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OPS
- Added Cohort and Legion classes - Added Platoon and Brigade classes
This commit is contained in:
992
Moose Development/Moose/Ops/Cohort.lua
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992
Moose Development/Moose/Ops/Cohort.lua
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@@ -0,0 +1,992 @@
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--- **Ops** - Cohort encompassed all characteristics of SQUADRONs, PLATOONs and FLOTILLAs.
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--
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-- **Main Features:**
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--
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-- * Set parameters like livery, skill valid for all platoon members.
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-- * Define modex and callsigns.
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-- * Define mission types, this platoon can perform (see Ops.Auftrag#AUFTRAG).
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-- * Pause/unpause platoon operations.
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Ops.Cohort
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-- @image OPS_Cohort.png
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--- COHORT class.
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-- @type COHORT
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity level.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #string name Name of the platoon.
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-- @field #string templatename Name of the template group.
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-- @field #string aircrafttype Type of the airframe the platoon is using.
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-- @field Wrapper.Group#GROUP templategroup Template group.
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-- @field #table assets Cohort assets.
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-- @field #table missiontypes Capabilities (mission types and performances) of the platoon.
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-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
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-- @field #number repairtime Time in seconds for each
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-- @field #string livery Livery of the platoon.
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-- @field #number skill Skill of platoon members.
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-- @field Ops.Legion#LEGION legion The LEGION object the cohort belongs to.
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-- @field #number Ngroups Number of asset flight groups this platoon has.
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-- @field #number engageRange Mission range in meters.
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-- @field #string attribute Generalized attribute of the platoon template group.
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-- @field #table tacanChannel List of TACAN channels available to the platoon.
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-- @field #number radioFreq Radio frequency in MHz the cohort uses.
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-- @field #number radioModu Radio modulation the cohort uses.
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-- @field #table tacanChannel List of TACAN channels available to the cohort.
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-- @extends Core.Fsm#FSM
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--- *It is unbelievable what a platoon of twelve aircraft did to tip the balance.* -- Adolf Galland
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--
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-- ===
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--
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-- 
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--
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-- # The COHORT Concept
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--
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-- A COHORT is essential part of an BRIGADE and consists of **one** type of aircraft.
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--
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--
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--
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-- @field #COHORT
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COHORT = {
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ClassName = "COHORT",
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verbose = 0,
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lid = nil,
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name = nil,
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templatename = nil,
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assets = {},
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missiontypes = {},
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repairtime = 0,
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maintenancetime= 0,
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livery = nil,
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skill = nil,
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legion = nil,
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Ngroups = nil,
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engageRange = nil,
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tacanChannel = {},
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}
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--- COHORT class version.
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-- @field #string version
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COHORT.version="0.0.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: A lot!
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-- TODO: Make general so that PLATOON and SQUADRON can inherit this class.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new COHORT object and start the FSM.
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-- @param #COHORT self
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-- @param #string TemplateGroupName Name of the template group.
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-- @param #number Ngroups Number of asset groups of this platoon. Default 3.
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-- @param #string CohortName Name of the platoon, e.g. "VFA-37".
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-- @return #COHORT self
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function COHORT:New(TemplateGroupName, Ngroups, CohortName)
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-- Inherit everything from FSM class.
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local self=BASE:Inherit(self, FSM:New()) -- #COHORT
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-- Name of the template group.
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self.templatename=TemplateGroupName
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-- Cohort name.
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self.name=tostring(CohortName or TemplateGroupName)
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("COHORT %s | ", self.name)
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-- Template group.
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self.templategroup=GROUP:FindByName(self.templatename)
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-- Check if template group exists.
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if not self.templategroup then
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self:E(self.lid..string.format("ERROR: Template group %s does not exist!", tostring(self.templatename)))
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return nil
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end
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-- Defaults.
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self.Ngroups=Ngroups or 3
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self:SetMissionRange()
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self:SetSkill(AI.Skill.GOOD)
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-- Everyone can ORBIT.
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--self:AddMissionCapability(AUFTRAG.Type.ORBIT)
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-- Generalized attribute.
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self.attribute=self.templategroup:GetAttribute()
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-- Aircraft type.
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self.aircrafttype=self.templategroup:GetTypeName()
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-- Start State.
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self:SetStartState("Stopped")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("Stopped", "Start", "OnDuty") -- Start FSM.
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self:AddTransition("*", "Status", "*") -- Status update.
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self:AddTransition("OnDuty", "Pause", "Paused") -- Pause platoon.
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self:AddTransition("Paused", "Unpause", "OnDuty") -- Unpause platoon.
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self:AddTransition("*", "Stop", "Stopped") -- Stop platoon.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the COHORT. Initializes parameters and starts event handlers.
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-- @function [parent=#COHORT] Start
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-- @param #COHORT self
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--- Triggers the FSM event "Start" after a delay. Starts the COHORT. Initializes parameters and starts event handlers.
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-- @function [parent=#COHORT] __Start
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-- @param #COHORT self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the COHORT and all its event handlers.
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-- @param #COHORT self
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--- Triggers the FSM event "Stop" after a delay. Stops the COHORT and all its event handlers.
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-- @function [parent=#COHORT] __Stop
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-- @param #COHORT self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Status".
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-- @function [parent=#COHORT] Status
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-- @param #COHORT self
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--- Triggers the FSM event "Status" after a delay.
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-- @function [parent=#COHORT] __Status
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-- @param #COHORT self
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-- @param #number delay Delay in seconds.
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set livery painted on all platoon aircraft.
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-- Note that the livery name in general is different from the name shown in the mission editor.
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--
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-- Valid names are the names of the **livery directories**. Check out the folder in your DCS installation for:
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--
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-- * Full modules: `DCS World OpenBeta\CoreMods\aircraft\<Aircraft Type>\Liveries\<Aircraft Type>\<Livery Name>`
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-- * AI units: `DCS World OpenBeta\Bazar\Liveries\<Aircraft Type>\<Livery Name>`
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--
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-- The folder name `<Livery Name>` is the string you want.
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--
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-- Or personal liveries you have installed somewhere in your saved games folder.
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--
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-- @param #COHORT self
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-- @param #string LiveryName Name of the livery.
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-- @return #COHORT self
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function COHORT:SetLivery(LiveryName)
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self.livery=LiveryName
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return self
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end
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--- Set skill level of all platoon team members.
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-- @param #COHORT self
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-- @param #string Skill Skill of all flights.
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-- @usage myplatoon:SetSkill(AI.Skill.EXCELLENT)
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-- @return #COHORT self
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function COHORT:SetSkill(Skill)
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self.skill=Skill
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return self
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end
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--- Set verbosity level.
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-- @param #COHORT self
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-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
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-- @return #COHORT self
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function COHORT:SetVerbosity(VerbosityLevel)
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self.verbose=VerbosityLevel or 0
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return self
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end
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--- Set turnover and repair time. If an asset returns from a mission, it will need some time until the asset is available for further missions.
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-- @param #COHORT self
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-- @param #number MaintenanceTime Time in minutes it takes until a flight is combat ready again. Default is 0 min.
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-- @param #number RepairTime Time in minutes it takes to repair a flight for each life point taken. Default is 0 min.
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-- @return #COHORT self
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function COHORT:SetTurnoverTime(MaintenanceTime, RepairTime)
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self.maintenancetime=MaintenanceTime and MaintenanceTime*60 or 0
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self.repairtime=RepairTime and RepairTime*60 or 0
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return self
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end
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--- Set radio frequency and modulation the cohort uses.
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-- @param #COHORT self
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-- @param #number Frequency Radio frequency in MHz. Default 251 MHz.
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-- @param #number Modulation Radio modulation. Default 0=AM.
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-- @usage myplatoon:SetSkill(AI.Skill.EXCELLENT)
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-- @return #COHORT self
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function COHORT:SetRadio(Frequency, Modulation)
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self.radioFreq=Frequency or 251
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self.radioModu=Modulation or radio.modulation.AM
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return self
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end
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--- Set number of units in groups.
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-- @param #COHORT self
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-- @param #number nunits Number of units. Must be >=1 and <=4. Default 2.
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-- @return #COHORT self
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function COHORT:SetGrouping(nunits)
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self.ngrouping=nunits or 2
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if self.ngrouping<1 then self.ngrouping=1 end
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if self.ngrouping>4 then self.ngrouping=4 end
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return self
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end
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--- Set mission types this platoon is able to perform.
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-- @param #COHORT self
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-- @param #table MissionTypes Table of mission types. Can also be passed as a #string if only one type.
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-- @param #number Performance Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100.
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-- @return #COHORT self
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function COHORT:AddMissionCapability(MissionTypes, Performance)
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-- Ensure Missiontypes is a table.
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if MissionTypes and type(MissionTypes)~="table" then
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MissionTypes={MissionTypes}
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end
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-- Set table.
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self.missiontypes=self.missiontypes or {}
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for _,missiontype in pairs(MissionTypes) do
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-- Check not to add the same twice.
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if self:CheckMissionCapability(missiontype, self.missiontypes) then
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self:E(self.lid.."WARNING: Mission capability already present! No need to add it twice.")
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-- TODO: update performance.
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else
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local capability={} --Ops.Auftrag#AUFTRAG.Capability
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capability.MissionType=missiontype
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capability.Performance=Performance or 50
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table.insert(self.missiontypes, capability)
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end
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end
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-- Debug info.
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self:T2(self.missiontypes)
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return self
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end
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--- Get mission types this platoon is able to perform.
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-- @param #COHORT self
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-- @return #table Table of mission types. Could be empty {}.
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function COHORT:GetMissionTypes()
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local missiontypes={}
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for _,Capability in pairs(self.missiontypes) do
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local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
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table.insert(missiontypes, capability.MissionType)
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end
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return missiontypes
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end
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--- Get mission capabilities of this platoon.
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-- @param #COHORT self
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-- @return #table Table of mission capabilities.
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function COHORT:GetMissionCapabilities()
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return self.missiontypes
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end
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--- Get mission performance for a given type of misson.
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-- @param #COHORT self
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-- @param #string MissionType Type of mission.
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-- @return #number Performance or -1.
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function COHORT:GetMissionPeformance(MissionType)
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for _,Capability in pairs(self.missiontypes) do
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local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
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if capability.MissionType==MissionType then
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return capability.Performance
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end
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end
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return -1
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end
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--- Set max mission range. Only missions in a circle of this radius around the platoon airbase are executed.
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-- @param #COHORT self
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-- @param #number Range Range in NM. Default 100 NM.
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-- @return #COHORT self
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function COHORT:SetMissionRange(Range)
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self.engageRange=UTILS.NMToMeters(Range or 100)
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return self
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end
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--- Set call sign.
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-- @param #COHORT self
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-- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.
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-- @param #number Index Callsign index, Chevy-**1**.
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-- @return #COHORT self
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function COHORT:SetCallsign(Callsign, Index)
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self.callsignName=Callsign
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self.callsignIndex=Index
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return self
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end
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--- Set modex.
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-- @param #COHORT self
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-- @param #number Modex A number like 100.
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-- @param #string Prefix A prefix string, which is put before the `Modex` number.
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-- @param #string Suffix A suffix string, which is put after the `Modex` number.
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-- @return #COHORT self
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function COHORT:SetModex(Modex, Prefix, Suffix)
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self.modex=Modex
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self.modexPrefix=Prefix
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self.modexSuffix=Suffix
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return self
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end
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--- Set Legion.
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-- @param #COHORT self
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-- @param Ops.Legion#LEGION Legion The Legion.
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-- @return #COHORT self
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function COHORT:SetLegion(Legion)
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self.legion=Legion
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return self
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end
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--- Add asset to cohort.
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-- @param #COHORT self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The warehouse asset.
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-- @return #COHORT self
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function COHORT:AddAsset(Asset)
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self:T(self.lid..string.format("Adding asset %s of type %s", Asset.spawngroupname, Asset.unittype))
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Asset.squadname=self.name
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table.insert(self.assets, Asset)
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return self
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end
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--- Remove asset from chort.
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-- @param #COHORT self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
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-- @return #COHORT self
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function COHORT:DelAsset(Asset)
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for i,_asset in pairs(self.assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if Asset.uid==asset.uid then
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self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
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table.remove(self.assets, i)
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break
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end
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end
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return self
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end
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--- Remove asset group from cohort.
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-- @param #COHORT self
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-- @param #string GroupName Name of the asset group.
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-- @return #COHORT self
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function COHORT:DelGroup(GroupName)
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for i,_asset in pairs(self.assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if GroupName==asset.spawngroupname then
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self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
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table.remove(self.assets, i)
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break
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end
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end
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return self
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end
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--- Get name of the platoon
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-- @param #COHORT self
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-- @return #string Name of the platoon.
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function COHORT:GetName()
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return self.name
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end
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--- Get radio frequency and modulation.
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-- @param #COHORT self
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-- @return #number Radio frequency in MHz.
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-- @return #number Radio Modulation (0=AM, 1=FM).
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function COHORT:GetRadio()
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return self.radioFreq, self.radioModu
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end
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--- Create a callsign for the asset.
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-- @param #COHORT self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The warehouse asset.
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-- @return #COHORT self
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function COHORT:GetCallsign(Asset)
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if self.callsignName then
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Asset.callsign={}
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for i=1,Asset.nunits do
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local callsign={}
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callsign[1]=self.callsignName
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callsign[2]=math.floor(self.callsigncounter / 10)
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callsign[3]=self.callsigncounter % 10
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if callsign[3]==0 then
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callsign[3]=1
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self.callsigncounter=self.callsigncounter+2
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else
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self.callsigncounter=self.callsigncounter+1
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end
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Asset.callsign[i]=callsign
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self:T3({callsign=callsign})
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--TODO: there is also a table entry .name, which is a string.
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end
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||||
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||||
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||||
end
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||||
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||||
end
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||||
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||||
--- Create a modex for the asset.
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-- @param #COHORT self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The warehouse asset.
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||||
-- @return #COHORT self
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function COHORT:GetModex(Asset)
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||||
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if self.modex then
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||||
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Asset.modex={}
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||||
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for i=1,Asset.nunits do
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||||
|
||||
Asset.modex[i]=string.format("%03d", self.modex+self.modexcounter)
|
||||
|
||||
self.modexcounter=self.modexcounter+1
|
||||
|
||||
self:T3({modex=Asset.modex[i]})
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Add TACAN channels to the platoon. Note that channels can only range from 1 to 126.
|
||||
-- @param #COHORT self
|
||||
-- @param #number ChannelMin Channel.
|
||||
-- @param #number ChannelMax Channel.
|
||||
-- @return #COHORT self
|
||||
-- @usage mysquad:AddTacanChannel(64,69) -- adds channels 64, 65, 66, 67, 68, 69
|
||||
function COHORT:AddTacanChannel(ChannelMin, ChannelMax)
|
||||
|
||||
ChannelMax=ChannelMax or ChannelMin
|
||||
|
||||
if ChannelMin>126 then
|
||||
self:E(self.lid.."ERROR: TACAN Channel must be <= 126! Will not add to available channels")
|
||||
return self
|
||||
end
|
||||
if ChannelMax>126 then
|
||||
self:E(self.lid.."WARNING: TACAN Channel must be <= 126! Adjusting ChannelMax to 126")
|
||||
ChannelMax=126
|
||||
end
|
||||
|
||||
for i=ChannelMin,ChannelMax do
|
||||
self.tacanChannel[i]=true
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get an unused TACAN channel.
|
||||
-- @param #COHORT self
|
||||
-- @return #number TACAN channel or *nil* if no channel is free.
|
||||
function COHORT:FetchTacan()
|
||||
|
||||
-- Get the smallest free channel if there is one.
|
||||
local freechannel=nil
|
||||
for channel,free in pairs(self.tacanChannel) do
|
||||
if free then
|
||||
if freechannel==nil or channel<freechannel then
|
||||
freechannel=channel
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if freechannel then
|
||||
self:T(self.lid..string.format("Checking out Tacan channel %d", freechannel))
|
||||
self.tacanChannel[freechannel]=false
|
||||
end
|
||||
|
||||
return freechannel
|
||||
end
|
||||
|
||||
--- "Return" a used TACAN channel.
|
||||
-- @param #COHORT self
|
||||
-- @param #number channel The channel that is available again.
|
||||
function COHORT:ReturnTacan(channel)
|
||||
self:T(self.lid..string.format("Returning Tacan channel %d", channel))
|
||||
self.tacanChannel[channel]=true
|
||||
end
|
||||
|
||||
--- Check if platoon is "OnDuty".
|
||||
-- @param #COHORT self
|
||||
-- @return #boolean If true, squdron is in state "OnDuty".
|
||||
function COHORT:IsOnDuty()
|
||||
return self:Is("OnDuty")
|
||||
end
|
||||
|
||||
--- Check if platoon is "Stopped".
|
||||
-- @param #COHORT self
|
||||
-- @return #boolean If true, squdron is in state "Stopped".
|
||||
function COHORT:IsStopped()
|
||||
return self:Is("Stopped")
|
||||
end
|
||||
|
||||
--- Check if platoon is "Paused".
|
||||
-- @param #COHORT self
|
||||
-- @return #boolean If true, squdron is in state "Paused".
|
||||
function COHORT:IsPaused()
|
||||
return self:Is("Paused")
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Start & Status
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
|
||||
-- @param #COHORT self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function COHORT:onafterStart(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Starting COHORT %s", self.name)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Start the status monitoring.
|
||||
self:__Status(-1)
|
||||
end
|
||||
|
||||
--- Check asset status.
|
||||
-- @param #COHORT self
|
||||
function COHORT:_CheckAssetStatus()
|
||||
|
||||
if self.verbose>=2 and #self.assets>0 then
|
||||
|
||||
local text=""
|
||||
for j,_asset in pairs(self.assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
-- Text.
|
||||
text=text..string.format("\n[%d] %s (%s*%d): ", j, asset.spawngroupname, asset.unittype, asset.nunits)
|
||||
|
||||
if asset.spawned then
|
||||
|
||||
---
|
||||
-- Spawned
|
||||
---
|
||||
|
||||
-- Mission info.
|
||||
local mission=self.legion and self.legion:GetAssetCurrentMission(asset) or false
|
||||
if mission then
|
||||
local distance=asset.flightgroup and UTILS.MetersToNM(mission:GetTargetDistance(asset.flightgroup.group:GetCoordinate())) or 0
|
||||
text=text..string.format("Mission %s - %s: Status=%s, Dist=%.1f NM", mission.name, mission.type, mission.status, distance)
|
||||
else
|
||||
text=text.."Mission None"
|
||||
end
|
||||
|
||||
-- Flight status.
|
||||
text=text..", Flight: "
|
||||
if asset.flightgroup and asset.flightgroup:IsAlive() then
|
||||
local status=asset.flightgroup:GetState()
|
||||
local fuelmin=asset.flightgroup:GetFuelMin()
|
||||
local fuellow=asset.flightgroup:IsFuelLow()
|
||||
local fuelcri=asset.flightgroup:IsFuelCritical()
|
||||
|
||||
text=text..string.format("%s Fuel=%d", status, fuelmin)
|
||||
if fuelcri then
|
||||
text=text.." (Critical!)"
|
||||
elseif fuellow then
|
||||
text=text.." (Low)"
|
||||
end
|
||||
|
||||
local lifept, lifept0=asset.flightgroup:GetLifePoints()
|
||||
text=text..string.format(", Life=%d/%d", lifept, lifept0)
|
||||
|
||||
local ammo=asset.flightgroup:GetAmmoTot()
|
||||
text=text..string.format(", Ammo=%d [G=%d, R=%d, B=%d, M=%d]", ammo.Total,ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles)
|
||||
else
|
||||
text=text.."N/A"
|
||||
end
|
||||
|
||||
-- Payload info.
|
||||
local payload=asset.payload and table.concat(self.legion:GetPayloadMissionTypes(asset.payload), ", ") or "None"
|
||||
text=text..", Payload={"..payload.."}"
|
||||
|
||||
else
|
||||
|
||||
---
|
||||
-- In Stock
|
||||
---
|
||||
|
||||
text=text..string.format("In Stock")
|
||||
|
||||
if self:IsRepaired(asset) then
|
||||
text=text..", Combat Ready"
|
||||
else
|
||||
|
||||
text=text..string.format(", Repaired in %d sec", self:GetRepairTime(asset))
|
||||
|
||||
if asset.damage then
|
||||
text=text..string.format(" (Damage=%.1f)", asset.damage)
|
||||
end
|
||||
end
|
||||
|
||||
if asset.Treturned then
|
||||
local T=timer.getAbsTime()-asset.Treturned
|
||||
text=text..string.format(", Returned for %d sec", T)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- On after "Stop" event.
|
||||
-- @param #COHORT self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function COHORT:onafterStop(From, Event, To)
|
||||
|
||||
-- Debug info.
|
||||
self:I(self.lid.."STOPPING Cohort and removing all assets!")
|
||||
|
||||
-- Remove all assets.
|
||||
for i=#self.assets,1,-1 do
|
||||
local asset=self.assets[i]
|
||||
self:DelAsset(asset)
|
||||
end
|
||||
|
||||
-- Clear call scheduler.
|
||||
self.CallScheduler:Clear()
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Check if there is a platoon that can execute a given mission.
|
||||
-- We check the mission type, the refuelling system, engagement range
|
||||
-- @param #COHORT self
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
-- @return #boolean If true, Cohort can do that type of mission.
|
||||
function COHORT:CanMission(Mission)
|
||||
|
||||
local cando=true
|
||||
|
||||
-- On duty?=
|
||||
if not self:IsOnDuty() then
|
||||
self:T(self.lid..string.format("Cohort in not OnDuty but in state %s. Cannot do mission %s with target %s", self:GetState(), Mission.name, Mission:GetTargetName()))
|
||||
return false
|
||||
end
|
||||
|
||||
-- Check mission type. WARNING: This assumes that all assets of the squad can do the same mission types!
|
||||
if not self:CheckMissionType(Mission.type, self:GetMissionTypes()) then
|
||||
self:T(self.lid..string.format("INFO: Squad cannot do mission type %s (%s, %s)", Mission.type, Mission.name, Mission:GetTargetName()))
|
||||
return false
|
||||
end
|
||||
|
||||
-- Check that tanker mission has the correct refuelling system.
|
||||
if Mission.type==AUFTRAG.Type.TANKER then
|
||||
|
||||
if Mission.refuelSystem and Mission.refuelSystem==self.tankerSystem then
|
||||
-- Correct refueling system.
|
||||
else
|
||||
self:T(self.lid..string.format("INFO: Wrong refueling system requested=%s != %s=available", tostring(Mission.refuelSystem), tostring(self.tankerSystem)))
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Distance to target.
|
||||
local TargetDistance=Mission:GetTargetDistance(self.legion:GetCoordinate())
|
||||
|
||||
-- Max engage range.
|
||||
local engagerange=Mission.engageRange and math.max(self.engageRange, Mission.engageRange) or self.engageRange
|
||||
|
||||
-- Set range is valid. Mission engage distance can overrule the squad engage range.
|
||||
if TargetDistance>engagerange then
|
||||
self:I(self.lid..string.format("INFO: Squad is not in range. Target dist=%d > %d NM max mission Range", UTILS.MetersToNM(TargetDistance), UTILS.MetersToNM(engagerange)))
|
||||
return false
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
--- Count assets in legion warehouse stock.
|
||||
-- @param #COHORT self
|
||||
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
|
||||
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
|
||||
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
|
||||
-- @return #number Number of assets.
|
||||
function COHORT:CountAssets(InStock, MissionTypes, Attributes)
|
||||
|
||||
local N=0
|
||||
for _,_asset in pairs(self.assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
if MissionTypes==nil or self:CheckMissionCapability(MissionTypes, self.missiontypes) then
|
||||
if Attributes==nil or self:CheckAttribute(Attributes) then
|
||||
if asset.spawned then
|
||||
if not InStock then
|
||||
N=N+1 --Spawned but we also count the spawned ones.
|
||||
end
|
||||
else
|
||||
N=N+1 --This is in stock.
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return N
|
||||
end
|
||||
|
||||
--- Get assets for a mission.
|
||||
-- @param #COHORT self
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
-- @param #number Nplayloads Number of payloads available.
|
||||
-- @return #table Assets that can do the required mission.
|
||||
function COHORT:RecruitAssets(Mission, Npayloads)
|
||||
|
||||
-- Number of payloads available.
|
||||
Npayloads=Npayloads or self.legion:CountPayloadsInStock(Mission.type, self.aircrafttype, Mission.payloads)
|
||||
|
||||
local assets={}
|
||||
|
||||
-- Loop over assets.
|
||||
for _,_asset in pairs(self.assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
|
||||
-- Check if asset is currently on a mission (STARTED or QUEUED).
|
||||
if self.legion:IsAssetOnMission(asset) then
|
||||
|
||||
---
|
||||
-- Asset is already on a mission.
|
||||
---
|
||||
|
||||
-- Check if this asset is currently on a GCICAP mission (STARTED or EXECUTING).
|
||||
if self.legion:IsAssetOnMission(asset, AUFTRAG.Type.GCICAP) and Mission.type==AUFTRAG.Type.INTERCEPT then
|
||||
|
||||
-- Check if the payload of this asset is compatible with the mission.
|
||||
-- Note: we do not check the payload as an asset that is on a GCICAP mission should be able to do an INTERCEPT as well!
|
||||
self:I(self.lid.."Adding asset on GCICAP mission for an INTERCEPT mission")
|
||||
table.insert(assets, asset)
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
---
|
||||
-- Asset as NO current mission
|
||||
---
|
||||
|
||||
if asset.spawned then
|
||||
|
||||
---
|
||||
-- Asset is already SPAWNED (could be uncontrolled on the airfield or inbound after another mission)
|
||||
---
|
||||
|
||||
local flightgroup=asset.flightgroup
|
||||
|
||||
-- Firstly, check if it has the right payload.
|
||||
if self:CheckMissionCapability(Mission.type, asset.payload.capabilities) and flightgroup and flightgroup:IsAlive() then
|
||||
|
||||
-- Assume we are ready and check if any condition tells us we are not.
|
||||
local combatready=true
|
||||
|
||||
if Mission.type==AUFTRAG.Type.INTERCEPT then
|
||||
combatready=flightgroup:CanAirToAir()
|
||||
else
|
||||
local excludeguns=Mission.type==AUFTRAG.Type.BOMBING or Mission.type==AUFTRAG.Type.BOMBRUNWAY or Mission.type==AUFTRAG.Type.BOMBCARPET or Mission.type==AUFTRAG.Type.SEAD or Mission.type==AUFTRAG.Type.ANTISHIP
|
||||
combatready=flightgroup:CanAirToGround(excludeguns)
|
||||
end
|
||||
|
||||
-- No more attacks if fuel is already low. Safety first!
|
||||
if flightgroup:IsFuelLow() then
|
||||
combatready=false
|
||||
end
|
||||
|
||||
-- Check if in a state where we really do not want to fight any more.
|
||||
if flightgroup:IsHolding() or flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() or flightgroup:IsDead() or flightgroup:IsStopped() then
|
||||
combatready=false
|
||||
end
|
||||
|
||||
-- This asset is "combatready".
|
||||
if combatready then
|
||||
self:I(self.lid.."Adding SPAWNED asset to ANOTHER mission as it is COMBATREADY")
|
||||
table.insert(assets, asset)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
---
|
||||
-- Asset is still in STOCK
|
||||
---
|
||||
|
||||
-- Check that asset is not already requested for another mission.
|
||||
if Npayloads>0 and self:IsRepaired(asset) and (not asset.requested) then
|
||||
|
||||
-- Add this asset to the selection.
|
||||
table.insert(assets, asset)
|
||||
|
||||
-- Reduce number of payloads so we only return the number of assets that could do the job.
|
||||
Npayloads=Npayloads-1
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end -- loop over assets
|
||||
|
||||
return assets
|
||||
end
|
||||
|
||||
|
||||
--- Get the time an asset needs to be repaired.
|
||||
-- @param #COHORT self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
|
||||
-- @return #number Time in seconds until asset is repaired.
|
||||
function COHORT:GetRepairTime(Asset)
|
||||
|
||||
if Asset.Treturned then
|
||||
|
||||
local t=self.maintenancetime
|
||||
t=t+Asset.damage*self.repairtime
|
||||
|
||||
-- Seconds after returned.
|
||||
local dt=timer.getAbsTime()-Asset.Treturned
|
||||
|
||||
local T=t-dt
|
||||
|
||||
return T
|
||||
else
|
||||
return 0
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Checks if a mission type is contained in a table of possible types.
|
||||
-- @param #COHORT self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
|
||||
-- @return #boolean If true, the requested mission type is part of the possible mission types.
|
||||
function COHORT:IsRepaired(Asset)
|
||||
|
||||
if Asset.Treturned then
|
||||
local Tnow=timer.getAbsTime()
|
||||
local Trepaired=Asset.Treturned+self.maintenancetime
|
||||
if Tnow>=Trepaired then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
else
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Checks if a mission type is contained in a table of possible types.
|
||||
-- @param #COHORT self
|
||||
-- @param #string MissionType The requested mission type.
|
||||
-- @param #table PossibleTypes A table with possible mission types.
|
||||
-- @return #boolean If true, the requested mission type is part of the possible mission types.
|
||||
function COHORT:CheckMissionType(MissionType, PossibleTypes)
|
||||
|
||||
if type(PossibleTypes)=="string" then
|
||||
PossibleTypes={PossibleTypes}
|
||||
end
|
||||
|
||||
for _,canmission in pairs(PossibleTypes) do
|
||||
if canmission==MissionType then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if a mission type is contained in a list of possible capabilities.
|
||||
-- @param #COHORT self
|
||||
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
|
||||
-- @param #table Capabilities A table with possible capabilities.
|
||||
-- @return #boolean If true, the requested mission type is part of the possible mission types.
|
||||
function COHORT:CheckMissionCapability(MissionTypes, Capabilities)
|
||||
|
||||
if type(MissionTypes)~="table" then
|
||||
MissionTypes={MissionTypes}
|
||||
end
|
||||
|
||||
for _,cap in pairs(Capabilities) do
|
||||
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
|
||||
for _,MissionType in pairs(MissionTypes) do
|
||||
if capability.MissionType==MissionType then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Check if the platoon attribute matches the given attribute(s).
|
||||
-- @param #COHORT self
|
||||
-- @param #table Attributes The requested attributes. See `WAREHOUSE.Attribute` enum. Can also be passed as a single attribute `#string`.
|
||||
-- @return #boolean If true, the squad has the requested attribute.
|
||||
function COHORT:CheckAttribute(Attributes)
|
||||
|
||||
if type(Attributes)~="table" then
|
||||
Attributes={Attributes}
|
||||
end
|
||||
|
||||
for _,attribute in pairs(Attributes) do
|
||||
if attribute==self.attribute then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user