Merge pull request #1834 from FlightControl-Master/FF/Ops

OPS
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Frank 2022-11-08 22:11:21 +01:00 committed by GitHub
commit 6c342ef910
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6 changed files with 127 additions and 49 deletions

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@ -5810,6 +5810,7 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then
--TODO: Check for airstart. Should be a request property.
Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {}
end
@ -6069,7 +6070,9 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
end
if self.Debug then
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal))
local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
coord:MarkToAll(text)
env.info(text)
end
unit.x=coord.x
@ -7374,6 +7377,7 @@ function WAREHOUSE:_CheckRequestNow(request)
local _transports
local _assetattribute
local _assetcategory
local _assetairstart=false
-- Check if at least one (cargo) asset is available.
if _nassets>0 then
@ -7381,21 +7385,28 @@ function WAREHOUSE:_CheckRequestNow(request)
-- Get the attibute of the requested asset.
_assetattribute=_assets[1].attribute
_assetcategory=_assets[1].category
_assetairstart=_assets[1].takeoffType and _assets[1].takeoffType==COORDINATE.WaypointType.TurningPoint or false
-- Check available parking for air asset units.
if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
if self:IsRunwayOperational() then
if self:IsRunwayOperational() or _assetairstart then
local Parking=self:_FindParkingForAssets(self.airbase,_assets)
--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then
if Parking==nil then
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
self:_InfoMessage(text, 5)
return false
if _assetairstart then
-- Airstart no need to check parking
else
-- Check parking.
local Parking=self:_FindParkingForAssets(self.airbase,_assets)
-- No parking?
if Parking==nil then
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
self:_InfoMessage(text, 5)
return false
end
end
else
@ -7986,9 +7997,36 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local gotit=false
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Parking valid?
local valid=true
if asset.parkingIDs then
-- If asset has assigned parking spots, we take these no matter what.
valid=self:_CheckParkingAsset(parkingspot, asset)
else
-- Valid terminal type depending on attribute.
local validTerminal=AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype)
-- Valid parking list.
local validParking=self:_CheckParkingValid(parkingspot)
-- Black and white list.
local validBWlist=airbase:_CheckParkingLists(parkingspot.TerminalID)
-- Debug info.
--env.info(string.format("FF validTerminal = %s", tostring(validTerminal)))
--env.info(string.format("FF validParking = %s", tostring(validParking)))
--env.info(string.format("FF validBWlist = %s", tostring(validBWlist)))
-- Check if all are true
valid=validTerminal and validParking and validBWlist
end
-- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot) and self:_CheckParkingAsset(parkingspot, asset) and airbase:_CheckParkingLists(parkingspot.TerminalID) then
if valid then
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE

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@ -863,7 +863,7 @@ function AIRWING:SetAirboss(airboss)
return self
end
--- Set takeoff type. All assets of this squadron will be spawned with cold (default) or hot engines.
--- Set takeoff type. All assets of this airwing will be spawned with this takeoff type.
-- Spawning on runways is not supported.
-- @param #AIRWING self
-- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air.

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@ -188,7 +188,8 @@
-- --- Create a resource list of mission types and required assets for the case that the zone is OCCUPIED.
-- --
-- -- Here, we create an enhanced CAS mission and employ at least on and at most two asset groups.
-- local ResourceOccupied=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2)
-- -- NOTE that two objects are returned, the resource list (ResourceOccupied) and the first resource of that list (resourceCAS).
-- local ResourceOccupied, resourceCAS=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2)
-- -- We also add ARTY missions with at least one and at most two assets. We additionally require these to be MLRS groups (and not howitzers).
-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.ARTY, 1, 2, nil, "MLRS")
-- -- Add at least one RECON mission that uses UAV type assets.
@ -197,14 +198,17 @@
-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.BOMBCARPET, 1, 2)
--
-- --- Create a resource list of mission types and required assets for the case that the zone is EMPTY.
-- --
-- -- NOTE that two objects are returned, the resource list (ResourceEmpty) and the first resource of that list (resourceInf).
-- -- Here, we create an ONGUARD mission and employ at least on and at most five infantry assets.
-- local ResourceEmpty=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY)
-- local ResourceEmpty, resourceInf=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY)
-- -- Additionally, we send up to three tank groups.
-- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_TANK)
-- -- Finally, we send two groups that patrol the zone.
-- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.PATROLZONE, 2)
--
-- -- Add a transport to the infantry resource. We want at least one and up to two transport helicopters.
-- myChief:AddTransportToResource(resourceInf, 1, 2, GROUP.Attribute.AIR_TRANSPORTHELO)
--
-- -- Add stratetic zone with customized reaction.
-- myChief:AddStrategicZone(myOpsZone, nil , 2, ResourceOccupied, ResourceEmpty)
--
@ -315,12 +319,10 @@ CHIEF.Strategy = {
-- @field #number Nmax Max number of assets.
-- @field #table Attributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
-- @field #table Properties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
-- @field #table Categories Categories Group categories.
-- @field Ops.Auftrag#AUFTRAG mission Attached mission.
-- @field #number carrierNmin Min number of assets.
-- @field #number carrierNmax Max number of assets.
-- @field #table cargoCategories Group categories.
-- @field #table cargoAttributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
-- @field #table cargoProperties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
-- @field #table carrierCategories Group categories.
-- @field #table carrierAttributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
-- @field #table carrierProperties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
@ -328,12 +330,13 @@ CHIEF.Strategy = {
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.5.1"
CHIEF.version="0.5.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Event when asset groups die.
-- TODO: PLAYERTASK integration.
-- DONE: Let user specify amount of resources.
-- DONE: Tactical overview.
@ -751,13 +754,14 @@ end
-- @param #number Nmax Max number of requried assets. Default 1.
-- @param #table Attributes Generalized attribute(s). Default `nil`.
-- @param #table Properties DCS attribute(s). Default `nil`.
-- @param #table Categories Group categories.
-- @return #CHIEF.Resources The newly created resource list table.
-- @return #CHIEF.Resource The resource object that was added.
function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties)
function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties, Categories)
local resources={}
local resource=self:AddToResource(resources, MissionType, Nmin, Nmax, Attributes, Properties)
local resource=self:AddToResource(resources, MissionType, Nmin, Nmax, Attributes, Properties, Categories)
return resources, resource
end
@ -770,21 +774,20 @@ end
-- @param #number Nmax Max number of requried assets. Default equal `Nmin`.
-- @param #table Attributes Generalized attribute(s).
-- @param #table Properties DCS attribute(s). Default `nil`.
-- @param #table Categories Group categories.
-- @return #CHIEF.Resource Resource table.
function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties)
function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties, Categories)
-- Create new resource table.
local resource={} --#CHIEF.Resource
resource.MissionType=MissionType
resource.Nmin=Nmin or 1
resource.Nmax=Nmax or Nmin
resource.Attributes=UTILS.EnsureTable(Attributes)
resource.Properties=UTILS.EnsureTable(Properties)
resource.Attributes=UTILS.EnsureTable(Attributes, true)
resource.Properties=UTILS.EnsureTable(Properties, true)
resource.Categories=UTILS.EnsureTable(Categories, true)
-- Transport carrier parameters.
resource.cargoAttributes=nil
resource.cargoProperties=nil
resource.cargoCategories=nil
resource.carrierNmin=nil
resource.carrierNmax=nil
resource.carrierAttributes=nil
@ -810,25 +813,19 @@ end
--- Define which assets will be transported and define the number and attributes/properties of the cargo carrier assets.
-- @param #CHIEF self
-- @param #CHIEF.Resource Resource Resource table.
-- @param #table CargoAttributes Generalized attribute(s) of the cargo assets.
-- @param #table CargoProperties DCS attribute(s) of the cargo assets.
-- @param #table CargoCategories Group categories of the cargo assets.
-- @param #number Nmin Min number of required assets. Default 1.
-- @param #number Nmax Max number of requried assets. Default is equal to `Nmin`.
-- @param #table CarrierAttributes Generalized attribute(s) of the carrier assets.
-- @param #table CarrierProperties DCS attribute(s) of the carrier assets.
-- @param #table CarrierCategories Group categories of the carrier assets.
-- @return #CHIEF self
function CHIEF:AddTransportToResource(Resource, CargoAttributes, CargoProperties, CargoCategories, Nmin, Nmax, CarrierAttributes, CarrierProperties, CarrierCategories)
function CHIEF:AddTransportToResource(Resource, Nmin, Nmax, CarrierAttributes, CarrierProperties, CarrierCategories)
Resource.cargoCategories=CargoCategories
Resource.cargoAttributes=CargoAttributes
Resource.cargoProperties=CargoProperties
Resource.carrierNmin=Nmin or 1
Resource.carrierNmax=Nmax or Nmin
Resource.carrierCategories=CarrierCategories
Resource.carrierAttributes=CarrierAttributes
Resource.carrierProperties=CarrierProperties
Resource.carrierCategories=UTILS.EnsureTable(CarrierCategories, true)
Resource.carrierAttributes=UTILS.EnsureTable(CarrierAttributes, true)
Resource.carrierProperties=UTILS.EnsureTable(CarrierProperties, true)
return self
end
@ -1277,7 +1274,7 @@ function CHIEF:AddStrategicZone(OpsZone, Priority, Importance, ResourceOccupied,
local resourceEmpty, resourceInfantry=self:CreateResource(AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_INFANTRY)
self:AddToResource(resourceEmpty, AUFTRAG.Type.ONGUARD, 0, 1, GROUP.Attribute.GROUND_TANK)
self:AddToResource(resourceEmpty, AUFTRAG.Type.ONGUARD, 0, 1, GROUP.Attribute.GROUND_IFV)
self:AddTransportToResource(resourceInfantry, GROUP.Attribute.GROUND_INFANTRY, nil, nil, 0, 1, {GROUP.Attribute.AIR_TRANSPORTHELO, GROUP.Attribute.GROUND_APC})
self:AddTransportToResource(resourceInfantry, 0, 1, {GROUP.Attribute.AIR_TRANSPORTHELO, GROUP.Attribute.GROUND_APC})
stratzone.resourceEmpty=resourceEmpty
end
@ -1613,7 +1610,7 @@ end
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:AllowGroundTransport()
env.warning("WARNING: CHIEF:AllowGroundTransport() is depricated and will be removed in the future!")
env.warning("WARNING: CHIEF:AllowGroundTransport() is deprecated and will be removed in the future!")
self.TransportCategories = {Group.Category.GROUND, Group.Category.HELICOPTER}
return self
end
@ -1622,7 +1619,7 @@ end
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:ForbidGroundTransport()
env.warning("WARNING: CHIEF:ForbidGroundTransport() is depricated and will be removed in the future!")
env.warning("WARNING: CHIEF:ForbidGroundTransport() is deprecated and will be removed in the future!")
self.TransportCategories = {Group.Category.HELICOPTER}
return self
end
@ -2559,7 +2556,7 @@ function CHIEF:CheckOpsZoneQueue()
if (not resource.mission) or resource.mission:IsOver() then
-- Debug info.
self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax))
self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax))
-- Recruit assets.
local recruited=self:RecruitAssetsForZone(stratzone, resource)
@ -2969,13 +2966,13 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
if Resource.carrierNmin and Resource.carrierNmax and Resource.carrierNmax>0 then
-- Filter only those assets that shall be transported.
local cargoassets=CHIEF._FilterAssets(assets, Resource.cargoCategories, Resource.cargoAttributes, Resource.cargoProperties)
local cargoassets=CHIEF._FilterAssets(assets, Resource.Categories, Resource.Attributes, Resource.Properties)
if #cargoassets>0 then
-- Recruit transport carrier assets.
recruited, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, cargoassets,
Resource.carrierNmin, Resource.carrierNmax, TargetZone, nil, Resource.carrierCategories, Resource.carrierAttributes)
Resource.carrierNmin, Resource.carrierNmax, TargetZone, nil, Resource.carrierCategories, Resource.carrierAttributes, Resource.carrierProperties)
end

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@ -504,6 +504,37 @@ function COHORT:SetCallsign(Callsign, Index)
return self
end
--- Set generalized attribute.
-- @param #COHORT self
-- @param #string Attribute Generalized attribute, e.g. `GROUP.Attribute.Ground_Infantry`.
-- @return #COHORT self
function COHORT:SetAttribute(Attribute)
self.attribute=Attribute
return self
end
--- Get generalized attribute.
-- @param #COHORT self
-- @return #string Generalized attribute, e.g. `GROUP.Attribute.Ground_Infantry`.
function COHORT:GetAttribute()
return self.attribute
end
--- Get group category.
-- @param #COHORT self
-- @return #string Group category
function COHORT:GetCategory()
return self.category
end
--- Get properties, *i.e.* DCS attributes.
-- @param #COHORT self
-- @return #table Properties table.
function COHORT:GetProperties()
return self.properties
end
--- Set modex.
-- @param #COHORT self
-- @param #number Modex A number like 100.

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@ -2640,13 +2640,16 @@ end
-- @param #number NcarriersMax Max number of carrier assets.
-- @param Core.Zone#ZONE DeployZone Deploy zone.
-- @param Core.Zone#ZONE DisembarkZone (Optional) Disembark zone.
-- @param #table Categories Group categories.
-- @param #table Attributes Generalizes group attributes.
-- @param #table Properties DCS attributes.
-- @return #boolean If `true`, enough assets could be recruited and an OPSTRANSPORT object was created.
-- @return Ops.OpsTransport#OPSTRANSPORT Transport The transport.
function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes)
function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes, Properties)
-- Is an escort requested in the first place?
if NcarriersMin and NcarriersMax and (NcarriersMin>0 or NcarriersMax>0) then
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(Legions) do
@ -2682,10 +2685,10 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca
-- Recruit assets and legions.
local TransportAvail, CarrierAssets, CarrierLegions=
LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes)
LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes, Properties)
if TransportAvail then
-- Create and OPSTRANSPORT assignment.
local Transport=OPSTRANSPORT:New(nil, nil, DeployZone)
if DisembarkZone then
@ -2732,6 +2735,9 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca
-- Got transport.
return true, Transport
else
-- Debug info.
self:T(self.lid..string.format("Transport assets could not be allocated ==> Unrecruiting assets"))
-- Uncrecruit transport assets.
LEGION.UnRecruitAssets(CarrierAssets)
return false, nil

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@ -2019,15 +2019,21 @@ end
--- Ensure the passed object is a table.
-- @param #table Object The object that should be a table.
-- @return #table The object that is a table. Note that if the Object is `#nil` initially, and empty table `{}` is returned.
function UTILS.EnsureTable(Object)
-- @param #boolean ReturnNil If `true`, return `#nil` if `Object` is nil. Otherwise an empty table `{}` is returned.
-- @return #table The object that now certainly *is* a table.
function UTILS.EnsureTable(Object, ReturnNil)
if Object then
if type(Object)~="table" then
Object={Object}
end
else
Object={}
if ReturnNil then
return nil
else
Object={}
end
end
return Object