Merge branch 'FF/Ops' into FF/OpsDev

This commit is contained in:
Frank 2023-09-27 22:29:38 +02:00
commit 691748082b
7 changed files with 1238 additions and 45 deletions

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@ -53,7 +53,8 @@
-- @module Core.Zone -- @module Core.Zone
-- @image Core_Zones.JPG -- @image Core_Zones.JPG
--- @type ZONE_BASE ---
-- @type ZONE_BASE
-- @field #string ZoneName Name of the zone. -- @field #string ZoneName Name of the zone.
-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability. -- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
-- @field #number DrawID Unique ID of the drawn zone on the F10 map. -- @field #number DrawID Unique ID of the drawn zone on the F10 map.
@ -189,13 +190,14 @@ end
-- @param Core.Point#COORDINATE Coordinate The coordinate to test. -- @param Core.Point#COORDINATE Coordinate The coordinate to test.
-- @return #boolean true if the coordinate is within the zone. -- @return #boolean true if the coordinate is within the zone.
function ZONE_BASE:IsCoordinateInZone( Coordinate ) function ZONE_BASE:IsCoordinateInZone( Coordinate )
if not Coordinate then return false end
local InZone = self:IsVec2InZone( Coordinate:GetVec2() ) local InZone = self:IsVec2InZone( Coordinate:GetVec2() )
return InZone return InZone
end end
--- Returns if a PointVec2 is within the zone. (Name is misleading, actually takes a #COORDINATE) --- Returns if a PointVec2 is within the zone. (Name is misleading, actually takes a #COORDINATE)
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE PointVec2 The coordinate to test. -- @param Core.Point#COORDINATE Coordinate The coordinate to test.
-- @return #boolean true if the PointVec2 is within the zone. -- @return #boolean true if the PointVec2 is within the zone.
function ZONE_BASE:IsPointVec2InZone( Coordinate ) function ZONE_BASE:IsPointVec2InZone( Coordinate )
local InZone = self:IsVec2InZone( Coordinate:GetVec2() ) local InZone = self:IsVec2InZone( Coordinate:GetVec2() )
@ -967,7 +969,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local Include = false local Include = false
if not UnitCategories then if not UnitCategories then
-- Anythink found is included. -- Anything found is included.
Include = true Include = true
else else
-- Check if found object is in specified categories. -- Check if found object is in specified categories.
@ -998,9 +1000,9 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
if ObjectCategory == Object.Category.SCENERY then if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName() local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName() local SceneryName = ZoneObject:getName()
--BASE:I("SceneryType "..SceneryType.."SceneryName"..SceneryName) --BASE:I("SceneryType "..SceneryType.." SceneryName "..tostring(SceneryName))
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject ) self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( tostring(SceneryName), ZoneObject)
table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName] ) table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName] )
self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end end
@ -1456,8 +1458,11 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma
local T1 = timer.getTime() local T1 = timer.getTime()
local buildings = {} local buildings = {}
local buildingzones = {}
if self.ScanData and self.ScanData.BuildingCoordinates then if self.ScanData and self.ScanData.BuildingCoordinates then
buildings = self.ScanData.BuildingCoordinates buildings = self.ScanData.BuildingCoordinates
buildingzones = self.ScanData.BuildingZones
else else
-- build table of buildings coordinates -- build table of buildings coordinates
for _,_object in pairs (objects) do for _,_object in pairs (objects) do
@ -1469,28 +1474,32 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma
MARKER:New(scenery:GetCoordinate(),"Building"):ToAll() MARKER:New(scenery:GetCoordinate(),"Building"):ToAll()
end end
buildings[#buildings+1] = scenery:GetCoordinate() buildings[#buildings+1] = scenery:GetCoordinate()
local bradius = scenery:GetBoundingRadius() or dist
local bzone = ZONE_RADIUS:New("Building-"..math.random(1,100000),scenery:GetVec2(),bradius,false)
buildingzones[#buildingzones+1] = bzone
--bzone:DrawZone(-1,{1,0,0},Alpha,FillColor,FillAlpha,1,ReadOnly)
end end
end end
end end
self.ScanData.BuildingCoordinates = buildings self.ScanData.BuildingCoordinates = buildings
self.ScanData.BuildingZones = buildingzones
end end
-- max 1000 tries -- max 1000 tries
local rcoord = nil local rcoord = nil
local found = false local found = true
local iterations = 0 local iterations = 0
for i=1,1000 do for i=1,1000 do
iterations = iterations + 1 iterations = iterations + 1
rcoord = self:GetRandomCoordinate(inner,outer) rcoord = self:GetRandomCoordinate(inner,outer)
found = false found = true
for _,_coord in pairs (buildings) do for _,_coord in pairs (buildingzones) do
local coord = _coord -- Core.Point#COORDINATE local zone = _coord -- Core.Zone#ZONE_RADIUS
-- keep >50m dist from buildings -- keep >50m dist from buildings
if coord:Get3DDistance(rcoord) > dist then if zone:IsPointVec2InZone(rcoord) then
found = true
else
found = false found = false
break
end end
end end
if found then if found then
@ -1502,15 +1511,43 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma
end end
end end
if not found then
-- max 1000 tries
local rcoord = nil
local found = true
local iterations = 0
for i=1,1000 do
iterations = iterations + 1
rcoord = self:GetRandomCoordinate(inner,outer)
found = true
for _,_coord in pairs (buildings) do
local coord = _coord -- Core.Point#COORDINATE
-- keep >50m dist from buildings
if coord:Get3DDistance(rcoord) < dist then
found = false
end
end
if found then
-- we have a winner!
if markfinal then
MARKER:New(rcoord,"FREE"):ToAll()
end
break
end
end
end
T1=timer.getTime() T1=timer.getTime()
self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %d",tostring(found),iterations,T1-T0)) self:T(string.format("Found a coordinate: %s | Iterations: %d | Time: %.3f",tostring(found),iterations,T1-T0))
if found then return rcoord else return nil end if found then return rcoord else return nil end
end end
--- @type ZONE ---
-- @type ZONE
-- @extends #ZONE_RADIUS -- @extends #ZONE_RADIUS
@ -1594,8 +1631,8 @@ function ZONE:FindByName( ZoneName )
end end
---
--- @type ZONE_UNIT -- @type ZONE_UNIT
-- @field Wrapper.Unit#UNIT ZoneUNIT -- @field Wrapper.Unit#UNIT ZoneUNIT
-- @extends Core.Zone#ZONE_RADIUS -- @extends Core.Zone#ZONE_RADIUS
@ -1737,7 +1774,8 @@ function ZONE_UNIT:GetVec3( Height )
return Vec3 return Vec3
end end
--- @type ZONE_GROUP ---
-- @type ZONE_GROUP
-- @extends #ZONE_RADIUS -- @extends #ZONE_RADIUS
@ -1823,7 +1861,8 @@ function ZONE_GROUP:GetRandomPointVec2( inner, outer )
end end
--- @type ZONE_POLYGON_BASE ---
-- @type ZONE_POLYGON_BASE
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}. -- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
-- @extends #ZONE_BASE -- @extends #ZONE_BASE
@ -2472,7 +2511,8 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C
return self return self
end end
--- @type ZONE_POLYGON ---
-- @type ZONE_POLYGON
-- @extends #ZONE_POLYGON_BASE -- @extends #ZONE_POLYGON_BASE
@ -2600,7 +2640,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local minmarkcoord = COORDINATE:NewFromVec3(minVec3) local minmarkcoord = COORDINATE:NewFromVec3(minVec3)
local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3) local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3)
local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2 local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2
-- self:I("Scan Radius:" ..ZoneRadius)
local CenterVec3 = self:GetCoordinate():GetVec3() local CenterVec3 = self:GetCoordinate():GetVec3()
--[[ this a bit shaky in functionality it seems --[[ this a bit shaky in functionality it seems
@ -2923,7 +2963,7 @@ end
do -- ZONE_ELASTIC do -- ZONE_ELASTIC
--- @type ZONE_ELASTIC -- @type ZONE_ELASTIC
-- @field #table points Points in 2D. -- @field #table points Points in 2D.
-- @field #table setGroups Set of GROUPs. -- @field #table setGroups Set of GROUPs.
-- @field #table setOpsGroups Set of OPSGROUPS. -- @field #table setOpsGroups Set of OPSGROUPS.
@ -3123,7 +3163,7 @@ end
do -- ZONE_AIRBASE do -- ZONE_AIRBASE
--- @type ZONE_AIRBASE -- @type ZONE_AIRBASE
-- @field #boolean isShip If `true`, airbase is a ship. -- @field #boolean isShip If `true`, airbase is a ship.
-- @field #boolean isHelipad If `true`, airbase is a helipad. -- @field #boolean isHelipad If `true`, airbase is a helipad.
-- @field #boolean isAirdrome If `true`, airbase is an airdrome. -- @field #boolean isAirdrome If `true`, airbase is an airdrome.

View File

@ -226,6 +226,7 @@ SCORING = {
ClassID = 0, ClassID = 0,
Players = {}, Players = {},
AutoSave = true, AutoSave = true,
version = "1.17.1"
} }
local _SCORINGCoalition = { local _SCORINGCoalition = {
@ -659,7 +660,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50 self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .."Penalty points added.", "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .." penalty points added.",
MESSAGE.Type.Information MESSAGE.Type.Information
):ToAll() ):ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,

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@ -115,6 +115,7 @@ __Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' ) __Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' ) __Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Target.lua' ) __Moose.Include( 'Scripts/Moose/Ops/Target.lua' )
__Moose.Include( 'Scripts/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( 'Scripts/Moose/Navigation/Point.lua' ) __Moose.Include( 'Scripts/Moose/Navigation/Point.lua' )
__Moose.Include( 'Scripts/Moose/Navigation/Procedure.lua' ) __Moose.Include( 'Scripts/Moose/Navigation/Procedure.lua' )

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@ -386,7 +386,7 @@
-- --
-- atis=ATIS:New("Batumi", 305, radio.modulation.AM) -- atis=ATIS:New("Batumi", 305, radio.modulation.AM)
-- atis:SetSRS("D:\\DCS\\_SRS\\", "female", "de_DE") -- atis:SetSRS("D:\\DCS\\_SRS\\", "female", "de_DE")
-- atis:SetLocale("de") -- atis:SetLocale("de") -- available locales from source are "en", "de" and "es"
-- atis:Start() -- atis:Start()
-- --
-- ## FARPS -- ## FARPS
@ -808,7 +808,67 @@ ATIS.Messages = {
TACAN = "Tackan", TACAN = "Tackan",
FARP = "Farp", FARP = "Farp",
DELIMITER = "Komma", -- decimal delimiter DELIMITER = "Komma", -- decimal delimiter
} },
-- Set ES Locale translations for ATIS thanks to @Ritu
ES =
{
HOURS = "horas",
TIME = "horas",
NOCLOUDINFO = "Información sobre capa de nubes no disponible",
OVERCAST = "Nublado",
BROKEN = "Nubes rotas",
SCATTERED = "Nubes dispersas",
FEWCLOUDS = "Ligeramente nublado",
NOCLOUDS = "Despejado",
AIRPORT = "Aeropuerto",
INFORMATION ="Informacion",
SUNRISEAT = "Amanecer a las %s hora local",
SUNSETAT = "Puesta de sol a las %s hora local",
WINDFROMMS = "Viento procedente de %s con %s m/s",
WINDFROMKNOTS = "Viento de %s con %s nudos",
GUSTING = "ráfagas",
VISIKM = "Visibilidad %s km",
VISISM = "Visibilidad %s millas",
RAIN = "Lluvia",
TSTORM = "Tormenta",
SNOW = "Nieve",
SSTROM = "Tormenta de nieve",
FOG = "Niebla",
DUST = "Polvo",
PHENOMENA = "Fenómenos meteorológicos",
CLOUDBASEM = "Capa de nubes de %s a %s metros",
CLOUDBASEFT = "Capa de nubes de %s a %s pies",
TEMPERATURE = "Temperatura",
DEWPOINT = "Punto de rocio",
ALTIMETER = "Altímetro",
ACTIVERUN = "Pista activa",
LEFT = "Izquierda",
RIGHT = "Derecha",
RWYLENGTH = "Longitud de pista",
METERS = "Metro",
FEET = "Pie",
ELEVATION = "Elevación",
TOWERFREQ = "Frecuencias de la torre de control",
ILSFREQ = "Fecuencia ILS",
OUTERNDB = "Frecuencia NDB externa",
INNERNDB = "Frecuencia NDB interior",
VORFREQ = "Frecuencia VOR",
VORFREQTTS = "Frecuencia V O R",
TACANCH = "Canal TACAN %d Xaver",
RSBNCH = "Canal RSBN",
PRMGCH = "Canal PRMG",
ADVISE = "Avise en el contacto inicial a torre de que tiene la informacion",
STATUTE = "Millas inglesas",
DEGREES = "Grados Celsius",
FAHRENHEIT = "Grados Fahrenheit",
INCHHG = "Pulgadas de mercurio",
MMHG = "Milímeteros de Mercurio",
HECTO = "Hectopascales",
METERSPER = "Metros por segundo",
TACAN = "Tacan",
FARP = "Farp",
DELIMITER = "Punto", -- decimal delimiter
},
} }
--- ---
@ -821,7 +881,7 @@ _ATIS = {}
--- ATIS class version. --- ATIS class version.
-- @field #string version -- @field #string version
ATIS.version = "0.10.1" ATIS.version = "0.10.2"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list

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@ -4075,7 +4075,7 @@ function AIRBOSS:_CheckRecoveryTimes()
-- Check that wind is blowing from a direction > 5° different from the current heading. -- Check that wind is blowing from a direction > 5° different from the current heading.
local hdg = self:GetHeading() local hdg = self:GetHeading()
local wind = self:GetHeadingIntoWind() local wind = self:GetHeadingIntoWind(nextwindow.SPEED)
local delta = self:_GetDeltaHeading( hdg, wind ) local delta = self:_GetDeltaHeading( hdg, wind )
local uturn = delta > 5 local uturn = delta > 5
@ -6728,7 +6728,7 @@ function AIRBOSS:_AddMarshalGroup( flight, stack )
-- If the carrier is supposed to turn into the wind, we take the wind coordinate. -- If the carrier is supposed to turn into the wind, we take the wind coordinate.
if self.recoverywindow and self.recoverywindow.WIND then if self.recoverywindow and self.recoverywindow.WIND then
brc = self:GetBRCintoWind() brc = self:GetBRCintoWind(self.recoverywindow.SPEED)
end end
-- Get charlie time estimate. -- Get charlie time estimate.
@ -11553,7 +11553,7 @@ end
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned. -- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees. -- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind( magnetic, coord ) function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed) local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0 local degreesAdjustment = 0
@ -11613,13 +11613,108 @@ function AIRBOSS:GetHeadingIntoWind( magnetic, coord )
return intowind return intowind
end end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- Implementation based on [Mags & Bambi](https://magwo.github.io/carrier-cruise/).
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind( vdeck, magnetic, coord )
-- Default offset angle.
local Offset=self.carrierparam.rwyangle or 0
-- Get direction the wind is blowing from.
local windfrom, vwind=self:GetWind(18, nil ,coord)
-- Ships min/max speed.
local Vmin=4
local Vmax=UTILS.KmphToKnots(self.carrier:GetSpeedMax())
-- No wind. will stay on current heading.
if vwind<0.1 then
local h=self:GetHeading(magnetic)
return h, math.min(vdeck, Vmax)
end
-- Convert wind speed to knots.
vwind=UTILS.MpsToKnots(vwind)
-- Wind to in knots.
local windto=(windfrom+180)%360
-- Offset angle in rad. We also define the rotation to be clock-wise, which requires a minus sign.
local alpha=math.rad(-Offset)
-- Constant.
local C = math.sqrt(math.cos(alpha)^2 / math.sin(alpha)^2 + 1)
-- Upper limit of desired speed due to max boat speed.
local vdeckMax=vwind + math.cos(alpha) * Vmax
-- Lower limit of desired speed due to min boat speed.
local vdeckMin=vwind + math.cos(alpha) * Vmin
-- Speed of ship so it matches the desired speed.
local v=0
-- Angle wrt. to wind TO-direction
local theta=0
if vdeck>vdeckMax then
-- Boat cannot go fast enough
-- Set max speed.
v=Vmax
-- Calculate theta.
theta = math.asin(v/(vwind*C)) - math.asin(-1/C)
elseif vdeck<vdeckMin then
-- Boat cannot go slow enought
-- Set min speed.
v=Vmin
-- Calculatge theta.
theta = math.asin(v/(vwind*C)) - math.asin(-1/C)
elseif vdeck*math.sin(alpha)>vwind then
-- Too little wind
-- Set theta to 90°
theta=math.pi/2
-- Set speed.
v = math.sqrt(vdeck^2 - vwind^2)
else
-- Normal case
theta = math.asin(vdeck * math.sin(alpha) / vwind)
v = vdeck * math.cos(alpha) - vwind * math.cos(theta)
end
-- Magnetic heading.
local magvar= magnetic and self.magvar or 0
-- Ship heading so cross wind is min for the given wind.
local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360
return intowind, v
end
--- Get base recovery course (BRC) when the carrier would head into the wind. --- Get base recovery course (BRC) when the carrier would head into the wind.
-- This includes the current wind direction and accounts for the angled runway. -- This includes the current wind direction and accounts for the angled runway.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @return #number BRC into the wind in degrees. -- @return #number BRC into the wind in degrees.
function AIRBOSS:GetBRCintoWind() function AIRBOSS:GetBRCintoWind(vdeck)
-- BRC is the magnetic heading. -- BRC is the magnetic heading.
return self:GetHeadingIntoWind( true ) return self:GetHeadingIntoWind(vdeck, true )
end end
--- Get final bearing (FB) of carrier. --- Get final bearing (FB) of carrier.
@ -13525,28 +13620,32 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
-- Wind speed. -- Wind speed.
local _, vwind = self:GetWind() local _, vwind = self:GetWind()
-- Desired wind on deck in knots.
local vdeck=UTILS.MpsToKnots(vdeck)
-- Get heading into the wind accounting for angled runway.
local hiw, speedknots = self:GetHeadingIntoWind(vdeck)
-- Speed of carrier in m/s but at least 4 knots. -- Speed of carrier in m/s but at least 4 knots.
local vtot = math.max( vdeck - vwind, UTILS.KnotsToMps( 4 ) ) local vtot = UTILS.KnotsToMps(speedknots)
-- Distance to travel -- Distance to travel
local dist = vtot * time local dist = vtot * time
-- Speed in knots -- Distance in NM.
local speedknots = UTILS.MpsToKnots( vtot )
local distNM = UTILS.MetersToNM( dist ) local distNM = UTILS.MetersToNM( dist )
-- Debug output
self:I( self.lid .. string.format( "Carrier steaming into the wind (%.1f kts). Distance=%.1f NM, Speed=%.1f knots, Time=%d sec.", UTILS.MpsToKnots( vwind ), distNM, speedknots, time ) )
-- Get heading into the wind accounting for angled runway.
local hiw = self:GetHeadingIntoWind()
-- Current heading. -- Current heading.
local hdg = self:GetHeading() local hdg = self:GetHeading()
-- Heading difference. -- Heading difference.
local deltaH = self:_GetDeltaHeading( hdg, hiw ) local deltaH = self:_GetDeltaHeading( hdg, hiw )
-- Debug output
self:I( self.lid .. string.format( "Carrier steaming into the wind (%.1f kts). Heading=%03d-->%03d (Delta=%.1f), Speed=%.1f knots, Distance=%.1f NM, Time=%d sec",
UTILS.MpsToKnots( vwind ), hdg, hiw, deltaH, speedknots, distNM, speedknots, time ) )
-- Current coordinate.
local Cv = self:GetCoordinate() local Cv = self:GetCoordinate()
local Ctiw = nil -- Core.Point#COORDINATE local Ctiw = nil -- Core.Point#COORDINATE
@ -13560,7 +13659,7 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
Csoo = Cv:Translate( 750, hdg ):Translate( 750, hiw ) Csoo = Cv:Translate( 750, hdg ):Translate( 750, hiw )
-- Heading into wind from Csoo. -- Heading into wind from Csoo.
local hsw = self:GetHeadingIntoWind( false, Csoo ) local hsw = self:GetHeadingIntoWind(vdeck, false, Csoo )
-- Into the wind coord. -- Into the wind coord.
Ctiw = Csoo:Translate( dist, hsw ) Ctiw = Csoo:Translate( dist, hsw )
@ -13572,7 +13671,7 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
Csoo = Cv:Translate( 900, hdg ):Translate( 900, hiw ) Csoo = Cv:Translate( 900, hdg ):Translate( 900, hiw )
-- Heading into wind from Csoo. -- Heading into wind from Csoo.
local hsw = self:GetHeadingIntoWind( false, Csoo ) local hsw = self:GetHeadingIntoWind(vdeck, false, Csoo )
-- Into the wind coord. -- Into the wind coord.
Ctiw = Csoo:Translate( dist, hsw ) Ctiw = Csoo:Translate( dist, hsw )
@ -13584,7 +13683,7 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
Csoo = Cv:Translate( 1100, hdg - 90 ):Translate( 1000, hiw ) Csoo = Cv:Translate( 1100, hdg - 90 ):Translate( 1000, hiw )
-- Heading into wind from Csoo. -- Heading into wind from Csoo.
local hsw = self:GetHeadingIntoWind( false, Csoo ) local hsw = self:GetHeadingIntoWind(vdeck, false, Csoo )
-- Into the wind coord. -- Into the wind coord.
Ctiw = Csoo:Translate( dist, hsw ) Ctiw = Csoo:Translate( dist, hsw )
@ -13596,7 +13695,7 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
Csoo = Cv:Translate( 1200, hdg - 90 ):Translate( 1000, hiw ) Csoo = Cv:Translate( 1200, hdg - 90 ):Translate( 1000, hiw )
-- Heading into wind from Csoo. -- Heading into wind from Csoo.
local hsw = self:GetHeadingIntoWind( false, Csoo ) local hsw = self:GetHeadingIntoWind(vdeck, false, Csoo )
-- Into the wind coord. -- Into the wind coord.
Ctiw = Csoo:Translate( dist, hsw ) Ctiw = Csoo:Translate( dist, hsw )
@ -13809,7 +13908,8 @@ function AIRBOSS:_CheckCarrierTurning()
local hdg local hdg
if self.turnintowind then if self.turnintowind then
-- We are now steaming into the wind. -- We are now steaming into the wind.
hdg = self:GetHeadingIntoWind( false ) local vdeck=self.recoverywindow and self.recoverywindow.SPEED or 20
hdg = self:GetHeadingIntoWind(vdeck, false)
else else
-- We turn towards the next waypoint. -- We turn towards the next waypoint.
hdg = self:GetCoordinate():HeadingTo( self:_GetNextWaypoint() ) hdg = self:GetCoordinate():HeadingTo( self:_GetNextWaypoint() )

View File

@ -0,0 +1,990 @@
-------------------------------------------------------------------------
-- Easy CAP/GCI Class, based on OPS classes
-------------------------------------------------------------------------
-- Documentation
--
-- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyGCICAP.html
--
-------------------------------------------------------------------------
-- Date: September 2023
-------------------------------------------------------------------------
--
--- **Ops** - Easy GCI & CAP Manager
--
-- ===
--
-- **Main Features:**
--
-- * Automatically create and manage A2A CAP/GCI defenses using an AirWing and Squadrons for one coalition
-- * Easy set-up
-- * Add additional AirWings on other airbases
-- * Each wing can have more than one Squadron - tasking to Squadrons is done on a random basis per AirWing
-- * Create borders and zones of engagement
-- * Detection can be ground based and/or via AWACS
--
-- ===
--
-- ### AUTHOR: **applevangelist**
--
-- @module Ops.EasyGCICAP
-- @image AI_Combat_Air_Patrol.JPG
--- EASYGCICAP Class
-- @type EASYGCICAP
-- @field #string ClassName
-- @field #number overhead
-- @field #number engagerange
-- @field #number capgrouping
-- @field #string airbasename
-- @field Wrapper.Airbase#AIRBASE airbase
-- @field #number coalition
-- @field #string alias
-- @field #table wings
-- @field Ops.Intelligence#INTEL Intel
-- @field #number resurrection
-- @field #number capspeed
-- @field #number capalt
-- @field #number capdir
-- @field #number capleg
-- @field #number capgrouping
-- @field #number maxinterceptsize
-- @field #number missionrange
-- @field #number noaltert5
-- @field #table ManagedAW
-- @field #table ManagedSQ
-- @field #table ManagedCP
-- @field #table ManagedTK
-- @field #number MaxAliveMissions
-- @field #boolean debug
-- @field #number repeatsonfailure
-- @field Core.Set#SET_ZONE GoZoneSet
-- @field Core.Set#SET_ZONE NoGoZoneSet
-- @field #boolean Monitor
-- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
--
-- ===
--
-- # The EasyGCICAP Concept
--
-- The idea of this class is partially to make the OPS classes easier operational for an A2A CAP/GCI defense network, and to replace the legacy AI_A2A_Dispatcher system - not to it's
-- full extent, but make a basic system work very quickly.
--
-- # Setup
--
-- ## Basic understanding
--
-- The basics are, there is **one** and only **one** AirWing per airbase. Each AirWing has **at least** one Squadron, who will do both CAP and GCI tasks. Squadrons will be randomly chosen for the task at hand.
-- Each AirWing has **at least** one CAP Point that it manages. CAP Points will be covered by the AirWing automatically as long as airframes are available. Detected intruders will be assigned to **one**
-- AirWing based on proximity (that is, if you have more than one).
--
-- ## Assignment of tasks for intruders
--
-- Either a CAP Plane or a newly spawned GCI plane will take care of the intruders. Standard overhead is 0.75, i.e. a group of 3 intrudes will
-- be managed by 2 planes from the assigned AirWing. There is an maximum missions limitation per AirWing, so we do not spam the skies.
--
-- ## Basic set-up code
--
-- ### Prerequisites
--
-- You have to put a STATIC object on the airbase with the UNIT name according to the name of the airbase. E.g. for Kuitaisi this has to have the name Kutaisi. This object symbolizes the AirWing HQ.
-- Next put a late activated template group for your CAP/GCI Squadron on the map. Last, put a zone on the map for the CAP operations, let's name it "Blue Zone 1". Size of the zone plays no role.
-- Put an EW radar system on the map and name it aptly, like "Blue EWR".
--
-- ### Code it
--
-- -- Set up a basic system for the blue side, we'll reside on Kutaisi, and use GROUP objects with "Blue EWR" in the name as EW Radar Systems.
-- local mywing = EASYGCICAP:New("Blue CAP Operations",AIRBASE.Caucasus.Kutaisi,"blue","Blue EWR")
--
-- -- Add a CAP patrol point belonging to our airbase, we'll be at 30k ft doing 400 kn, initial direction 90 degrees (East), leg 20NM
-- mywing:AddPatrolPointCAP(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone 1"):GetCoordinate(),30000,400,90,20)
--
-- -- Add a Squadron with template "Blue Sq1 M2000c", 20 airframes, skill good, Modex starting with 102 and skin "Vendee Jeanne"
-- mywing:AddSquadron("Blue Sq1 M2000c","CAP Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.GOOD,102,"ec1.5_Vendee_Jeanne_clean")
--
-- -- Add a couple of zones
-- -- We'll defend our border
-- mywing:AddAcceptZone(ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) ))
-- -- We'll attack intruders also here
-- mywing:AddAcceptZone(ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" )))
-- -- We'll leave the reds alone on their turf
-- mywing:AddRejectZone(ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) ))
--
-- -- Optional - Draw the borders on the map so we see what's going on
-- -- Set up borders on map
-- local BlueBorder = ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) )
-- BlueBorder:DrawZone(-1,{0,0,1},1,FillColor,FillAlpha,1,true)
-- local BlueNoGoZone = ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" ))
-- BlueNoGoZone:DrawZone(-1,{1,1,0},1,FillColor,FillAlpha,2,true)
-- local BlueNoGoZone2 = ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) )
-- BlueNoGoZone2:DrawZone(-1,{1,0,0},1,FillColor,FillAlpha,4,true)
--
-- ### Add a second airwing with squads and own CAP point (optional)
--
-- -- Set this up at Sukhumi
-- mywing:AddAirwing(AIRBASE.Caucasus.Sukhumi_Babushara,"Blue CAP Sukhumi")
-- -- CAP Point "Blue Zone 2"
-- mywing:AddPatrolPointCAP(AIRBASE.Caucasus.Sukhumi_Babushara,ZONE:FindByName("Blue Zone 2"):GetCoordinate(),30000,400,90,20)
--
-- -- This one has two squadrons to choose from
-- mywing:AddSquadron("Blue Sq3 F16","CAP Sukhumi II",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,402,"JASDF 6th TFS 43-8526 Skull Riders")
-- mywing:AddSquadron("Blue Sq2 F15","CAP Sukhumi I",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,202,"390th Fighter SQN")
--
-- ### Add a tanker (optional)
--
-- -- **Note** If you need different tanker types, i.e. Boom and Drogue, set them up at different AirWings!
-- -- Add a tanker point
-- mywing:AddPatrolPointTanker(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone Tanker"):GetCoordinate(),20000,280,270,50)
-- -- Add a tanker squad
-- mywing:AddTankerSquadron("Blue Tanker","Tanker Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.EXCELLENT,602)
--
-- # Fine-Tuning
--
-- ## Change Defaults
--
-- * @{#EASYGCICAP.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs.
-- * @{#EASYGCICAP.SetDefaultCAPSpeed}: Set how many knots the CAP flights should do (will be altitude corrected), default 300 kn.
-- * @{#EASYGCICAP.SetDefaultCAPAlt}: Set at which altitude (ASL) the CAP planes will fly, default 25,000 ft.
-- * @{#EASYGCICAP.SetDefaultCAPDirection}: Set the initial direction from the CAP point the planes will fly in degrees, default is 90°.
-- * @{#EASYGCICAP.SetDefaultCAPLeg}: Set the length of the CAP leg, default is 15 NM.
-- * @{#EASYGCICAP.SetDefaultCAPGrouping}: Set how many planes will be spawned per mission (CVAP/GCI), defaults to 2.
-- * @{#EASYGCICAP.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100.
-- * @{#EASYGCICAP.SetDefaultNumberAlter5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2.
-- * @{#EASYGCICAP.SetDefaultEngageRange}: Set max engage range for CAP flights if they detect intruders, defaults to 50.
-- * @{#EASYGCICAP.SetMaxAliveMissions}: Set max parallel missions can be done (CAP+GCI+Alert5+Tanker), defaults to 6.
-- * @{#EASYGCICAP.SetDefaultRepeatOnFailure}: Set max repeats on failure for intercepting/killing intruders, defaults to 3.
--
--
-- @field #EASYGCICAP
EASYGCICAP = {
ClassName = "EASYGCICAP",
overhead = 0.75,
capgrouping = 2,
airbasename = nil,
airbase = nil,
coalition = "blue",
alias = nil,
wings = {},
Intel = nil,
resurrection = 900,
capspeed = 300,
capalt = 25000,
capdir = 45,
capleg = 15,
capgrouping = 2,
maxinterceptsize = 2,
missionrange = 100,
noaltert5 = 4,
ManagedAW = {},
ManagedSQ = {},
ManagedCP = {},
ManagedTK = {},
MaxAliveMissions = 6,
debug = false,
engagerange = 50,
repeatsonfailure = 3,
GoZoneSet = nil,
NoGoZoneSet = nil,
Monitor = false,
}
--- Internal Squadron data type
-- @type EASYGCICAP.Squad
-- @field #string TemplateName
-- @field #string SquadName
-- @field #string AirbaseName
-- @field #number AirFrames
-- @field #string Skill
-- @field #string Modex
-- @field #string Livery
-- @field #boolean Tanker
--- Internal Wing data type
-- @type EASYGCICAP.Wing
-- @field #string AirbaseName
-- @field #string Alias
-- @field #string CapZoneName
--- Internal CapPoint data type
-- @type EASYGCICAP.CapPoint
-- @field #string AirbaseName
-- @field Core.Point#COORDINATE Coordinate
-- @field #number Altitude
-- @field #number Speed
-- @field #number Heading
-- @field #number LegLength
--- EASYGCICAP class version.
-- @field #string version
EASYGCICAP.version="0.0.7"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: TBD
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new GCICAP Manager
-- @param #EASYGCICAP self
-- @param #string Alias
-- @param #string AirbaseName
-- @param #string Coalition
-- @param #string EWRName
-- @return #EASYGCICAP self
function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #EASYGCICAP
-- defaults
self.alias = Alias or AirbaseName.." CAP Wing"
self.coalitionname = string.lower(Coalition) or "blue"
self.coalition = self.coaltitionname == "blue" and coalition.side.BLUE or coalition.side.RED
self.wings = {}
self.EWRName = EWRName or self.coalitionname.." EWR"
--self.CapZoneName = CapZoneName
self.airbasename = AirbaseName
self.airbase = AIRBASE:FindByName(self.airbasename)
self.GoZoneSet = SET_ZONE:New()
self.NoGoZoneSet = SET_ZONE:New()
self.resurrection = 900
self.capspeed = 300
self.capalt = 25000
self.capdir = 90
self.capleg = 15
self.capgrouping = 2
self.missionrange = 100
self.noaltert5 = 2
self.MaxAliveMissions = 6
self.engagerange = 50
self.repeatsonfailure = 3
self.Monitor = false
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias)
-- Add FSM transitions.
-- From State --> Event --> To State
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("Running", "Stop", "Stopped")
self:AddTransition("*", "Status", "*")
self:AddAirwing(self.airbasename,self.alias,self.CapZoneName)
self:I(self.lid.."Created new instance (v"..self.version..")")
self:__Start(math.random(6,12))
return self
end
-------------------------------------------------------------------------
-- Functions
-------------------------------------------------------------------------
--- Set Maximum of alive missions to stop airplanes spamming the map
-- @param #EASYGCICAP self
-- @param #number Maxiumum Maxmimum number of parallel missions allowed. Count is Cap-Missions + Intercept-Missions + Alert5-Missionsm default is 6
-- @return #EASYGCICAP self
function EASYGCICAP:SetMaxAliveMissions(Maxiumum)
self:T(self.lid.."SetDefaultResurrection")
self.MaxAliveMissions = Maxiumum or 6
return self
end
--- Add default time to resurrect Airwing building if destroyed
-- @param #EASYGCICAP self
-- @param #number Seconds Seconds, defaults to 900
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultResurrection(Seconds)
self:T(self.lid.."SetDefaultResurrection")
self.resurrection = Seconds or 900
return self
end
--- Add default repeat attempts if an Intruder intercepts fails.
-- @param #EASYGCICAP self
-- @param #number Retries Retries, defaults to 3
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultRepeatOnFailure(Retries)
self:T(self.lid.."SetDefaultRepeatOnFailure")
self.repeatsonfailure = Retries or 3
return self
end
--- Set default CAP Speed in knots
-- @param #EASYGCICAP self
-- @param #number Speed Speed defaults to 300
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultCAPSpeed(Speed)
self:T(self.lid.."SetDefaultSpeed")
self.capspeed = Speed or 300
return self
end
--- Set default CAP Altitude in feet
-- @param #EASYGCICAP self
-- @param #number Altitude Altitude defaults to 25000
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultCAPAlt(Altitude)
self:T(self.lid.."SetDefaultAltitude")
self.capalt = Altitude or 25000
return self
end
--- Set default CAP lieg initial direction in degrees
-- @param #EASYGCICAP self
-- @param #number Direction Direction defaults to 90 (East)
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultCAPDirection(Direction)
self:T(self.lid.."SetDefaultDirection")
self.capdir = Direction or 90
return self
end
--- Set default leg length in NM
-- @param #EASYGCICAP self
-- @param #number Leg Leg defaults to 15
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultCAPLeg(Leg)
self:T(self.lid.."SetDefaultLeg")
self.capleg = Leg or 15
return self
end
--- Set default grouping, i.e. how many airplanes per CAP point
-- @param #EASYGCICAP self
-- @param #number Grouping Grouping defaults to 2
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultCAPGrouping(Grouping)
self:T(self.lid.."SetDefaultCAPGrouping")
self.capgrouping = Grouping or 2
return self
end
--- Set default range planes can fly from their homebase in NM
-- @param #EASYGCICAP self
-- @param #number Range Range defaults to 100 NM
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultMissionRange(Range)
self:T(self.lid.."SetDefaultMissionRange")
self.missionrange = Range or 100
return self
end
--- Set default number of airframes standing by for intercept tasks (visible on the airfield)
-- @param #EASYGCICAP self
-- @param #number Airframes defaults to 2
-- @return #EASYGCICAP selfAirframes
function EASYGCICAP:SetDefaultNumberAlter5Standby(Airframes)
self:T(self.lid.."SetDefaultNumberAlter5Standby")
self.noaltert5 = math.abs(Airframes) or 2
return self
end
--- Set default engage range for intruders detected by CAP flights in NM.
-- @param #EASYGCICAP self
-- @param #number Range defaults to 50NM
-- @return #EASYGCICAP selfAirframes
function EASYGCICAP:SetDefaultEngageRange(Range)
self:T(self.lid.."SetDefaultNumberAlter5Standby")
self.engagerange = Range or 50
return self
end
--- Add an AirWing to the manager
-- @param #EASYGCICAP self
-- @param #string Airbasename
-- @param #string Alias
-- @return #EASYGCICAP self
function EASYGCICAP:AddAirwing(Airbasename, Alias)
self:T(self.lid.."AddAirwing "..Airbasename)
-- Create Airwing data entry
local AWEntry = {} -- #EASYGCICAP.Wing
AWEntry.AirbaseName = Airbasename
AWEntry.Alias = Alias
--AWEntry.CapZoneName = CapZoneName
self.ManagedAW[Airbasename] = AWEntry
return self
end
--- (Internal) Create actual AirWings from the list
-- @param #EASYGCICAP self
-- @return #EASYGCICAP self
function EASYGCICAP:_CreateAirwings()
self:T(self.lid.."_CreateAirwings")
for airbase,data in pairs(self.ManagedAW) do
local wing = data -- #EASYGCICAP.Wing
local afb = wing.AirbaseName
local alias = wing.Alias
--local cz = wing.CapZoneName
self:_AddAirwing(airbase,alias)
end
return self
end
--- (internal) Create and add another AirWing to the manager
-- @param #EASYGCICAP self
-- @param #string Airbasename
-- @param #string Alias
-- @return #EASYGCICAP self
function EASYGCICAP:_AddAirwing(Airbasename, Alias)
self:T(self.lid.."_AddAirwing "..Airbasename)
-- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetReportOff()
CAP_Wing:SetMarker(false)
CAP_Wing:SetAirbase(AIRBASE:FindByName(Airbasename))
CAP_Wing:SetRespawnAfterDestroyed()
CAP_Wing:SetNumberCAP(self.capgrouping)
CAP_Wing:SetNumberTankerBoom(1)
CAP_Wing:SetNumberTankerProbe(1)
--local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate()
--CAP_Wing:AddPatrolPointCAP(PatrolCoordinateKutaisi,self.capalt,UTILS.KnotsToAltKIAS(self.capspeed,self.capalt),self.capdir,self.capleg)
CAP_Wing:SetTakeoffHot()
CAP_Wing:SetLowFuelThreshold(0.3)
CAP_Wing.RandomAssetScore = math.random(50,100)
CAP_Wing:Start()
local Intel = self.Intel
function CAP_Wing:OnAfterFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
--flightgroup:SetDespawnAfterLanding()
flightgroup:SetDespawnAfterHolding()
flightgroup:SetDestinationbase(AIRBASE:FindByName(Airbasename))
flightgroup:GetGroup():CommandEPLRS(true,5)
flightgroup:SetEngageDetectedOn(self.engagerange,{"Air"},self.GoZoneSet,self.NoGoZoneSet)
flightgroup:GetGroup():OptionROTEvadeFire()
flightgroup:SetOutOfAAMRTB()
flightgroup:SetFuelLowRTB(true)
Intel:AddAgent(flightgroup)
--function flightgroup:OnAfterHolding(From,Event,To)
--self:ClearToLand(5)
--end
end
if self.noaltert5 > 0 then
local alert = AUFTRAG:NewALERT5(AUFTRAG.Type.INTERCEPT)
alert:SetRequiredAssets(self.noaltert5)
alert:SetRepeat(99)
CAP_Wing:AddMission(alert)
end
self.wings[Airbasename] = { CAP_Wing, AIRBASE:FindByName(Airbasename):GetZone(), Airbasename }
return self
end
--- Add a CAP patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM.
-- @return #EASYGCICAP self
function EASYGCICAP:AddPatrolPointCAP(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."AddPatrolPointCAP "..Coordinate:ToStringLLDDM())
local EntryCAP = {} -- #EASYGCICAP.CapPoint
EntryCAP.AirbaseName = AirbaseName
EntryCAP.Coordinate = Coordinate
EntryCAP.Altitude = Altitude or 25000
EntryCAP.Speed = Speed or 300
EntryCAP.Heading = Heading or 90
EntryCAP.LegLength = LegLength or 15
self.ManagedCP[#self.ManagedCP+1] = EntryCAP
if self.debug then
local mark = MARKER:New(Coordinate,self.lid.."Patrol Point"):ToAll()
end
return self
end
--- Add a TANKER patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM.
-- @return #EASYGCICAP self
function EASYGCICAP:AddPatrolPointTanker(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."AddPatrolPointTanker "..Coordinate:ToStringLLDDM())
local EntryCAP = {} -- #EASYGCICAP.CapPoint
EntryCAP.AirbaseName = AirbaseName
EntryCAP.Coordinate = Coordinate
EntryCAP.Altitude = Altitude or 25000
EntryCAP.Speed = Speed or 300
EntryCAP.Heading = Heading or 90
EntryCAP.LegLength = LegLength or 15
self.ManagedTK[#self.ManagedTK+1] = EntryCAP
if self.debug then
local mark = MARKER:New(Coordinate,self.lid.."Patrol Point Tanker"):ToAll()
end
return self
end
--- (Internal) Set actual Tanker Points from the list
-- @param #EASYGCICAP self
-- @return #EASYGCICAP self
function EASYGCICAP:_SetTankerPatrolPoints()
self:T(self.lid.."_SetTankerPatrolPoints")
for _,_data in pairs(self.ManagedTK) do
local data = _data --#EASYGCICAP.CapPoint
local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
local Heading = data.Heading
local LegLength = data.LegLength
Wing:AddPatrolPointTANKER(Coordinate,Altitude,Speed,Heading,LegLength)
end
return self
end
--- (Internal) Set actual PatrolPoints from the list
-- @param #EASYGCICAP self
-- @return #EASYGCICAP self
function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint
local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
local Heading = data.Heading
local LegLength = data.LegLength
Wing:AddPatrolPointCAP(Coordinate,Altitude,Speed,Heading,LegLength)
end
return self
end
--- (Internal) Add a CAP patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM.
-- @return #EASYGCICAP self
function EASYGCICAP:_AddPatrolPointCAP(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."_AddPatrolPointCAP")
local airbasename = AirbaseName or self.airbasename
local coordinate = Coordinate
local Altitude = Altitude or 25000
local Speed = Speed or 300
local Heading = Heading or 90
local LegLength = LegLength or 15
local wing = self.wings[airbasename][1] -- Ops.AirWing#AIRWING
wing:AddPatrolPointCAP(coordinate,Altitude,Speed,Heading,LegLength)
return self
end
--- (Internal) Create actual Squadrons from the list
-- @param #EASYGCICAP self
-- @return #EASYGCICAP self
function EASYGCICAP:_CreateSquads()
self:T(self.lid.."_CreateSquads")
for name,data in pairs(self.ManagedSQ) do
local squad = data -- #EASYGCICAP.Squad
local SquadName = name
local TemplateName = squad.TemplateName
local AirbaseName = squad.AirbaseName
local AirFrames = squad.AirFrames
local Skill = squad.Skill
local Modex = squad.Modex
local Livery = squad.Livery
if squad.Tanker then
self:_AddTankerSquadron(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery)
else
self:_AddSquadron(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery)
end
end
return self
end
--- Add a Squadron to an Airwing of the manager
-- @param #EASYGCICAP self
-- @param #string TemplateName Name of the group template.
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @return #EASYGCICAP self
function EASYGCICAP:AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery)
self:T(self.lid.."AddSquadron "..SquadName)
-- Add Squadron Data
local EntrySQ = {} -- #EASYGCICAP.Squad
EntrySQ.TemplateName = TemplateName
EntrySQ.SquadName = SquadName
EntrySQ.AirbaseName = AirbaseName
EntrySQ.AirFrames = AirFrames or 20
EntrySQ.Skill = Skill or AI.Skill.AVERAGE
EntrySQ.Modex = Modex or 402
EntrySQ.Livery = Livery
self.ManagedSQ[SquadName] = EntrySQ
return self
end
--- Add a Tanker Squadron to an Airwing of the manager
-- @param #EASYGCICAP self
-- @param #string TemplateName Name of the group template.
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @return #EASYGCICAP self
function EASYGCICAP:AddTankerSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery)
self:T(self.lid.."AddTankerSquadron "..SquadName)
-- Add Squadron Data
local EntrySQ = {} -- #EASYGCICAP.Squad
EntrySQ.TemplateName = TemplateName
EntrySQ.SquadName = SquadName
EntrySQ.AirbaseName = AirbaseName
EntrySQ.AirFrames = AirFrames or 20
EntrySQ.Skill = Skill or AI.Skill.AVERAGE
EntrySQ.Modex = Modex or 402
EntrySQ.Livery = Livery
EntrySQ.Tanker = true
self.ManagedSQ[SquadName] = EntrySQ
return self
end
--- (Internal) Add a Squadron to an Airwing of the manager
-- @param #EASYGCICAP self
-- @param #string TemplateName Name of the group template.
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @return #EASYGCICAP self
function EASYGCICAP:_AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery)
self:T(self.lid.."_AddSquadron "..SquadName)
-- Add Squadrons
local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName)
Squadron_One:AddMissionCapability({AUFTRAG.Type.CAP, AUFTRAG.Type.GCICAP, AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.ALERT5})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.CAP, AUFTRAG.Type.GCICAP, AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.ALERT5},75)
return self
end
--- (Internal) Add a Tanker Squadron to an Airwing of the manager
-- @param #EASYGCICAP self
-- @param #string TemplateName Name of the group template.
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @return #EASYGCICAP self
function EASYGCICAP:_AddTankerSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery)
self:T(self.lid.."_AddTankerSquadron "..SquadName)
-- Add Squadrons
local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName)
Squadron_One:AddMissionCapability({AUFTRAG.Type.TANKER})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.TANKER},75)
return self
end
--- Add a zone to the accepted zones set.
-- @param #EASYGCICAP self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #EASYGCICAP self
function EASYGCICAP:AddAcceptZone(Zone)
self:T(self.lid.."AddAcceptZone0")
self.GoZoneSet:AddZone(Zone)
return self
end
--- Add a zone to the rejected zones set.
-- @param #EASYGCICAP self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #EASYGCICAP self
function EASYGCICAP:AddRejectZone(Zone)
self:T(self.lid.."AddRejectZone")
self.NoGoZoneSet:AddZone(Zone)
return self
end
--- (Internal) Start detection.
-- @param #EASYGCICAP self
-- @return #EASYGCICAP self
function EASYGCICAP:_StartIntel()
self:T(self.lid.."_StartIntel")
-- Border GCI Detection
local BlueAir_DetectionSetGroup = SET_GROUP:New()
BlueAir_DetectionSetGroup:FilterPrefixes( { self.EWRName } )
BlueAir_DetectionSetGroup:FilterStart()
-- Intel type detection
local BlueIntel = INTEL:New(BlueAir_DetectionSetGroup,self.coalitionname, self.EWRName)
BlueIntel:SetClusterAnalysis(true,false,false)
BlueIntel:SetForgetTime(300)
BlueIntel:SetAcceptZones(self.GoZoneSet)
BlueIntel:SetRejectZones(self.NoGoZoneSet)
BlueIntel:SetVerbosity(0)
BlueIntel:Start()
if self.debug then
BlueIntel.debug = true
end
-- Here, we'll decide if we need to launch an intercepting flight, and from where
local overhead = self.overhead
local capspeed = self.capspeed + 100
local capalt = self.capalt
local maxsize = self.maxinterceptsize
local repeatsonfailure = self.repeatsonfailure
local wings = self.wings
local ctlpts = self.ManagedCP
local MaxAliveMissions = self.MaxAliveMissions * self.capgrouping
local nogozoneset = self.NoGoZoneSet
function BlueIntel:OnAfterNewCluster(From,Event,To,Cluster)
-- Aircraft?
if Cluster.ctype ~= INTEL.Ctype.AIRCRAFT then return end
-- Threatlevel 0..10
local contact = self:GetHighestThreatContact(Cluster)
local name = contact.groupname --#string
local threat = contact.threatlevel --#number
local position = self:CalcClusterFuturePosition(Cluster,300)
-- calculate closest zone
local bestdistance = 2000*1000 -- 2000km
local targetairwing = nil -- Ops.AirWing#AIRWING
local targetawname = "" -- #string
local clustersize = self:ClusterCountUnits(Cluster) or 1
local wingsize = math.abs(overhead * (clustersize+1))
if wingsize > maxsize then wingsize = maxsize end
if (not Cluster.mission) and (wingsize > 0) then
MESSAGE:New(string.format("**** %s Interceptors need wingsize %d", UTILS.GetCoalitionName(self.coalition), wingsize),15,"CAPGCI"):ToAllIf(self.debug):ToLog()
for _,_data in pairs (wings) do
local airwing = _data[1] -- Ops.AirWing#AIRWING
local zone = _data[2] -- Core.Zone#ZONE
local zonecoord = zone:GetCoordinate()
local name = _data[3] -- #string
local distance = position:DistanceFromPointVec2(zonecoord)
local airframes = airwing:CountAssets(true)
if distance < bestdistance and airframes >= wingsize then
bestdistance = distance
targetairwing = airwing
targetawname = name
end
end
for _,_data in pairs (ctlpts) do
--local airwing = _data[1] -- Ops.AirWing#AIRWING
--local zone = _data[2] -- Core.Zone#ZONE
--local zonecoord = zone:GetCoordinate()
--local name = _data[3] -- #string
local data = _data -- #EASYGCICAP.CapPoint
local name = data.AirbaseName
local zonecoord = data.Coordinate
local airwing = wings[name][1]
local distance = position:DistanceFromPointVec2(zonecoord)
local airframes = airwing:CountAssets(true)
if distance < bestdistance and airframes >= wingsize then
bestdistance = distance
targetairwing = airwing -- Ops.AirWing#AIRWING
targetawname = name
end
end
local text = string.format("Closest Airwing is %s", targetawname)
local m = MESSAGE:New(text,10,"CAPGCI"):ToAllIf(self.debug):ToLog()
-- Do we have a matching airwing?
if targetairwing then
local AssetCount = targetairwing:CountAssetsOnMission(MissionTypes,Cohort)
--[[
local Assets = targetairwing:GetAssetsOnMission(AUFTRAG.Type.GCICAP)
for _,_asset in pairs(Assets) do
local asset = _asset -- Functional.Warehouse#WAREHOUSE.Assetitem
local fg = asset.flightgroup
local name = asset.spawngroupname
local mission = fg:GetMissionCurrent()
local mtype = mission.type
local distance = position:Get3DDistance(fg:GetCoordinate()) or 1000*1000
distance = distance / 1000
local text = string.format("FlightGroup %s on mission %s with distance %d km",name,mtype,distance)
local m = MESSAGE:New(text,15,"GCICAP"):ToAllIf(self.debug):ToLog()
end
--]]
-- Enough airframes on mission already?
self:T(self.lid.." Assets on Mission "..AssetCount)
if AssetCount <= MaxAliveMissions then
local repeats = repeatsonfailure
local InterceptAuftrag = AUFTRAG:NewINTERCEPT(contact.group)
:SetMissionRange(150)
:SetPriority(1,true,1)
:SetRequiredAssets(wingsize)
:SetRepeatOnFailure(repeats)
:SetMissionSpeed(UTILS.KnotsToAltKIAS(capspeed,capalt))
:SetMissionAltitude(capalt)
if nogozoneset:Count() > 0 then
InterceptAuftrag:AddConditionSuccess(
function(group,zoneset)
local success = false
if group and group:IsAlive() then
local coord = group:GetCoordinate()
if coord and zoneset:IsCoordinateInZone(coord) then
success = true
end
end
return success
end,
contact.group,
nogozoneset
)
end
targetairwing:AddMission(InterceptAuftrag)
Cluster.mission = InterceptAuftrag
end
else
MESSAGE:New("**** Not enough airframes available or max mission limit reached!",15,"CAPGCI"):ToAllIf(self.debug):ToLog()
end
end
end
self.Intel = BlueIntel
return self
end
-------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------
--- (Internal) FSM Function onafterStart
-- @param #EASYGCICAP self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYGCICAP self
function EASYGCICAP:onafterStart(From,Event,To)
self:T({From,Event,To})
self:_StartIntel()
self:_CreateAirwings()
self:_CreateSquads()
self:_SetCAPPatrolPoints()
self:_SetTankerPatrolPoints()
self:__Status(-10)
return self
end
--- (Internal) FSM Function onbeforeStatus
-- @param #EASYGCICAP self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYGCICAP self
function EASYGCICAP:onbeforeStatus(From,Event,To)
self:T({From,Event,To})
if self:GetState() == "Stopped" then return false end
return self
end
--- (Internal) FSM Function onafterStatus
-- @param #EASYGCICAP self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYGCICAP self
function EASYGCICAP:onafterStatus(From,Event,To)
self:T({From,Event,To})
-- Gather Some Stats
local function counttable(tbl)
local count = 0
for _,_data in pairs(tbl) do
count = count + 1
end
return count
end
local wings = counttable(self.ManagedAW)
local squads = counttable(self.ManagedSQ)
local caps = counttable(self.ManagedCP)
local assets = 0
local instock = 0
for _,_wing in pairs(self.wings) do
local count = _wing[1]:CountAssetsOnMission(MissionTypes,Cohort)
local count2 = _wing[1]:CountAssets(true,MissionTypes,Attributes)
assets = assets + count
instock = instock + count2
end
if self.debug then
self:I(self.lid.."Wings: "..wings.." | Squads: "..squads.." | CapPoints: "..caps.." | Assets on Mission: "..assets.." | Assets in Stock: "..instock)
end
if self.Monitor then
local threatcount = #self.Intel.Clusters or 0
local text = "GCICAP "..self.alias
text = text.."\nWings: "..wings.."\nSquads: "..squads.."\nCapPoints: "..caps.."\nAssets on Mission: "..assets.."\nAssets in Stock: "..instock
text = text.."\nThreats:"..threatcount
MESSAGE:New(text,15,"GCICAP"):ToAll():ToLogIf(self.debug)
end
self:__Status(30)
return self
end
--- (Internal) FSM Function onafterStop
-- @param #EASYGCICAP self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYGCICAP self
function EASYGCICAP:onafterStop(From,Event,To)
self:T({From,Event,To})
self.Intel:Stop()
return self
end

View File

@ -106,6 +106,7 @@ Ops/Operation.lua
Ops/FlightControl.lua Ops/FlightControl.lua
Ops/PlayerTask.lua Ops/PlayerTask.lua
Ops/PlayerRecce.lua Ops/PlayerRecce.lua
Ops/EasyGCICAP.lua
Navigation/Navaid.lua Navigation/Navaid.lua
Navigation/FlightPlan.lua Navigation/FlightPlan.lua