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https://github.com/FlightControl-Master/MOOSE.git
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OPS
- Lots of stuff
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@@ -1,15 +1,15 @@
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--- **Ops** - Commander of an Airwing, Brigade or Flotilla.
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--- **Ops** - Commander of Airwings, Brigades and Flotillas.
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--
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-- **Main Features:**
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--
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-- * Manages AIRWINGS, BRIGADEs and FLOTILLAs
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-- * Handles missions (AUFTRAG) and finds the best airwing for the job
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-- * Handles missions (AUFTRAG) and finds the best man for the job
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Ops.WingCommander
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-- @image OPS_WingCommander.png
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-- @module Ops.Commander
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-- @image OPS_Commander.png
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--- COMMANDER class.
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@@ -28,7 +28,7 @@
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--
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-- # The COMMANDER Concept
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--
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-- A wing commander is the head of legions. He will find the best AIRWING to perform an assigned AUFTRAG (mission).
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-- A commander is the head of legions. He will find the best LEGIONs to perform an assigned AUFTRAG (mission).
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--
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--
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-- @field #COMMANDER
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@@ -36,7 +36,7 @@ COMMANDER = {
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ClassName = "COMMANDER",
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Debug = nil,
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lid = nil,
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legions = {},
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legions = {},
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missionqueue = {},
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}
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@@ -48,7 +48,8 @@ COMMANDER.version="0.1.0"
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Improve airwing selection. Mostly done!
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-- TODO: Improve legion selection. Mostly done!
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-- TODO: Allow multiple Legions for one mission.
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-- NOGO: Maybe it's possible to preselect the assets for the mission.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@@ -145,16 +146,29 @@ end
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-- User functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Add an airwing to the wingcommander.
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--- Add an AIRWING to the commander.
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-- @param #COMMANDER self
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-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
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-- @return #COMMANDER self
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function COMMANDER:AddAirwing(Airwing)
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-- This airwing is managed by this wing commander.
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Airwing.commander=self
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-- Add legion.
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self:AddLegion(Airwing)
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return self
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end
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table.insert(self.legions, Airwing)
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--- Add a LEGION to the commander.
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-- @param #COMMANDER self
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-- @param Ops.Legion#LEGION Legion The legion to add.
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-- @return #COMMANDER self
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function COMMANDER:AddLegion(Legion)
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-- This legion is managed by the commander.
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Legion.commander=self
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-- Add to legions.
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table.insert(self.legions, Legion)
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return self
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end
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@@ -237,21 +251,21 @@ function COMMANDER:onafterStatus(From, Event, To)
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self:CheckMissionQueue()
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-- Status.
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local text=string.format("Status %s: Airwings=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue)
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local text=string.format("Status %s: Legions=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue)
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self:I(self.lid..text)
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-- Airwing Info
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-- Legion info.
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if #self.legions>0 then
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local text="Airwings:"
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for _,_airwing in pairs(self.legions) do
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local airwing=_airwing --Ops.AirWing#AIRWING
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local Nassets=airwing:CountAssets()
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local Nastock=airwing:CountAssets(true)
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text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", airwing.alias, airwing:GetState(), Nassets, Nastock)
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local text="Legions:"
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for _,_legion in pairs(self.legions) do
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local legion=_legion --Ops.Legion#LEGION
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local Nassets=legion:CountAssets()
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local Nastock=legion:CountAssets(true)
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text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", legion.alias, legion:GetState(), Nassets, Nastock)
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for _,aname in pairs(AUFTRAG.Type) do
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local na=airwing:CountAssets(true, {aname})
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local np=airwing:CountPayloadsInStock({aname})
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local nm=airwing:CountAssetsOnMission({aname})
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local na=legion:CountAssets(true, {aname})
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local np=legion:CountPayloadsInStock({aname})
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local nm=legion:CountAssetsOnMission({aname})
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if na>0 or np>0 then
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text=text..string.format("\n - %s: assets=%d, payloads=%d, on mission=%d", aname, na, np, nm)
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end
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@@ -353,23 +367,26 @@ function COMMANDER:CheckMissionQueue()
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local mission=_mission --Ops.Auftrag#AUFTRAG
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-- We look for PLANNED missions.
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if mission.status==AUFTRAG.Status.PLANNED then
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if mission:IsPlanned() then
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---
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-- PLANNNED Mission
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---
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local airwings=self:GetLegionsForMission(mission)
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-- Get legions for mission.
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local legions=self:GetLegionsForMission(mission)
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if airwings then
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if legions then
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for _,airwing in pairs(airwings) do
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Add mission to airwing.
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self:MissionAssign(airwing, mission)
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-- Add mission to legion.
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self:MissionAssign(legion, mission)
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end
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-- Only ONE mission is assigned.
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return
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end
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@@ -395,31 +412,36 @@ function COMMANDER:GetLegionsForMission(Mission)
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local legions={}
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-- Loop over all legions.
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for _,_airwing in pairs(self.legions) do
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local airwing=_airwing --Ops.AirWing#AIRWING
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for _,_legion in pairs(self.legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Check if airwing can do this mission.
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local can,assets=airwing:CanMission(Mission)
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-- Count number of assets in stock.
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local Nassets=0
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if legion:IsAirwing() then
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Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes)
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else
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Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission.
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end
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-- Has it assets that can?
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if #assets>0 then
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if Nassets>0 then
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-- Get coordinate of the target.
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local coord=Mission:GetTargetCoordinate()
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if coord then
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-- Distance from airwing to target.
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local distance=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate()))
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-- Distance from legion to target.
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local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate()))
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-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
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local dist=UTILS.Round(distance/10, 0)
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-- Debug info.
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self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", airwing.alias, #assets, distance, dist))
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self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", legion.alias, Nassets, distance, dist))
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-- Add airwing to table of legions that can.
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table.insert(legions, {airwing=airwing, distance=distance, dist=dist, targetcoord=coord, nassets=#assets})
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-- Add legion to table of legions that can.
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table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets})
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end
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@@ -431,8 +453,8 @@ function COMMANDER:GetLegionsForMission(Mission)
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if #legions>0 then
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--- Something like:
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-- * Closest airwing that can should be first prio.
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-- * However, there should be a certain "quantization". if wing is 50 or 60 NM way should not really matter. In that case, the airwing with more resources should get the job.
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-- * Closest legion that can should be first prio.
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-- * However, there should be a certain "quantization". if wing is 50 or 60 NM way should not really matter. In that case, the legion with more resources should get the job.
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local function score(a)
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local d=math.round(a.dist/10)
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end
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@@ -440,7 +462,7 @@ function COMMANDER:GetLegionsForMission(Mission)
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env.info(self.lid.."FF #legions="..#legions)
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-- Sort table wrt distance and number of assets.
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-- Distances within 10 NM are equal and the airwing with more assets is preferred.
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-- Distances within 10 NM are equal and the legion with more assets is preferred.
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local function sortdist(a,b)
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local ad=a.dist
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local bd=b.dist
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@@ -471,7 +493,7 @@ function COMMANDER:GetLegionsForMission(Mission)
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self:I(self.lid..string.format("Found %d legions that can do mission %s (%s) requiring %d assets", #selection, Mission:GetName(), Mission:GetType(), Mission.nassets))
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return selection
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else
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self:T(self.lid..string.format("Not enough LEGIONs found that could do the job :/"))
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self:T(self.lid..string.format("Not enough LEGIONs found that could do the job :/ Number of assets avail %d < %d required for the mission", N, Mission.nassets))
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return nil
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end
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@@ -482,17 +504,18 @@ function COMMANDER:GetLegionsForMission(Mission)
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return nil
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end
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--- Check mission queue and assign ONE planned mission.
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--- Count assets of all assigned legions.
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-- @param #COMMANDER self
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-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
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-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
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-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
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-- @return #number Amount of asset groups in stock.
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-- @return #number Amount of asset groups.
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function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
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local N=0
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for _,_airwing in pairs(self.legions) do
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local airwing=_airwing --Ops.AirWing#AIRWING
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N=N+airwing:CountAssets(InStock, MissionTypes, Attributes)
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for _,_legion in pairs(self.legions) do
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local legion=_legion --Ops.Legion#LEGION
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N=N+legion:CountAssets(InStock, MissionTypes, Attributes)
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end
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return N
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