Merge pull request #1866 from FlightControl-Master/FF/Ops

Zones
This commit is contained in:
Frank 2023-01-02 12:08:37 +01:00 committed by GitHub
commit 92710f4625
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 471 additions and 209 deletions

View File

@ -2084,6 +2084,52 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
return self return self
end end
--- Get the smallest circular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
-- @return #ZONE_RADIUS The circular zone.
function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
local center=self:GetVec2()
local radius=0
for _,_vec2 in pairs(self._.Polygon) do
local vec2=_vec2 --DCS#Vec2
local r=UTILS.VecDist2D(center, vec2)
if r>radius then
radius=r
end
end
local zone=ZONE_RADIUS:New(ZoneName or self.ZoneName, center, radius, DoNotRegisterZone)
return zone
end
--- Get the smallest rectangular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
-- @return #ZONE_POLYGON The rectangular zone.
function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
local vec1, vec3=self:GetBoundingVec2()
local vec2={x=vec1.x, y=vec3.y}
local vec4={x=vec3.x, y=vec1.y}
local zone=ZONE_POLYGON_BASE:New(ZoneName or self.ZoneName, {vec1, vec2, vec3, vec4})
return zone
end
--- Smokes the zone boundaries in a color. --- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
@ -2286,6 +2332,32 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 } return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
end end
--- Get the bounding 2D vectors of the polygon.
-- @param #ZONE_POLYGON_BASE self
-- @return DCS#Vec2 Coordinates of western-southern-lower vertex of the box.
-- @return DCS#Vec2 Coordinates of eastern-northern-upper vertex of the box.
function ZONE_POLYGON_BASE:GetBoundingVec2()
local x1 = self._.Polygon[1].x
local y1 = self._.Polygon[1].y
local x2 = self._.Polygon[1].x
local y2 = self._.Polygon[1].y
for i = 2, #self._.Polygon do
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
end
local vec1={x=x1, y=y1}
local vec2={x=x2, y=y2}
return vec1, vec2
end
--- Draw a frontier on the F10 map with small filled circles. --- Draw a frontier on the F10 map with small filled circles.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All. -- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.

View File

@ -7988,119 +7988,122 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
for _,asset in pairs(assets) do for _,asset in pairs(assets) do
local _asset=asset --#WAREHOUSE.Assetitem local _asset=asset --#WAREHOUSE.Assetitem
-- Get terminal type of this asset if not _asset.spawned then
local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
-- Asset specific parking. -- Get terminal type of this asset
parking[_asset.uid]={} local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
-- Loop over all units - each one needs a spot. -- Asset specific parking.
for i=1,_asset.nunits do parking[_asset.uid]={}
-- Asset name -- Loop over all units - each one needs a spot.
local assetname=_asset.spawngroupname.."-"..tostring(i) for i=1,_asset.nunits do
-- Loop over all parking spots. -- Asset name
local gotit=false local assetname=_asset.spawngroupname.."-"..tostring(i)
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Parking valid? -- Loop over all parking spots.
local valid=true local gotit=false
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
if asset.parkingIDs then -- Parking valid?
-- If asset has assigned parking spots, we take these no matter what. local valid=true
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 valid then
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
local free=true
local problem=nil
-- Loop over all obstacles.
for _,obstacle in pairs(obstacles) do
-- Check if aircraft overlaps with any obstacle.
local dist=_spot:Get2DDistance(obstacle.coord)
local safe=_overlap(_asset.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
free=false
problem=obstacle
problem.dist=dist
break
else
--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
end
end
-- Check if spot is free
if free then
-- Add parkingspot for this asset unit.
table.insert(parking[_asset.uid], parkingspot)
-- Debug
self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
gotit=true
break
if asset.parkingIDs then
-- If asset has assigned parking spots, we take these no matter what.
valid=self:_CheckParkingAsset(parkingspot, asset)
else else
-- Debug output for occupied spots. -- Valid terminal type depending on attribute.
if self.Debug then local validTerminal=AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype)
local coord=problem.coord --Core.Point#COORDINATE
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
self:I(self.lid..text)
coord:MarkToAll(string.format(text))
else
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
end
-- 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 end
else
self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType))
end -- check terminal type
end -- loop over parking spots
-- No parking spot for at least one asset :( -- Check correct terminal type for asset. We don't want helos in shelters etc.
if not gotit then if valid then
self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid))
return nil -- Coordinate of the parking spot.
end local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
end -- loop over asset units local _termid=parkingspot.TerminalID
local free=true
local problem=nil
-- Loop over all obstacles.
for _,obstacle in pairs(obstacles) do
-- Check if aircraft overlaps with any obstacle.
local dist=_spot:Get2DDistance(obstacle.coord)
local safe=_overlap(_asset.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
free=false
problem=obstacle
problem.dist=dist
break
else
--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
end
end
-- Check if spot is free
if free then
-- Add parkingspot for this asset unit.
table.insert(parking[_asset.uid], parkingspot)
-- Debug
self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
gotit=true
break
else
-- Debug output for occupied spots.
if self.Debug then
local coord=problem.coord --Core.Point#COORDINATE
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
self:I(self.lid..text)
coord:MarkToAll(string.format(text))
else
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
end
end
else
self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType))
end -- check terminal type
end -- loop over parking spots
-- No parking spot for at least one asset :(
if not gotit then
self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid))
return nil
end
end -- loop over asset units
end -- Asset spawned check
end -- loop over asset groups end -- loop over asset groups
return parking return parking

View File

@ -1826,8 +1826,11 @@ function ARMYGROUP:_UpdateEngageTarget()
-- Distance to last known position of target. -- Distance to last known position of target.
local dist=UTILS.VecDist3D(vec3, self.engage.Coordinate:GetVec3()) local dist=UTILS.VecDist3D(vec3, self.engage.Coordinate:GetVec3())
-- Check line of sight to target.
local los=self:HasLoS(vec3)
-- Check if target moved more than 100 meters or we do not have line of sight. -- Check if target moved more than 100 meters or we do not have line of sight.
if dist>100 or not self:HasLoS(self.engage.Target:GetCoordinate()) then if dist>100 or los==false then
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName()) --env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())

View File

@ -5467,16 +5467,73 @@ function AUFTRAG:_SetLogID()
end end
--- Update DCS task. --- Get request ID from legion this mission requested assets from
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion from which to get the request ID.
-- @return #number Request ID (if any).
function AUFTRAG:_GetRequestID(Legion)
local requestid=nil
local name=nil
if type(Legion)=="string" then
name=Legion
else
name=Legion.alias
end
if name then
requestid=self.requestID[name]
end
return nil
end
--- Get request from legion this mission requested assets from.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion from which to get the request ID.
-- @return Functional.Warehouse#WAREHOUSE.PendingItem Request.
function AUFTRAG:_GetRequest(Legion)
local request=nil
local requestID=self:_GetRequestID(Legion)
if requestID then
request=Legion:GetRequestByID(requestID)
end
return request
end
--- Set request ID from legion this mission requested assets from
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion from which to get the request ID.
-- @param #number RequestID Request ID.
-- @return #AUFTRAG self -- @return #AUFTRAG self
function AUFTRAG:_UpdateTask() function AUFTRAG:_SetRequestID(Legion, RequestID)
local requestid=nil
local name=nil
if type(Legion)=="string" then
name=Legion
else
name=Legion.alias
end
if name then
if self.requestID[name] then
self:I(self.lid..string.format("WARNING: Mission already has a request ID=%d!", self.requestID[name]))
end
self.requestID[name]=RequestID
end
return self return self
end end
--- Update mission F10 map marker. --- Update mission F10 map marker.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @return #AUFTRAG self -- @return #AUFTRAG self

View File

@ -572,9 +572,9 @@ function BRIGADE:onafterStatus(From, Event, To)
self:I(self.lid..text) self:I(self.lid..text)
end end
------------------- ---------------------
-- Refuelling Info -- -- Refuelling Info --
------------------- ---------------------
if self.verbose>=4 then if self.verbose>=4 then
local text="Refuelling Zones:" local text="Refuelling Zones:"
for i,_refuellingzone in pairs(self.refuellingZones) do for i,_refuellingzone in pairs(self.refuellingZones) do
@ -585,6 +585,19 @@ function BRIGADE:onafterStatus(From, Event, To)
self:I(self.lid..text) self:I(self.lid..text)
end end
----------------
-- Asset Info --
----------------
if self.verbose>=5 then
local text="Assets in stock:"
for i,_asset in pairs(self.stock) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Info text.
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@ -839,6 +839,58 @@ function LEGION:onafterMissionAssign(From, Event, To, Mission, Legions)
end end
--- Create a request and add it to the warehouse queue.
-- @param #LEGION self
-- @param Functional.Warehouse#WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
-- @param #string Assignment A keyword or text that can later be used to identify this request and postprocess the assets.
function LEGION:_AddRequest(AssetDescriptor, AssetDescriptorValue, nAsset, Prio, Assignment)
-- Defaults.
nAsset=nAsset or 1
Prio=Prio or 50
-- Increase id.
self.queueid=self.queueid+1
-- Request queue table item.
local request={
uid=self.queueid,
prio=Prio,
warehouse=self,
assetdesc=AssetDescriptor,
assetdescval=AssetDescriptorValue,
nasset=nAsset,
transporttype=WAREHOUSE.TransportType.SELFPROPELLED,
ntransport=0,
assignment=tostring(Assignment),
airbase=self:GetAirbase(),
category=self:GetAirbaseCategory(),
ndelivered=0,
ntransporthome=0,
assets={},
toself=true,
} --Functional.Warehouse#WAREHOUSE.Queueitem
-- Add request to queue.
table.insert(self.queue, request)
local descval="assetlist"
if request.assetdesc==WAREHOUSE.Descriptor.ASSETLIST then
else
descval=tostring(request.assetdescval)
end
local text=string.format("Warehouse %s: New request from warehouse %s.\nDescriptor %s=%s, #assets=%s; Transport=%s, #transports=%s.",
self.alias, self.alias, request.assetdesc, descval, tostring(request.nasset), request.transporttype, tostring(request.ntransport))
self:_DebugMessage(text, 5)
end
--- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED. --- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED.
-- @param #LEGION self -- @param #LEGION self
@ -914,11 +966,8 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
if Mission.type==AUFTRAG.Type.RELOCATECOHORT then if Mission.type==AUFTRAG.Type.RELOCATECOHORT then
cancel=true cancel=true
-- Get request ID.
local requestID=currM.requestID[self.alias]
-- Get request. -- Get request.
local request=self:GetRequestByID(requestID) local request=currM:_GetRequest(self)
if request then if request then
self:T2(self.lid.."Removing group from cargoset") self:T2(self.lid.."Removing group from cargoset")
@ -999,7 +1048,8 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
local assignment=string.format("Mission-%d", Mission.auftragsnummer) local assignment=string.format("Mission-%d", Mission.auftragsnummer)
-- Add request to legion warehouse. -- Add request to legion warehouse.
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, assignment) --self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, assignment)
self:_AddRequest(WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, Mission.prio, assignment)
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here. -- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
Mission.requestID[self.alias]=self.queueid Mission.requestID[self.alias]=self.queueid
@ -1091,7 +1141,8 @@ function LEGION:onafterTransportRequest(From, Event, To, OpsTransport)
local assignment=string.format("Transport-%d", OpsTransport.uid) local assignment=string.format("Transport-%d", OpsTransport.uid)
-- Add request to legion warehouse. -- Add request to legion warehouse.
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, AssetList, #AssetList, nil, nil, OpsTransport.prio, assignment) --self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, AssetList, #AssetList, nil, nil, OpsTransport.prio, assignment)
self:_AddRequest(WAREHOUSE.Descriptor.ASSETLIST, AssetList, #AssetList, OpsTransport.prio, assignment)
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here. -- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
OpsTransport.requestID[self.alias]=self.queueid OpsTransport.requestID[self.alias]=self.queueid
@ -1198,8 +1249,9 @@ function LEGION:onafterMissionCancel(From, Event, To, Mission)
end end
-- Remove queued request (if any). -- Remove queued request (if any).
if Mission.requestID[self.alias] then local requestID=Mission:_GetRequestID(self)
self:_DeleteQueueItemByID(Mission.requestID[self.alias], self.queue) if requestID then
self:_DeleteQueueItemByID(requestID, self.queue)
end end
end end

View File

@ -1539,49 +1539,67 @@ function OPSGROUP:SetReturnOnOutOfAmmo()
return self return self
end end
--- Check if an element of the group has line of sight to a coordinate. --- Check if an element of the group has line of sight to a coordinate.
-- @param #OPSGROUP self -- @param #OPSGROUP self
-- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS. -- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS. Can also be a DCS#Vec3.
-- @param #OPSGROUP.Element Element The (optinal) element. If not given, all elements are checked. -- @param #OPSGROUP.Element Element The (optinal) element. If not given, all elements are checked.
-- @param DCS#Vec3 OffsetElement Offset vector of the element. -- @param DCS#Vec3 OffsetElement Offset vector of the element.
-- @param DCS#Vec3 OffsetCoordinate Offset vector of the coordinate. -- @param DCS#Vec3 OffsetCoordinate Offset vector of the coordinate.
-- @return #boolean If `true`, there is line of sight to the specified coordinate. -- @return #boolean If `true`, there is line of sight to the specified coordinate.
function OPSGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate) function OPSGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate)
-- Target vector. if Coordinate then
local Vec3=Coordinate:GetVec3()
-- Optional offset. -- Target vector.
if OffsetCoordinate then local Vec3={x=Coordinate.x, y=Coordinate.y, z=Coordinate.z} --Coordinate:GetVec3()
Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate)
end
--- Function to check LoS for an element of the group. -- Optional offset.
local function checklos(element) if OffsetCoordinate then
local vec3=element.unit:GetVec3() Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate)
if OffsetElement then
vec3=UTILS.VecAdd(vec3, OffsetElement)
end end
local _los=land.isVisible(vec3, Vec3)
--self:I({los=_los, source=vec3, target=Vec3})
return _los
end
if Element then --- Function to check LoS for an element of the group.
local los=checklos(Element) local function checklos(vec3)
return los if vec3 then
else if OffsetElement then
vec3=UTILS.VecAdd(vec3, OffsetElement)
end
local _los=land.isVisible(vec3, Vec3)
--self:I({los=_los, source=vec3, target=Vec3})
return _los
end
return nil
end
for _,element in pairs(self.elements) do if Element then
-- Get LoS of this element. -- Check los for the given element.
local los=checklos(element) if Element.unit and Element.unit:IsAlive() then
if los then local vec3=Element.unit:GetVec3()
return true local los=checklos(Element)
return los
end
else
-- Check if any element has los.
local gotit=false
for _,_element in pairs(self.elements) do
local element=_element --#OPSGROUP.Element
if element and element.unit and element.unit:IsAlive() then
gotit=true
local vec3=element.unit:GetVec3()
-- Get LoS of this element.
local los=checklos(vec3)
if los then
return true
end
end
end
if gotit then
return false
end end
end end
return false
end end
return nil return nil

View File

@ -5,6 +5,7 @@
-- * Monitor if a zone is captured -- * Monitor if a zone is captured
-- * Monitor if an airbase is captured -- * Monitor if an airbase is captured
-- * Define conditions under which zones are captured/held -- * Define conditions under which zones are captured/held
-- * Supports circular and polygon zone shapes
-- --
-- === -- ===
-- --
@ -20,6 +21,7 @@
-- @field #string lid DCS log ID string. -- @field #string lid DCS log ID string.
-- @field #number verbose Verbosity of output. -- @field #number verbose Verbosity of output.
-- @field Core.Zone#ZONE zone The zone. -- @field Core.Zone#ZONE zone The zone.
-- @field Core.Zone#ZONE_RADIUS zoneCircular The circular zone.
-- @field Wrapper.Airbase#AIRBASE airbase The airbase that is monitored. -- @field Wrapper.Airbase#AIRBASE airbase The airbase that is monitored.
-- @field #string airbaseName Name of the airbase that is monitored. -- @field #string airbaseName Name of the airbase that is monitored.
-- @field #string zoneName Name of the zone. -- @field #string zoneName Name of the zone.
@ -60,9 +62,6 @@
-- --
-- An OPSZONE is a strategically important area. -- An OPSZONE is a strategically important area.
-- --
-- **Restrictions**
--
-- * Since we are using a DCS routine that scans a zone for units or other objects present in the zone and this DCS routine is limited to cicular zones, only those can be used.
-- --
-- @field #OPSZONE -- @field #OPSZONE
OPSZONE = { OPSZONE = {
@ -84,9 +83,19 @@ OPSZONE = {
-- @field #string Type Type of mission -- @field #string Type Type of mission
-- @field Ops.Auftrag#AUFTRAG Mission The actual attached mission -- @field Ops.Auftrag#AUFTRAG Mission The actual attached mission
--- Type of zone we are dealing with.
-- @type OPSZONE.ZoneType
-- @field #string Circular Zone is circular.
-- @field #string Polygon Zone is a polygon.
OPSZONE.ZoneType={
Circular="Circular",
Polygon="Polygon",
}
--- OPSZONE class version. --- OPSZONE class version.
-- @field #string version -- @field #string version
OPSZONE.version="0.4.0" OPSZONE.version="0.5.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@ -94,6 +103,7 @@ OPSZONE.version="0.4.0"
-- TODO: Pause/unpause evaluations. -- TODO: Pause/unpause evaluations.
-- TODO: Differentiate between ground attack and boming by air or arty. -- TODO: Differentiate between ground attack and boming by air or arty.
-- DONE: Polygon zones.
-- DONE: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it. -- DONE: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
-- DONE: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone. -- DONE: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
-- DONE: Can neutrals capture? No, since they are _neutral_! -- DONE: Can neutrals capture? No, since they are _neutral_!
@ -125,7 +135,7 @@ function OPSZONE:New(Zone, CoalitionOwner)
if type(Zone)=="string" then if type(Zone)=="string" then
-- Convert string into a ZONE or ZONE_AIRBASE -- Convert string into a ZONE or ZONE_AIRBASE
local Name=Zone local Name=Zone
Zone=ZONE:New(Name) Zone=ZONE:FindByName(Name)
if not Zone then if not Zone then
local airbase=AIRBASE:FindByName(Name) local airbase=AIRBASE:FindByName(Name)
if airbase then if airbase then
@ -146,8 +156,17 @@ function OPSZONE:New(Zone, CoalitionOwner)
if Zone:IsInstanceOf("ZONE_AIRBASE") then if Zone:IsInstanceOf("ZONE_AIRBASE") then
self.airbase=Zone._.ZoneAirbase self.airbase=Zone._.ZoneAirbase
self.airbaseName=self.airbase:GetName() self.airbaseName=self.airbase:GetName()
self.zoneType=OPSZONE.ZoneType.Circular
self.zoneCircular=Zone
elseif Zone:IsInstanceOf("ZONE_RADIUS") then elseif Zone:IsInstanceOf("ZONE_RADIUS") then
-- Nothing to do. -- Nothing to do.
self.zoneType=OPSZONE.ZoneType.Circular
self.zoneCircular=Zone
elseif Zone:IsInstanceOf("ZONE_POLYGON_BASE") then
-- Nothing to do.
self.zoneType=OPSZONE.ZoneType.Polygon
local zone=Zone --Core.Zone#ZONE_POLYGON
self.zoneCircular=zone:GetZoneRadius(nil, true)
else else
self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!") self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
return nil return nil
@ -159,7 +178,7 @@ function OPSZONE:New(Zone, CoalitionOwner)
-- Set some values. -- Set some values.
self.zone=Zone self.zone=Zone
self.zoneName=Zone:GetName() self.zoneName=Zone:GetName()
self.zoneRadius=Zone:GetRadius() self.zoneRadius=self.zoneCircular:GetRadius()
self.Missions = {} self.Missions = {}
self.ScanUnitSet=SET_UNIT:New():FilterZones({Zone}) self.ScanUnitSet=SET_UNIT:New():FilterZones({Zone})
self.ScanGroupSet=SET_GROUP:New():FilterZones({Zone}) self.ScanGroupSet=SET_GROUP:New():FilterZones({Zone})
@ -820,8 +839,6 @@ function OPSZONE:onafterEmpty(From, Event, To)
-- Debug info. -- Debug info.
self:T(self.lid..string.format("Zone is empty EVENT")) self:T(self.lid..string.format("Zone is empty EVENT"))
end end
--- On after "Attacked" event. --- On after "Attacked" event.
@ -1035,41 +1052,54 @@ function OPSZONE:Scan()
local unit=UNIT:Find(DCSUnit) local unit=UNIT:Find(DCSUnit)
if unit then if unit then
-- Threat level of unit. -- Inside zone.
tl=unit:GetThreatLevel() local inzone=true
if self.zoneType==OPSZONE.ZoneType.Polygon then
-- Add unit to set. -- Check if unit is really inside the zone.
self.ScanUnitSet:AddUnit(unit) inzone=unit:IsInZone(self.zone)
-- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it! -- Debug marker.
--local inzone=unit:IsInZone(self.zone) -- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it!
--unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone))) unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone)))
end
-- Get group of unit. if inzone then
local group=unit:GetGroup()
-- Threat level of unit.
tl=unit:GetThreatLevel()
-- Add unit to set.
self.ScanUnitSet:AddUnit(unit)
-- Get group of unit.
local group=unit:GetGroup()
-- Add group to scanned set.
if group then
self.ScanGroupSet:AddGroup(group, true)
end
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
Tred=Tred+tl
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
Tblu=Tblu+tl
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
Tnut=Tnut+tl
end
-- Debug info.
if self.verbose>=4 then
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
end
if group then
self.ScanGroupSet:AddGroup(group, true)
end end
end end
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
Tred=Tred+tl
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
Tblu=Tblu+tl
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
Tnut=Tnut+tl
end
-- Debug info.
if self.verbose>=4 then
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
end
end end
elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
@ -1079,7 +1109,7 @@ function OPSZONE:Scan()
--- ---
-- This is a DCS static object. -- This is a DCS static object.
local DCSStatic=ZoneObject --DCS#Static local DCSStatic=ZoneObject --DCS#StaticObject
-- Get coalition. -- Get coalition.
local Coalition=DCSStatic:getCoalition() local Coalition=DCSStatic:getCoalition()
@ -1087,18 +1117,32 @@ function OPSZONE:Scan()
-- CAREFUL! Downed pilots break routine here without any error thrown. -- CAREFUL! Downed pilots break routine here without any error thrown.
--local unit=STATIC:Find(DCSStatic) --local unit=STATIC:Find(DCSStatic)
-- Increase counter. -- Inside zone.
if Coalition==coalition.side.RED then local inzone=true
Nred=Nred+1 if self.zoneType==OPSZONE.ZoneType.Polygon then
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1 local Vec3=DCSStatic:getPoint()
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1 inzone=self.zone:IsVec3InZone(Vec3)
end end
-- Debug info if inzone then
if self.verbose>=4 then
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition)) -- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
end
-- Debug info
if self.verbose>=4 then
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition))
end
end end
elseif ObjectCategory==Object.Category.SCENERY then elseif ObjectCategory==Object.Category.SCENERY then

View File

@ -28,11 +28,11 @@ ENUMS = {}
--- Rules of Engagement. --- Rules of Engagement.
-- @type ENUMS.ROE -- @type ENUMS.ROE
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target. -- @field #number WeaponFree [AIR] AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. -- @field #number OpenFireWeaponFree [AIR] AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
-- @field #number OpenFire AI will engage only targets specified in its taskings. -- @field #number OpenFire [AIR, GROUND, NAVAL] AI will engage only targets specified in its taskings.
-- @field #number ReturnFire AI will only engage threats that shoot first. -- @field #number ReturnFire [AIR, GROUND, NAVAL] AI will only engage threats that shoot first.
-- @field #number WeaponHold AI will hold fire under all circumstances. -- @field #number WeaponHold [AIR, GROUND, NAVAL] AI will hold fire under all circumstances.
ENUMS.ROE = { ENUMS.ROE = {
WeaponFree=0, WeaponFree=0,
OpenFireWeaponFree=1, OpenFireWeaponFree=1,