text="Mission queue:" - for i,_mission in pairs(self.missionqueue) do - local mission=_mission --Ops.Auftrag#AUFTRAG - - local target=mission:GetTargetName() or "unknown" - - text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) - end - self:I(self.lid..text) - - end - - self:__Status(-30) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- FSM Events -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On after "AssignMission" event. Mission is added to the AIRWING mission queue. --- @param #WINGCOMMANDER self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Ops.AirWing#AIRWING Airwing The AIRWING. --- @param Ops.Auftrag#AUFTRAG Mission The mission. -function WINGCOMMANDER:onafterAssignMission(From, Event, To, Airwing, Mission) - - self:I(self.lid..string.format("Assigning mission %s (%s) to airwing %s", Mission.name, Mission.type, Airwing.alias)) - Airwing:AddMission(Mission) - -end - ---- On after "CancelMission" event. --- @param #WINGCOMMANDER self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Ops.Auftrag#AUFTRAG Mission The mission. -function WINGCOMMANDER:onafterCancelMission(From, Event, To, Mission) - - 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 - - -- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue. - self:RemoveMission(Mission) - - else - - -- Airwing will cancel mission. - if Mission.airwing then - Mission.airwing:CancelMission(Mission) - end - - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Resources -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Check mission queue and assign ONE planned mission. --- @param #WINGCOMMANDER self -function WINGCOMMANDER:CheckMissionQueue() - - -- TODO: Sort mission queue. wrt what? Threat level? - - for _,_mission in pairs(self.missionqueue) do - local mission=_mission --Ops.Auftrag#AUFTRAG - - -- We look for PLANNED missions. - if mission.status==AUFTRAG.Status.PLANNED then - - --- - -- PLANNNED Mission - --- - - local airwing=self:GetAirwingForMission(mission) - - if airwing then - - -- Add mission to airwing. - self:AssignMission(airwing, mission) - - return - end - - else - - --- - -- Missions NOT in PLANNED state - --- - - end - - end - -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 --- @param Ops.Auftrag#AUFTRAG Mission The mission. --- @return Ops.AirWing#AIRWING The airwing best for this mission. -function WINGCOMMANDER:GetAirwingForMission(Mission) - - -- Table of airwings that can do the mission. - local airwings={} - - -- Loop over all airwings. - for _,_airwing in pairs(self.airwings) do - local airwing=_airwing --Ops.AirWing#AIRWING - - -- Check if airwing can do this mission. - local can,assets=airwing:CanMission(Mission) - - -- Can it? - if can then - - -- Get coordinate of the target. - local coord=Mission:GetTargetCoordinate() - - if coord then - - -- Distance from airwing to target. - local dist=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}) - - end - - end - - end - - -- Can anyone? - if #airwings>0 then - - --- Something like: - -- * Closest airwing that can should be first prio. - -- * However, there should be a certain "quantization". if wing is 50 or 60 NM way should not really matter. In that case, the airwing with more resources should get the job. - local function score(a) - local d=math.round(a.dist/10) - end - - -- 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 - return adb.nassets) - end - table.sort(airwings, sortdist) - - -- This is the closest airwing to the target. - local airwing=airwings[1].airwing --Ops.AirWing#AIRWING - - return airwing - end - - return nil -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- diff --git a/Moose Setup/Moose.files b/Moose Setup/Moose.files index 85249125e..f92bb5664 100644 --- a/Moose Setup/Moose.files +++ b/Moose Setup/Moose.files @@ -75,8 +75,6 @@ Ops/NavyGroup.lua Ops/Squadron.lua Ops/AirWing.lua Ops/Intelligence.lua -Ops/WingCommander.lua -Ops/ChiefOfStaff.lua AI/AI_Balancer.lua AI/AI_Air.lua