mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
commit
f4569fb5cc
@ -97,6 +97,8 @@ __Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
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__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
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__Moose.Include( 'Scripts/Moose/Ops/OpsZone.lua' )
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__Moose.Include( 'Scripts/Moose/Ops/Chief.lua' )
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__Moose.Include( 'Scripts/Moose/Ops/Flotilla.lua' )
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__Moose.Include( 'Scripts/Moose/Ops/Fleet.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
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__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
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@ -18,7 +18,7 @@
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--
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-- ===
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-- @module Ops.Brigade
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-- @image OPS_Brigade.png
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-- @image OPS_Brigade_.png
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--- BRIGADE class.
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386
Moose Development/Moose/Ops/Fleet.lua
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386
Moose Development/Moose/Ops/Fleet.lua
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@ -0,0 +1,386 @@
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--- **Ops** - Fleet Warehouse.
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--
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-- **Main Features:**
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--
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-- * Manage flotillas
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-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
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--
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-- ===
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--
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-- ## Example Missions:
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--
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-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Fleet).
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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--
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-- ===
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-- @module Ops.Fleet
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-- @image OPS_Fleet.png
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--- FLEET class.
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-- @type FLEET
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity of output.
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-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
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-- @extends Ops.Legion#LEGION
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--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
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--
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-- ===
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--
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-- # The FLEET Concept
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--
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-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
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--
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--
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-- @field #FLEET
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FLEET = {
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ClassName = "FLEET",
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verbose = 0,
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rearmingZones = {},
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refuellingZones = {},
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}
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--- Supply Zone.
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-- @type FLEET.SupplyZone
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-- @field Core.Zone#ZONE zone The zone.
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-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
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-- @field #boolean markerOn If `true`, marker is on.
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-- @field Wrapper.Marker#MARKER marker F10 marker.
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--- FLEET class version.
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-- @field #string version
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FLEET.version="0.0.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: .
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-- DONE: Add weapon range.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new FLEET class object.
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-- @param #FLEET self
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-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
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-- @param #string FleetName Name of the fleet.
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-- @return #FLEET self
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function FLEET:New(WarehouseName, FleetName)
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-- Inherit everything from LEGION class.
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local self=BASE:Inherit(self, LEGION:New(WarehouseName, FleetName)) -- #FLEET
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-- Nil check.
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if not self then
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BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
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return nil
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end
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("FLEET %s | ", self.alias)
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-- Defaults
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self:SetRetreatZones()
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "NavyOnMission", "*") -- An NAVYGROUP was send on a Mission (AUFTRAG).
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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 FLEET. Initializes parameters and starts event handlers.
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-- @function [parent=#FLEET] Start
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-- @param #FLEET self
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--- Triggers the FSM event "Start" after a delay. Starts the FLEET. Initializes parameters and starts event handlers.
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-- @function [parent=#FLEET] __Start
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-- @param #FLEET self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the FLEET and all its event handlers.
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-- @param #FLEET self
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--- Triggers the FSM event "Stop" after a delay. Stops the FLEET and all its event handlers.
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-- @function [parent=#FLEET] __Stop
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-- @param #FLEET self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "NavyOnMission".
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-- @function [parent=#FLEET] NavyOnMission
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-- @param #FLEET self
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-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "NavyOnMission" after a delay.
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-- @function [parent=#FLEET] __NavyOnMission
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-- @param #FLEET self
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-- @param #number delay Delay in seconds.
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-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "NavyOnMission" event.
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-- @function [parent=#FLEET] OnAfterNavyOnMission
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-- @param #FLEET self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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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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--- Add a flotilla to the fleet.
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-- @param #FLEET self
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-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
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-- @return #FLEET self
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function FLEET:AddFlotilla(Flotilla)
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-- Add flotilla to fleet.
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table.insert(self.cohorts, Flotilla)
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-- Add assets to flotilla.
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self:AddAssetToFlotilla(Flotilla, Flotilla.Ngroups)
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-- Set fleet of flotilla.
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Flotilla:SetFleet(self)
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-- Start flotilla.
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if Flotilla:IsStopped() then
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Flotilla:Start()
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end
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return self
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end
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--- Add asset group(s) to flotilla.
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-- @param #FLEET self
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-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
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-- @param #number Nassets Number of asset groups to add.
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-- @return #FLEET self
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function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
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if Flotilla then
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-- Get the template group of the flotilla.
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local Group=GROUP:FindByName(Flotilla.templatename)
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if Group then
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-- Debug text.
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local text=string.format("Adding asset %s to flotilla %s", Group:GetName(), Flotilla.name)
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self:T(self.lid..text)
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-- Add assets to airwing warehouse.
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self:AddAsset(Group, Nassets, nil, nil, nil, nil, Flotilla.skill, Flotilla.livery, Flotilla.name)
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else
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self:E(self.lid.."ERROR: Group does not exist!")
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end
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else
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self:E(self.lid.."ERROR: Flotilla does not exit!")
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end
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return self
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end
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--- Define a set of retreat zones.
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-- @param #FLEET self
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-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
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-- @return #FLEET self
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function FLEET:SetRetreatZones(RetreatZoneSet)
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self.retreatZones=RetreatZoneSet or SET_ZONE:New()
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return self
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end
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--- Add a retreat zone.
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-- @param #FLEET self
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-- @param Core.Zone#ZONE RetreatZone Retreat zone.
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-- @return #FLEET self
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function FLEET:AddRetreatZone(RetreatZone)
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self.retreatZones:AddZone(RetreatZone)
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return self
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end
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--- Get retreat zones.
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-- @param #FLEET self
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-- @return Core.Set#SET_ZONE Set of retreat zones.
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function FLEET:GetRetreatZones()
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return self.retreatZones
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end
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--- Get flotilla by name.
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-- @param #FLEET self
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-- @param #string FlotillaName Name of the flotilla.
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-- @return Ops.Flotilla#FLOTILLA The Flotilla object.
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function FLEET:GetFlotilla(FlotillaName)
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local flotilla=self:_GetCohort(FlotillaName)
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return flotilla
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end
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--- Get flotilla of an asset.
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-- @param #FLEET self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
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-- @return Ops.Flotilla#FLOTILLA The flotilla object.
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function FLEET:GetFlotillaOfAsset(Asset)
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local flotilla=self:GetFlotilla(Asset.squadname)
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return flotilla
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end
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--- Remove asset from flotilla.
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-- @param #FLEET self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
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function FLEET:RemoveAssetFromFlotilla(Asset)
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local flotilla=self:GetFlotillaOfAsset(Asset)
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if flotilla then
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flotilla:DelAsset(Asset)
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Start FLEET FSM.
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-- @param #FLEET self
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function FLEET:onafterStart(From, Event, To)
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-- Start parent Warehouse.
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self:GetParent(self, FLEET).onafterStart(self, From, Event, To)
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-- Info.
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self:I(self.lid..string.format("Starting FLEET v%s", FLEET.version))
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end
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--- Update status.
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-- @param #FLEET self
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function FLEET:onafterStatus(From, Event, To)
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-- Status of parent Warehouse.
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self:GetParent(self).onafterStatus(self, From, Event, To)
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-- FSM state.
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local fsmstate=self:GetState()
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----------------
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-- Transport ---
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----------------
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self:CheckTransportQueue()
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--------------
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-- Mission ---
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--------------
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-- Check if any missions should be cancelled.
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self:CheckMissionQueue()
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-----------
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-- Info ---
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-----------
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-- General info:
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if self.verbose>=1 then
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-- Count missions not over yet.
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local Nmissions=self:CountMissionsInQueue()
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-- Asset count.
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local Npq, Np, Nq=self:CountAssetsOnMission()
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-- Asset string.
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local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
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-- Output.
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local text=string.format("%s: Missions=%d, Flotillas=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
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self:I(self.lid..text)
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end
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------------------
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-- Mission Info --
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------------------
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if self.verbose>=2 then
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local text=string.format("Missions Total=%d:", #self.missionqueue)
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for i,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
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local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
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local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
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text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
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end
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self:I(self.lid..text)
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end
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--------------------
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-- Transport Info --
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--------------------
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if self.verbose>=2 then
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local text=string.format("Transports Total=%d:", #self.transportqueue)
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for i,_transport in pairs(self.transportqueue) do
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local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
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local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
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local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
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text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
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end
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self:I(self.lid..text)
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end
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-------------------
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-- Flotilla Info --
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-------------------
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if self.verbose>=3 then
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local text="Flotillas:"
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for i,_flotilla in pairs(self.cohorts) do
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local flotilla=_flotilla --Ops.Flotilla#FLOTILLA
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local callsign=flotilla.callsignName and UTILS.GetCallsignName(flotilla.callsignName) or "N/A"
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local modex=flotilla.modex and flotilla.modex or -1
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local skill=flotilla.skill and tostring(flotilla.skill) or "N/A"
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-- Flotilla text.
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text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", flotilla.name, flotilla:GetState(), flotilla.aircrafttype, flotilla:CountAssets(true), #flotilla.assets, callsign, modex, skill)
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end
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self:I(self.lid..text)
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after "NavyOnMission".
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-- @param #FLEET self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
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function FLEET:onafterNavyOnMission(From, Event, To, NavyGroup, Mission)
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-- Debug info.
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self:T(self.lid..string.format("Group %s on %s mission %s", NavyGroup:GetName(), Mission:GetType(), Mission:GetName()))
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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203
Moose Development/Moose/Ops/Flotilla.lua
Normal file
203
Moose Development/Moose/Ops/Flotilla.lua
Normal file
@ -0,0 +1,203 @@
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--- **Ops** - Flotilla is a small naval group belonging to a fleet.
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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 flotilla members.
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-- * Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
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-- * Pause/unpause flotilla operations.
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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--
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||||
-- ===
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||||
-- @module Ops.Flotilla
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-- @image OPS_Flotilla.png
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--- FLOTILLA class.
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-- @type FLOTILLA
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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 Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
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-- @extends Ops.Cohort#COHORT
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--- *Some cool cohort quote* -- Known Author
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--
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-- ===
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--
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-- # The FLOTILLA Concept
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--
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-- A FLOTILLA is essential part of a FLEET.
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--
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--
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--
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-- @field #FLOTILLA
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FLOTILLA = {
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ClassName = "FLOTILLA",
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verbose = 0,
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weaponData = {},
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}
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--- FLOTILLA class version.
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-- @field #string version
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FLOTILLA.version="0.0.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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||||
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||||
-- TODO: Add weapon data.
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||||
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||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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||||
-- Constructor
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||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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||||
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--- Create a new FLOTILLA object and start the FSM.
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-- @param #FLOTILLA 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 flotilla. Default 3.
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||||
-- @param #string FlotillaName Name of the flotilla, e.g. "VFA-37".
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-- @return #FLOTILLA self
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function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
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||||
-- Inherit everything from COHORT class.
|
||||
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, FlotillaName)) -- #FLOTILLA
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Flotilla specific user functions.
|
||||
|
||||
--- Set fleet of this flotilla.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param Ops.Fleet#FLEET Fleet The fleet.
|
||||
-- @return #FLOTILLA self
|
||||
function FLOTILLA:SetFleet(Fleet)
|
||||
self.legion=Fleet
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get fleet of this flotilla.
|
||||
-- @param #FLOTILLA self
|
||||
-- @return Ops.Fleet#FLEET The fleet.
|
||||
function FLOTILLA:GetFleet()
|
||||
return self.legion
|
||||
end
|
||||
|
||||
--- Add a weapon range for ARTY auftrag.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param #number RangeMin Minimum range in nautical miles. Default 0 NM.
|
||||
-- @param #number RangeMax Maximum range in nautical miles. Default 10 NM.
|
||||
-- @param #number BitType Bit mask of weapon type for which the given min/max ranges apply. Default is `ENUMS.WeaponFlag.Auto`, i.e. for all weapon types.
|
||||
-- @return #FLOTILLA self
|
||||
function FLOTILLA:AddWeaponRange(RangeMin, RangeMax, BitType)
|
||||
|
||||
RangeMin=UTILS.NMToMeters(RangeMin or 0)
|
||||
RangeMax=UTILS.NMToMeters(RangeMax or 10)
|
||||
|
||||
local weapon={} --Ops.OpsGroup#OPSGROUP.WeaponData
|
||||
|
||||
weapon.BitType=BitType or ENUMS.WeaponFlag.Auto
|
||||
weapon.RangeMax=RangeMax
|
||||
weapon.RangeMin=RangeMin
|
||||
|
||||
self.weaponData=self.weaponData or {}
|
||||
self.weaponData[tostring(weapon.BitType)]=weapon
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Adding weapon data: Bit=%s, Rmin=%d m, Rmax=%d m", tostring(weapon.BitType), weapon.RangeMin, weapon.RangeMax))
|
||||
|
||||
if self.verbose>=2 then
|
||||
local text="Weapon data:"
|
||||
for _,_weapondata in pairs(self.weaponData) do
|
||||
local weapondata=_weapondata
|
||||
text=text..string.format("\n- Bit=%s, Rmin=%d m, Rmax=%d m", tostring(weapondata.BitType), weapondata.RangeMin, weapondata.RangeMax)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Start & Status
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function FLOTILLA:onafterStart(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Start the status monitoring.
|
||||
self:__Status(-1)
|
||||
end
|
||||
|
||||
--- On after "Status" event.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function FLOTILLA:onafterStatus(From, Event, To)
|
||||
|
||||
if self.verbose>=1 then
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
|
||||
local modex=self.modex and self.modex or -1
|
||||
local skill=self.skill and tostring(self.skill) or "N/A"
|
||||
|
||||
local NassetsTot=#self.assets
|
||||
local NassetsInS=self:CountAssets(true)
|
||||
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
|
||||
if self.legion then
|
||||
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
|
||||
end
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("%s [Type=%s, Call=%s, Modex=%d, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
|
||||
fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Weapon data info.
|
||||
if self.verbose>=3 and self.weaponData then
|
||||
local text="Weapon Data:"
|
||||
for bit,_weapondata in pairs(self.weaponData) do
|
||||
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
|
||||
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-- Check if group has detected any units.
|
||||
self:_CheckAssetStatus()
|
||||
|
||||
end
|
||||
|
||||
if not self:IsStopped() then
|
||||
self:__Status(-60)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Misc functions.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@ -540,6 +540,13 @@ function LEGION:IsAirwing()
|
||||
return is
|
||||
end
|
||||
|
||||
--- Check if the FLEET class is calling.
|
||||
-- @param #LEGION self
|
||||
-- @return #boolean If true, this is a FLEET.
|
||||
function LEGION:IsFleet()
|
||||
local is=self.ClassName==FLEET.ClassName
|
||||
return is
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Start & Status
|
||||
@ -1568,6 +1575,14 @@ function LEGION:_CreateFlightGroup(asset)
|
||||
|
||||
opsgroup=ARMYGROUP:New(asset.spawngroupname)
|
||||
|
||||
elseif self:IsFleet() then
|
||||
|
||||
---
|
||||
-- NAVYGROUP
|
||||
---
|
||||
|
||||
opsgroup=NAVYGROUP:New(asset.spawngroupname)
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: not airwing or brigade!")
|
||||
end
|
||||
|
||||
@ -1506,6 +1506,67 @@ function NAVYGROUP:onafterDisengage(From, Event, To)
|
||||
self:_CheckGroupDone(1)
|
||||
end
|
||||
|
||||
--- On after "RTZ" event.
|
||||
-- @param #NAVYGROUP self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Core.Zone#ZONE Zone The zone to return to.
|
||||
-- @param #number Formation Formation of the group.
|
||||
function NAVYGROUP:onafterRTZ(From, Event, To, Zone, Formation)
|
||||
|
||||
-- Zone.
|
||||
local zone=Zone or self.homezone
|
||||
|
||||
if zone then
|
||||
|
||||
if self:IsInZone(zone) then
|
||||
self:Returned()
|
||||
else
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("RTZ to Zone %s", zone:GetName()))
|
||||
|
||||
local Coordinate=zone:GetRandomCoordinate()
|
||||
|
||||
-- ID of current waypoint.
|
||||
local uid=self:GetWaypointCurrentUID()
|
||||
|
||||
-- Add waypoint after current.
|
||||
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
|
||||
|
||||
-- Set if we want to resume route after reaching the detour waypoint.
|
||||
wp.detour=0
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
self:T(self.lid.."ERROR: No RTZ zone given!")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- On after "Returned" event.
|
||||
-- @param #NAVYGROUP self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function NAVYGROUP:onafterReturned(From, Event, To)
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Group returned"))
|
||||
|
||||
if self.legion then
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Adding group back to warehouse stock"))
|
||||
|
||||
-- Add asset back in 10 seconds.
|
||||
self.legion:__AddAsset(10, self.group, 1)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Routing
|
||||
|
||||
@ -136,12 +136,10 @@
|
||||
--
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- *A small group of determined and like-minded people can change the course of history.* --- Mahatma Gandhi
|
||||
--- *A small group of determined and like-minded people can change the course of history* -- Mahatma Gandhi
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # The OPSGROUP Concept
|
||||
--
|
||||
-- The OPSGROUP class contains common functions used by other classes such as FLIGHTGROUP, NAVYGROUP and ARMYGROUP.
|
||||
@ -9081,7 +9079,11 @@ function OPSGROUP:_CheckGroupDone(delay)
|
||||
if self.legion then
|
||||
|
||||
self:T(self.lid..string.format("Passed final WP, adinfinitum=FALSE, LEGION set ==> RTZ"))
|
||||
self:RTZ(self.legion.spawnzone)
|
||||
if self.isArmygroup then
|
||||
self:RTZ(self.legion.spawnzone)
|
||||
elseif self.isNavygroup then
|
||||
self:RTZ(self.legion.portzone)
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
|
||||
@ -84,9 +84,11 @@ Ops/NavyGroup.lua
|
||||
Ops/Cohort.lua
|
||||
Ops/Squadron.lua
|
||||
Ops/Platoon.lua
|
||||
Ops/Flotilla.lua
|
||||
Ops/Legion.lua
|
||||
Ops/AirWing.lua
|
||||
Ops/Brigade.lua
|
||||
Ops/Fleet.lua
|
||||
Ops/Intelligence.lua
|
||||
Ops/Commander.lua
|
||||
Ops/Chief.lua
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user