OPSZONE and CHIEF

This commit is contained in:
Frank
2021-09-14 23:51:03 +02:00
parent f038564b1b
commit 35b50e1a9d
6 changed files with 688 additions and 137 deletions

View File

@@ -17,6 +17,7 @@
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table targetqueue Target queue.
-- @field #table zonequeue Strategic zone 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.
@@ -30,9 +31,7 @@
--
-- # 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.
-- The Chief of staff gathers INTEL and assigns missions (AUFTRAG) the airforce, army and/or navy.
--
--
-- @field #CHIEF
@@ -41,6 +40,7 @@ CHIEF = {
verbose = 0,
lid = nil,
targetqueue = {},
zonequeue = {},
borderzoneset = nil,
yellowzoneset = nil,
engagezoneset = nil,
@@ -70,6 +70,18 @@ CHIEF.Strategy = {
TOTALWAR="Total War"
}
--- Strategy.
-- @type CHIEF.MissionTypePerformance
-- @field #string MissionType Mission Type.
-- @field #number Performance Performance: a number between 0 and 100, where 100 is best performance.
--- Strategy.
-- @type CHIEF.MissionTypeMapping
-- @field #string Attribute Generalized attibute
-- @field #table MissionTypes
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.0.1"
@@ -97,15 +109,17 @@ CHIEF.version="0.0.1"
-- @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".
-- @param #string Alias An *optional* alias how this object is called in the logs etc.
-- @return #CHIEF self
function CHIEF:New(AgentSet, Coalition)
function CHIEF:New(AgentSet, Coalition, Alias)
-- Set alias.
Alias=Alias or "CHIEF"
-- 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 | ")
local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition, Alias)) --#CHIEF
-- Define zones.
self:SetBorderZones()
self:SetYellowZones()
@@ -114,21 +128,25 @@ function CHIEF:New(AgentSet, Coalition)
-- Create a new COMMANDER.
self.commander=COMMANDER:New()
-- Init DEFCON.
self.Defcon=CHIEF.DEFCON.GREEN
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "AssignMissionAirforce", "*") -- Assign mission to a COMMANDER but request only AIR assets.
self:AddTransition("*", "AssignMissionNavy", "*") -- Assign mission to a COMMANDER but request only NAVAL assets.
self:AddTransition("*", "AssignMissionArmy", "*") -- Assign mission to a COMMANDER but request only GROUND assets.
-- From State --> Event --> To State
self:AddTransition("*", "MissionAssignToAny", "*") -- Assign mission to a COMMANDER.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
self:AddTransition("*", "MissionAssignToAirfore", "*") -- Assign mission to a COMMANDER but request only AIR assets.
self:AddTransition("*", "MissionAssignToNavy", "*") -- Assign mission to a COMMANDER but request only NAVAL assets.
self:AddTransition("*", "MissionAssignToArmy", "*") -- Assign mission to a COMMANDER but request only GROUND assets.
self:AddTransition("*", "Defcon", "*") -- Change defence condition.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
self:AddTransition("*", "TransportCancel", "*") -- Cancel transport.
self:AddTransition("*", "Stategy", "*") -- Change strategy condition.
self:AddTransition("*", "Defcon", "*") -- Change defence condition.
self:AddTransition("*", "DeclareWar", "*") -- Declare War.
self:AddTransition("*", "Stategy", "*") -- Change strategy condition.
self:AddTransition("*", "DeclareWar", "*") -- Declare War.
------------------------
--- Pseudo Functions ---
@@ -163,13 +181,33 @@ function CHIEF:New(AgentSet, Coalition)
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionAssignToAny".
-- @function [parent=#CHIEF] MissionAssignToAny
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionAssignToAny" after a delay.
-- @function [parent=#CHIEF] __MissionAssignToAny
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionAssignToAny" event.
-- @function [parent=#CHIEF] OnAfterMissionAssignToAny
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#CHIEF] MissionCancel
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel" after a delay.
-- @function [parent=#CHIEF] MissionCancel
-- @function [parent=#CHIEF] __MissionCancel
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
@@ -189,7 +227,7 @@ function CHIEF:New(AgentSet, Coalition)
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportCancel" after a delay.
-- @function [parent=#CHIEF] TransportCancel
-- @function [parent=#CHIEF] __TransportCancel
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
@@ -359,6 +397,19 @@ function CHIEF:AddTarget(Target)
return self
end
--- Add strategically important zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE_RADIUS Zone Strategic zone.
-- @return #CHIEF self
function CHIEF:AddStrateticZone(Zone)
local opszone=OPSZONE:New(Zone, CoalitionOwner)
table.insert(self.zonequeue, opszone)
return self
end
--- Set border zone set.
-- @param #CHIEF self
@@ -538,7 +589,7 @@ function CHIEF:onafterStatus(From, Event, To)
if self.verbose>=1 then
local Nassets=self.commander:CountAssets()
local Ncontacts=#self.contacts
local Ncontacts=#self.Contacts
local Nmissions=#self.commander.missionqueue
local Ntargets=#self.targetqueue
@@ -589,7 +640,7 @@ function CHIEF:onafterStatus(From, Event, To)
-- Mission queue.
if self.verbose>=4 and #self.commander.missionqueue>0 then
local text="Mission queue:"
for i,_mission in pairs(self.missionqueue) do
for i,_mission in pairs(self.commander.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local target=mission:GetTargetName() or "unknown"
@@ -629,13 +680,13 @@ end
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AssignMissionAssignAirforce" event.
--- On after "MissionAssignToAny" 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)
function CHIEF:onafterMissionAssignToAny(From, Event, To, Mission)
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
@@ -647,13 +698,31 @@ function CHIEF:onafterAssignMissionAirforce(From, Event, To, Mission)
end
--- On after "AssignMissionAssignArmy" event.
--- On after "MissionAssignToAirforce" 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:onafterAssignMissionArmy(From, Event, To, Mission)
function CHIEF:onafterMissionAssignToAirforce(From, Event, To, Mission)
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
--TODO: Request only air assets.
self.commander:AddMission(Mission)
else
self:E(self.lid..string.format("Mission cannot be assigned as no COMMANDER is defined!"))
end
end
--- On after "MissionAssignToArmy" 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:onafterMissionAssignToArmy(From, Event, To, Mission)
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
@@ -819,10 +888,33 @@ function CHIEF:CheckTargetQueue()
-- Valid target?
if valid then
--TODO: Create a good mission, which can be passed on to the COMMANDER.
-- Create mission.
local mission=AUFTRAG:NewTargetAir(target)
env.info("FF got valid target "..target:GetName())
-- Get mission performances for the given target.
local MissionPerformances=self:_GetMissionPerformanceFromTarget(target)
-- Mission.
local mission=nil --Ops.Auftrag#AUFTRAG
if #MissionPerformances>0 then
env.info(string.format("FF found mission performance N=%d", #MissionPerformances))
-- Mission Type.
local MissionType=nil
for _,_mp in pairs(MissionPerformances) do
local mp=_mp --#CHIEF.MissionTypePerformance
local n=self.commander:CountAssets(true, {mp.MissionType})
env.info(string.format("FF Found N=%d assets in stock for mission type %s [Performance=%d]", n, mp.MissionType, mp.Performance))
if n>0 then
mission=AUFTRAG:NewFromTarget(target, mp.MissionType)
break
end
end
end
if mission then
@@ -847,6 +939,7 @@ function CHIEF:CheckTargetQueue()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -916,29 +1009,209 @@ end
--- Check resources.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target Target.
-- @return #table
function CHIEF:CheckResources()
function CHIEF:CheckResources(Target)
-- TODO: look at lower classes to do this! it's all there...
local capabilities={}
for _,MissionType in pairs(AUFTRAG.Type) do
capabilities[MissionType]=0
local objective=Target:GetObjective()
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
local missionperformances={}
for _,missionperformance in pairs(missionperformances) do
local mp=missionperformance --#CHIEF.MissionTypePerformance
end
return capabilities
end
--- Create a mission performance table.
-- @param #CHIEF self
-- @param #string MissionType Mission type.
-- @param #number Performance Performance.
-- @return #CHIEF.MissionPerformance Mission performance.
function CHIEF:_CreateMissionPerformance(MissionType, Performance)
local mp={} --#CHIEF.MissionTypePerformance
mp.MissionType=MissionType
mp.Performance=Performance
return mp
end
--- Create a mission to attack a group. Mission type is automatically chosen from the group category.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target
-- @return #table Mission performances of type #CHIEF.MissionPerformance
function CHIEF:_GetMissionPerformanceFromTarget(Target)
local group=nil --Wrapper.Group#GROUP
local airbase=nil --Wrapper.Airbase#AIRBASE
local scenery=nil --Wrapper.Scenery#SCENERY
local coordinate=nil --Core.Point#COORDINATE
-- Get target objective.
local target=Target:GetObject()
if target:IsInstanceOf("GROUP") then
group=target --Target is already a group.
elseif target:IsInstanceOf("UNIT") then
group=target:GetGroup()
elseif target:IsInstanceOf("AIRBASE") then
airbase=target
elseif target:IsInstanceOf("SCENERY") then
scenery=target
end
local TargetCategory=Target:GetCategory()
local missionperf={} --#CHIEF.MissionTypePerformance
if group then
local category=group:GetCategory()
local attribute=group:GetAttribute()
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
---
-- A2A: Intercept
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT, 100))
elseif category==Group.Category.GROUND or category==Group.Category.TRAIN then
---
-- GROUND
---
if attribute==GROUP.Attribute.GROUND_SAM then
-- SEAD/DEAD
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
elseif attribute==GROUP.Attribute.GROUND_AAA then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
elseif attribute==GROUP.Attribute.GROUND_INFANTRY then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
else
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
end
elseif category==Group.Category.SHIP then
---
-- NAVAL
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100))
else
self:E(self.lid.."ERROR: Unknown Group category!")
end
elseif airbase then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBRUNWAY, 100))
elseif scenery then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.STRIKE, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
elseif coordinate then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
end
return missionperf
end
--- Check if group is inside our border.
-- @param #CHIEF self
-- @param #string Attribute Group attibute.
-- @return #table Mission types
function CHIEF:_GetMissionTypeForGroupAttribute(Attribute)
local missiontypes={}
if Attribute==GROUP.Attribute.AIR_ATTACKHELO then
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.INTERCEPT
mt.Performance=100
table.insert(missiontypes, mt)
elseif Attribute==GROUP.Attribute.GROUND_AAA then
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.BAI
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.BOMBING
mt.Performance=70
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.BOMBCARPET
mt.Performance=70
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.ARTY
mt.Performance=30
table.insert(missiontypes, mt)
elseif Attribute==GROUP.Attribute.GROUND_SAM then
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.SEAD
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.BAI
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.ARTY
mt.Performance=50
table.insert(missiontypes, mt)
elseif Attribute==GROUP.Attribute.GROUND_EWR then
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.SEAD
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.BAI
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionTypePerformance
mt.MissionType=AUFTRAG.Type.ARTY
mt.Performance=50
table.insert(missiontypes, mt)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------