diff --git a/Moose Development/Moose/Ops/ChiefOfStaff.lua b/Moose Development/Moose/Ops/ChiefOfStaff.lua index f64a4823d..b3f56fced 100644 --- a/Moose Development/Moose/Ops/ChiefOfStaff.lua +++ b/Moose Development/Moose/Ops/ChiefOfStaff.lua @@ -2,110 +2,144 @@ -- -- **Main Features:** -- --- * Assigns targets to Airforce, Army and Navy +-- * Stuff -- -- === -- -- ### Author: **funkyfranky** --- @module Ops.WingCommander --- @image OPS_WingCommander.png +-- @module Ops.Chief +-- @image OPS_Chief.png ---- WINGCOMMANDER class. --- @type WINGCOMMANDER +--- CHIEF class. +-- @type CHIEF -- @field #string ClassName Name of the class. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field #string lid Class id string for output to DCS log file. --- @field #table airwings Table of airwings which are commanded. -- @field #table missionqueue Mission queue. --- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff. --- @extends Core.Fsm#FSM +-- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory. +-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected. +-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged. +-- @field #string Defcon Defence condition. +-- @field Ops.WingCommander#WINGCOMMANDER wingcommander Wing commander, commanding airborne forces. +-- @field Ops.Admiral#ADMIRAL admiral Admiral commanding navy forces. +-- @field Ops.General#GENERAL genaral General commanding army forces. +-- @extends Ops.Intelligence#INTEL --- Be surprised! -- -- === -- --- ![Banner Image](..\Presentations\WingCommander\WINGCOMMANDER_Main.jpg) +-- ![Banner Image](..\Presentations\WingCommander\CHIEF_Main.jpg) -- --- # The WINGCOMMANDER Concept +-- # The CHIEF Concept -- --- A wing commander is the head of airwings. He will find the best AIRWING to perform an assigned AUFTRAG (mission). +-- The Chief of staff gathers intel and assigns missions (AUFTRAG) the airforce (WINGCOMMANDER), army (GENERAL) or navy (ADMIRAL). +-- +-- **Note** that currently only assignments to airborne forces (WINGCOMMANDER) are implemented. -- -- --- @field #WINGCOMMANDER -WINGCOMMANDER = { - ClassName = "WINGCOMMANDER", +-- @field #CHIEF +CHIEF = { + ClassName = "CHIEF", Debug = nil, lid = nil, - airwings = {}, + wingcommander = nil, + admiral = nil, + general = nil, missionqueue = {}, + borderzoneset = nil, + yellowzoneset = nil, + engagezoneset = nil, } ---- WINGCOMMANDER class version. +--- Defence condition. +-- @type CHIEF.DEFCON +-- @field #string GREEN No enemy activities detected. +-- @field #string YELLOW Enemy near our border. +-- @field #string RED Enemy within our border. +CHIEF.DEFCON = { + GREEN="Green", + YELLOW="Yellow", + RED="Red", +} + +--- CHIEF class version. -- @field #string version -WINGCOMMANDER.version="0.1.0" +CHIEF.version="0.0.1" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- TODO: Improve airwing selection. Mostly done! +-- TODO: Define A2A and A2G parameters. +-- DONE: Add/remove spawned flightgroups to detection set. +-- DONE: Borderzones. -- NOGO: Maybe it's possible to preselect the assets for the mission. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- Create a new WINGCOMMANDER object and start the FSM. --- @param #WINGCOMMANDER self --- @return #WINGCOMMANDER self -function WINGCOMMANDER:New() +--- Create a new CHIEF object and start the FSM. +-- @param #CHIEF self +-- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set. +-- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral". +-- @return #CHIEF self +function CHIEF:New(AgentSet, Coalition) + + AgentSet=AgentSet or SET_GROUP:New() -- Inherit everything from INTEL class. - local self=BASE:Inherit(self, FSM:New()) --#WINGCOMMANDER - - self.lid="WINGCOMMANDER | " + local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition)) --#CHIEF - -- Start state. - self:SetStartState("NotReadyYet") + -- Set some string id for output to DCS.log file. + --self.lid=string.format("CHIEF | ") + + self:SetBorderZones() + self:SetYellowZones() + + self:SetThreatLevelRange() + + self.Defcon=CHIEF.DEFCON.GREEN -- Add FSM transitions. - -- From State --> Event --> To State - self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start WC. - self:AddTransition("*", "Status", "*") -- Status report. - self:AddTransition("*", "Stop", "Stopped") -- Stop WC. - - self:AddTransition("*", "AssignMission", "*") -- Mission was assigned to an AIRWING. - self:AddTransition("*", "CancelMission", "*") -- Cancel mission. + -- From State --> Event --> To State + self:AddTransition("*", "AssignMissionAirforce", "*") -- Assign mission to a WINGCOMMANDER. + self:AddTransition("*", "AssignMissionNavy", "*") -- Assign mission to an ADMIRAL. + self:AddTransition("*", "AssignMissionArmy", "*") -- Assign mission to a GENERAL. + self:AddTransition("*", "CancelMission", "*") -- Cancel mission. + self:AddTransition("*", "Defcon", "*") -- Change defence condition. + self:AddTransition("*", "DeclareWar", "*") -- Declare War. ------------------------ --- Pseudo Functions --- ------------------------ - --- Triggers the FSM event "Start". Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. - -- @function [parent=#WINGCOMMANDER] Start - -- @param #WINGCOMMANDER self + --- Triggers the FSM event "Start". Starts the CHIEF. Initializes parameters and starts event handlers. + -- @function [parent=#CHIEF] Start + -- @param #CHIEF self - --- Triggers the FSM event "Start" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers. - -- @function [parent=#WINGCOMMANDER] __Start - -- @param #WINGCOMMANDER self + --- Triggers the FSM event "Start" after a delay. Starts the CHIEF. Initializes parameters and starts event handlers. + -- @function [parent=#CHIEF] __Start + -- @param #CHIEF self -- @param #number delay Delay in seconds. - --- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers. - -- @param #WINGCOMMANDER self + --- Triggers the FSM event "Stop". Stops the CHIEF and all its event handlers. + -- @param #CHIEF self - --- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers. - -- @function [parent=#WINGCOMMANDER] __Stop - -- @param #WINGCOMMANDER self + --- Triggers the FSM event "Stop" after a delay. Stops the CHIEF and all its event handlers. + -- @function [parent=#CHIEF] __Stop + -- @param #CHIEF self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". - -- @function [parent=#WINGCOMMANDER] Status - -- @param #WINGCOMMANDER self + -- @function [parent=#CHIEF] Status + -- @param #CHIEF self --- Triggers the FSM event "Status" after a delay. - -- @function [parent=#WINGCOMMANDER] __Status - -- @param #WINGCOMMANDER self + -- @function [parent=#CHIEF] __Status + -- @param #CHIEF self -- @param #number delay Delay in seconds. @@ -116,7 +150,6 @@ function WINGCOMMANDER:New() BASE:TraceClass(self.ClassName) BASE:TraceLevel(1) end - self.Debug=true return self end @@ -125,27 +158,101 @@ end -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- Add an airwing to the wingcommander. --- @param #WINGCOMMANDER self --- @param Ops.AirWing#AIRWING Airwing The airwing to add. --- @return #WINGCOMMANDER self -function WINGCOMMANDER:AddAirwing(Airwing) +--- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway. +-- @param #CHIEF self +-- @return #CHIEF self +function CHIEF:SetAirToAny() - -- This airwing is managed by this wing commander. - Airwing.wingcommander=self + self:SetFilterCategory({}) + + return self +end - table.insert(self.airwings, Airwing) +--- Set this to be an air-to-air dispatcher. +-- @param #CHIEF self +-- @return #CHIEF self +function CHIEF:SetAirToAir() + + self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER}) + + return self +end + +--- Set this to be an air-to-ground dispatcher, i.e. engage only ground units +-- @param #CHIEF self +-- @return #CHIEF self +function CHIEF:SetAirToGround() + + self:SetFilterCategory({Unit.Category.GROUND_UNIT}) + + return self +end + +--- Set this to be an air-to-sea dispatcher, i.e. engage only naval units. +-- @param #CHIEF self +-- @return #CHIEF self +function CHIEF:SetAirToSea() + + self:SetFilterCategory({Unit.Category.SHIP}) + + return self +end + +--- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups. +-- @param #CHIEF self +-- @return #CHIEF self +function CHIEF:SetAirToSurface() + + self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP}) + + return self +end + +--- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat. +-- Targets with threat level 0 are usually harmless. +-- @param #CHIEF self +-- @param #number ThreatLevelMin Min threat level. Default 1. +-- @param #number ThreatLevelMax Max threat level. Default 10. +-- @return #CHIEF self +function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax) + + self.threatLevelMin=ThreatLevelMin or 1 + self.threatLevelMax=ThreatLevelMax or 10 + + return self +end + +--- Set defence condition. +-- @param #CHIEF self +-- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`. +-- @return #CHIEF self +function CHIEF:SetDefcon(Defcon) + + self.Defcon=Defcon + --self:Defcon(Defcon) + + return self +end + + +--- Set the wing commander for the airforce. +-- @param #CHIEF self +-- @param Ops.WingCommander#WINGCOMMANDER WingCommander The WINGCOMMANDER object. +-- @return #CHIEF self +function CHIEF:SetWingCommander(WingCommander) + + self.wingcommander=WingCommander + + self.wingcommander.chief=self return self end --- Add mission to mission queue. --- @param #WINGCOMMANDER self +-- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. --- @return #WINGCOMMANDER self -function WINGCOMMANDER:AddMission(Mission) - - Mission.wingcommander=self +-- @return #CHIEF self +function CHIEF:AddMission(Mission) table.insert(self.missionqueue, Mission) @@ -153,10 +260,10 @@ function WINGCOMMANDER:AddMission(Mission) end --- Remove mission from queue. --- @param #WINGCOMMANDER self +-- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. --- @return #WINGCOMMANDER self -function WINGCOMMANDER:RemoveMission(Mission) +-- @return #CHIEF self +function CHIEF:RemoveMission(Mission) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG @@ -172,50 +279,206 @@ function WINGCOMMANDER:RemoveMission(Mission) return self end +--- Set border zone set. +-- @param #CHIEF self +-- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders. +-- @return #CHIEF self +function CHIEF:SetBorderZones(BorderZoneSet) + + -- Border zones. + self.borderzoneset=BorderZoneSet or SET_ZONE:New() + + return self +end + +--- Add a zone defining your territory. +-- @param #CHIEF self +-- @param Core.Zone#ZONE BorderZone The zone defining the border of your territory. +-- @return #CHIEF self +function CHIEF:AddBorderZone(BorderZone) + + -- Add a border zone. + self.borderzoneset:AddZone(BorderZone) + + return self +end + +--- Set yellow zone set. Detected enemy troops in this zone will trigger defence condition YELLOW. +-- @param #CHIEF self +-- @param Core.Set#SET_ZONE YellowZoneSet Set of zones, defining our borders. +-- @return #CHIEF self +function CHIEF:SetYellowZones(YellowZoneSet) + + -- Border zones. + self.yellowzoneset=YellowZoneSet or SET_ZONE:New() + + return self +end + +--- Add a zone defining an area outside your territory that is monitored for enemy activity. +-- @param #CHIEF self +-- @param Core.Zone#ZONE YellowZone The zone defining the border of your territory. +-- @return #CHIEF self +function CHIEF:AddYellowZone(YellowZone) + + -- Add a border zone. + self.yellowzoneset:AddZone(YellowZone) + + return self +end + ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. --- @param #WINGCOMMANDER self +--- On after Start event. +-- @param #CHIEF self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function WINGCOMMANDER:onafterStart(From, Event, To) +function CHIEF:onafterStart(From, Event, To) -- Short info. - local text=string.format("Starting Wing Commander") + local text=string.format("Starting Chief of Staff") self:I(self.lid..text) + + -- Start parent INTEL. + self:GetParent(self).onafterStart(self, From, Event, To) - -- Start attached airwings. - for _,_airwing in pairs(self.airwings) do - local airwing=_airwing --Ops.AirWing#AIRWING - if airwing:GetState()=="NotReadyYet" then - airwing:Start() + -- Start wingcommander. + if self.wingcommander then + if self.wingcommander:GetState()=="NotReadyYet" then + self.wingcommander:Start() end end - self:__Status(-1) end --- On after "Status" event. --- @param #WINGCOMMANDER self +-- @param #CHIEF self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -function WINGCOMMANDER:onafterStatus(From, Event, To) +function CHIEF:onafterStatus(From, Event, To) + + -- Start parent INTEL. + self:GetParent(self).onafterStatus(self, From, Event, To) -- FSM state. local fsmstate=self:GetState() + + -- Clean up missions where the contact was lost. + for _,_contact in pairs(self.ContactsLost) do + local contact=_contact --#INTEL.Contact + + if contact.mission and contact.mission:IsNotOver() then + + local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name) + MESSAGE:New(text, 120, "CHIEF"):ToAll() + self:I(self.lid..text) + + -- Cancel this mission. + contact.mission:Cancel() + + end + + end + + -- Create missions for all new contacts. + local Nred=0 ; local Nyellow=0 ; local Nengage=0 + for _,_contact in pairs(self.Contacts) do + local contact=_contact --#CHIEF.Contact + local group=contact.group --Wrapper.Group#GROUP + + local inred=self:CheckGroupInBorder(group) + if inred then + Nred=Nred+1 + end + + local inyellow=self:CheckGroupInYellow(group) + if inyellow then + Nyellow=Nyellow+1 + end + + -- Is this a threat? + local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax + + local redalert=true + if self.borderzoneset:Count()>0 then + redalert=inred + end + + if redalert and threat and not contact.mission then + + -- Create a mission based on group category. + local mission=AUFTRAG:NewAUTO(group) + + -- Add mission to queue. + if mission then + + --TODO: Better amount of necessary assets. Count units in asset and in contact. Might need nassetMin/Max. + mission.nassets=1 + + -- Missons are repeated max 3 times on failure. + mission.NrepeatFailure=3 + + -- Set mission contact. + contact.mission=mission + + -- Add mission to queue. + self:AddMission(mission) + end + + end + + end + + --- + -- Defcon + --- + + -- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones. + if Nred>0 then + self:SetDefcon(CHIEF.DEFCON.RED) + elseif Nyellow>0 then + self:SetDefcon(CHIEF.DEFCON.YELLOW) + else + self:SetDefcon(CHIEF.DEFCON.GREEN) + end + + --- + -- Mission Queue + --- + -- Check mission queue and assign one PLANNED mission. self:CheckMissionQueue() + local text=string.format("Defcon=%s Missions=%d Contacts: Total=%d Yellow=%d Red=%d", self.Defcon, #self.missionqueue, #self.Contacts, Nyellow, Nred) + self:I(self.lid..text) + + --- + -- Contacts + --- + + -- Info about contacts. + if #self.Contacts>0 then + local text="Contacts:" + for i,_contact in pairs(self.Contacts) do + local contact=_contact --#CHIEF.Contact + local mtext="N/A" + if contact.mission then + mtext=string.format("Mission %s (%s) %s", contact.mission.name, contact.mission.type, contact.mission.status:upper()) + end + text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext) + end + self:I(self.lid..text) + end + -- Mission queue. if #self.missionqueue>0 then - local text="Mission queue:" for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG @@ -225,37 +488,38 @@ function WINGCOMMANDER:onafterStatus(From, Event, To) text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) end self:I(self.lid..text) - end - self:__Status(-30) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- On after "AssignMission" event. Mission is added to the AIRWING mission queue. --- @param #WINGCOMMANDER self +--- On after "AssignMissionAssignAirforce" event. +-- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- @param Ops.AirWing#AIRWING Airwing The AIRWING. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -function WINGCOMMANDER:onafterAssignMission(From, Event, To, Airwing, Mission) +function CHIEF:onafterAssignMissionAirforce(From, Event, To, Mission) - self:I(self.lid..string.format("Assigning mission %s (%s) to airwing %s", Mission.name, Mission.type, Airwing.alias)) - Airwing:AddMission(Mission) + if self.wingcommander then + self:I(self.lid..string.format("Assigning mission %s (%s) to WINGCOMMANDER", Mission.name, Mission.type)) + self.wingcommander:AddMission(Mission) + else + self:E(self.lid..string.format("Mission cannot be assigned as no WINGCOMMANDER is defined.")) + end end --- On after "CancelMission" event. --- @param #WINGCOMMANDER self +-- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -function WINGCOMMANDER:onafterCancelMission(From, Event, To, Mission) +function CHIEF:onafterCancelMission(From, Event, To, Mission) self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status)) @@ -268,20 +532,76 @@ function WINGCOMMANDER:onafterCancelMission(From, Event, To, Mission) -- Airwing will cancel mission. if Mission.airwing then - Mission.airwing:CancelMission(Mission) + Mission.airwing:MissionCancel(Mission) end end end +--- On before "Defcon" event. +-- @param #CHIEF self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param #string Defcon New defence condition. +function CHIEF:onbeforeDefcon(From, Event, To, Defcon) + + local gotit=false + for _,defcon in pairs(CHIEF.DEFCON) do + if defcon==Defcon then + gotit=true + end + end + + if not gotit then + self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon))) + return false + end + + -- Defcon did not change. + if Defcon==self.Defcon then + self:I(self.lid..string.format("Defcon %s unchanged. No processing transition.", tostring(Defcon))) + return false + end + + return true +end + +--- On after "Defcon" event. +-- @param #CHIEF self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param #string Defcon New defence condition. +function CHIEF:onafterDefcon(From, Event, To, Defcon) + self:I(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon)) + + -- Set new defcon. + self.Defcon=Defcon +end + +--- On after "DeclareWar" event. +-- @param #CHIEF self +-- @param #string From From state. +-- @param #string Event Event. +-- @param #string To To state. +-- @param #CHIEF Chief The Chief we declared war on. +function CHIEF:onafterDeclareWar(From, Event, To, Chief) + + if Chief then + self:AddWarOnChief(Chief) + end + +end + ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check mission queue and assign ONE planned mission. --- @param #WINGCOMMANDER self -function WINGCOMMANDER:CheckMissionQueue() +-- @param #CHIEF self +function CHIEF:CheckMissionQueue() -- TODO: Sort mission queue. wrt what? Threat level? @@ -295,14 +615,18 @@ function WINGCOMMANDER:CheckMissionQueue() -- PLANNNED Mission --- + -- Check if there is an airwing that can do the mission. local airwing=self:GetAirwingForMission(mission) if airwing then -- Add mission to airwing. - self:AssignMission(airwing, mission) + self:AssignMissionAirforce(mission) return + + else + self:T(self.lid.."NO airwing") end else @@ -318,69 +642,84 @@ function WINGCOMMANDER:CheckMissionQueue() end --- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets. --- @param #WINGCOMMANDER self +-- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return Ops.AirWing#AIRWING The airwing best for this mission. -function WINGCOMMANDER:GetAirwingForMission(Mission) +function CHIEF:GetAirwingForMission(Mission) - -- Table of airwings that can do the mission. - local airwings={} - - -- Loop over all airwings. - for _,_airwing in pairs(self.airwings) do - local airwing=_airwing --Ops.AirWing#AIRWING - - -- Check if airwing can do this mission. - local can,assets=airwing:CanMission(Mission) - - -- Can it? - if can then - - -- Get coordinate of the target. - local coord=Mission:GetTargetCoordinate() - - if coord then - - -- Distance from airwing to target. - local dist=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate())) - - -- Add airwing to table of airwings that can. - table.insert(airwings, {airwing=airwing, dist=dist, targetcoord=coord, nassets=#assets}) - - end - - end - - end - - -- Can anyone? - if #airwings>0 then - - --- Something like: - -- * Closest airwing that can should be first prio. - -- * 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. - local function score(a) - local d=math.round(a.dist/10) - end - - -- Sort table wrt distance and number of assets. - -- Distances within 10 NM are equal and the airwing with more assets is preferred. - local function sortdist(a,b) - local ad=math.round(a.dist/10) -- dist 55 NM ==> 5.5 ==> 6 - local bd=math.round(b.dist/10) -- dist 63 NM ==> 6.3 ==> 6 - return adb.nassets) - end - table.sort(airwings, sortdist) - - -- This is the closest airwing to the target. - local airwing=airwings[1].airwing --Ops.AirWing#AIRWING - - return airwing + if self.wingcommander then + return self.wingcommander:GetAirwingForMission(Mission) end return nil end +--- Check if group is inside our border. +-- @param #CHIEF self +-- @param Wrapper.Group#GROUP group The group. +-- @return #boolean If true, group is in any zone. +function CHIEF:CheckGroupInBorder(group) + + local inside=self:CheckGroupInZones(group, self.borderzoneset) + + return inside +end + +--- Check if group is near our border (yellow zone). +-- @param #CHIEF self +-- @param Wrapper.Group#GROUP group The group. +-- @return #boolean If true, group is in any zone. +function CHIEF:CheckGroupInYellow(group) + + -- Check inside yellow but not inside our border. + local inside=self:CheckGroupInZones(group, self.yellowzoneset) and not self:CheckGroupInZones(group, self.borderzoneset) + + return inside +end + +--- Check if group is inside a zone. +-- @param #CHIEF self +-- @param Wrapper.Group#GROUP group The group. +-- @param Core.Set#SET_ZONE zoneset Set of zones. +-- @return #boolean If true, group is in any zone. +function CHIEF:CheckGroupInZones(group, zoneset) + + for _,_zone in pairs(zoneset.Set or {}) do + local zone=_zone --Core.Zone#ZONE + + if group:IsPartlyOrCompletelyInZone(zone) then + return true + end + end + + return false +end + +--- Check resources. +-- @param #CHIEF self +-- @return #table +function CHIEF:CheckResources() + + local capabilities={} + + for _,MissionType in pairs(AUFTRAG.Type) do + capabilities[MissionType]=0 + + for _,_airwing in pairs(self.airwings) do + local airwing=_airwing --Ops.AirWing#AIRWING + + -- Get Number of assets that can do this type of missions. + local _,assets=airwing:CanMission(MissionType) + + -- Add up airwing resources. + capabilities[MissionType]=capabilities[MissionType]+#assets + end + + end + + return capabilities +end + ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- \ No newline at end of file