This commit is contained in:
Frank 2022-05-31 22:54:37 +02:00
parent edbfa9117d
commit 9b3f2ae3c7
11 changed files with 580 additions and 210 deletions

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@ -7,10 +7,17 @@
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Condition
-- @image Core_Condition.png
-- @image Core_Conditon.png
--- CONDITON class.
-- @type CONDITION
@ -48,7 +55,7 @@ CONDITION = {
--- CONDITION class version.
-- @field #string version
CONDITION.version="0.0.1"
CONDITION.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -157,6 +164,15 @@ end
-- @return #boolean Result of condition functions.
function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
if self.negateResult then
return true
else
return false
end
end
-- Any condition for gen.
local evalAny=self.isAny
if AnyTrue~=nil then
@ -185,7 +201,7 @@ function CONDITION:Evaluate(AnyTrue)
end
-- Debug message.
self:I(self.lid..string.format("Evaluate: isGen=%s, isAny=%s, isAll=%s (negate=%s) ==> result=%s", tostring(isGen), tostring(isAny), tostring(isAll), tostring(self.negateResult), tostring(result)))
self:T(self.lid..string.format("Evaluate: isGen=%s, isAny=%s, isAll=%s (negate=%s) ==> result=%s", tostring(isGen), tostring(isAny), tostring(isAll), tostring(self.negateResult), tostring(result)))
return result
end

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@ -72,6 +72,8 @@
--
-- @field Ops.Target#TARGET engageTarget Target data to engage.
--
-- @field Ops.Operation#OPERATION operation Operation this mission is part of.
--
-- @field #boolean teleport Groups are teleported to the mission ingress waypoint.
--
-- @field Core.Zone#ZONE_RADIUS engageZone *Circular* engagement zone.
@ -692,6 +694,9 @@ function AUFTRAG:New(Type)
self.Ncasualties=0
self.Nkills=0
self.Nelements=0
self.Ngroups=0
self.Nassigned=nil
self.Ndead=0
-- FMS start state is PLANNED.
self:SetStartState(self.status)
@ -3340,9 +3345,33 @@ end
--- Check if mission is EXECUTING. The first OPSGROUP has reached the mission execution waypoint and is not executing the mission task.
-- @param #AUFTRAG self
-- @param #boolean AllGroups (Optional) Check that all groups are currently executing the mission.
-- @return #boolean If true, mission is currently executing.
function AUFTRAG:IsExecuting()
return self.status==AUFTRAG.Status.EXECUTING
function AUFTRAG:IsExecuting(AllGroups)
local isExecuting=self.status==AUFTRAG.Status.EXECUTING
if AllGroups and isExecuting then
-- Number of groups executing.
local n=self:CountOpsGroupsInStatus(AUFTRAG.GroupStatus.EXECUTING)
local N
if self.Nassigned then
N=self.Nassigned-self.Ndead
else
N=self:CountOpsGroups()
end
if n==N then
return true
else
return false
end
end
return isExecuting
end
--- Check if mission was cancelled.
@ -4301,7 +4330,8 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The ops group that is dead now.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The ops group to which the element belongs.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The element that got destroyed.
function AUFTRAG:onafterElementDestroyed(From, Event, To, OpsGroup, Element)
-- Increase number of own casualties.
self.Ncasualties=self.Ncasualties+1
@ -4319,6 +4349,9 @@ function AUFTRAG:onafterGroupDead(From, Event, To, OpsGroup)
if asset then
self:AssetDead(asset)
end
-- Number of dead groups.
self.Ndead=self.Ndead+1
end
@ -4677,6 +4710,9 @@ function AUFTRAG:onafterRepeat(From, Event, To)
-- Reset casualties and units assigned.
self.Ncasualties=0
self.Nelements=0
self.Ngroups=0
self.Nassigned=nil
self.Ndead=0
-- Update DCS mission task. Could be that the initial task (e.g. for bombing) was destroyed. Then we need to update the coordinate.
self.DCStask=self:GetDCSMissionTask()
@ -4949,12 +4985,18 @@ function AUFTRAG:AddAsset(Asset)
-- Add to table.
self.assets=self.assets or {}
-- Add to table.
table.insert(self.assets, Asset)
self.Nassigned=self.Nassigned or 0
self.Nassigned=self.Nassigned+1
return self
end
--- Add asset to mission.
--- Add assets to mission.
-- @param #AUFTRAG self
-- @param #table Assets List of assets.
-- @return #AUFTRAG self
@ -5019,6 +5061,22 @@ function AUFTRAG:CountOpsGroups()
return N
end
--- Count OPS groups in a certain status.
-- @param #AUFTRAG self
-- @param #string Status Status of group, e.g. `AUFTRAG.GroupStatus.EXECUTING`.
-- @return #number Number of alive OPS groups.
function AUFTRAG:CountOpsGroupsInStatus(Status)
local N=0
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.status==Status then
N=N+1
end
end
return N
end
--- Get coordinate of target. First unit/group of the set is used.
-- @param #AUFTRAG self

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@ -2128,10 +2128,8 @@ function CHIEF:CheckTargetQueue()
-- Add asset to mission.
if mission then
for _,_asset in pairs(assets) do
local asset=_asset
mission:AddAsset(asset)
end
mission:_AddAssets(assets)
Legions=legions
-- We got what we wanted ==> leave loop.
@ -2663,23 +2661,7 @@ end
function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.commander.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.d
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
if legion:IsRunning() and Runway then
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
local Cohorts=self.commander:_GetCohorts()
-- Target position.
local TargetVec2=Target:GetVec2()
@ -2699,23 +2681,7 @@ end
function CHIEF:RecruitAssetsForZone(StratZone, Resource)
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.commander.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
if legion:IsRunning() and Runway then
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
local Cohorts=self.commander:_GetCohorts()
-- Shortcuts.
local MissionType=Resource.MissionType

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@ -242,8 +242,8 @@ function COHORT:New(TemplateGroupName, Ngroups, CohortName)
-- @param #number delay Delay in seconds.
--- On after "Pause" event.
-- @function [parent=#AUFTRAG] OnAfterPause
-- @param #AUFTRAG self
-- @function [parent=#COHORT] OnAfterPause
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
@ -259,8 +259,8 @@ function COHORT:New(TemplateGroupName, Ngroups, CohortName)
-- @param #number delay Delay in seconds.
--- On after "Unpause" event.
-- @function [parent=#AUFTRAG] OnAfterUnpause
-- @param #AUFTRAG self
-- @function [parent=#COHORT] OnAfterUnpause
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
@ -276,8 +276,8 @@ function COHORT:New(TemplateGroupName, Ngroups, CohortName)
-- @param #number delay Delay in seconds.
--- On after "Relocate" event.
-- @function [parent=#AUFTRAG] OnAfterRelocate
-- @param #AUFTRAG self
-- @function [parent=#COHORT] OnAfterRelocate
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
@ -293,8 +293,8 @@ function COHORT:New(TemplateGroupName, Ngroups, CohortName)
-- @param #number delay Delay in seconds.
--- On after "Relocated" event.
-- @function [parent=#AUFTRAG] OnAfterRelocated
-- @param #AUFTRAG self
-- @function [parent=#COHORT] OnAfterRelocated
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
@ -1004,7 +1004,6 @@ function COHORT:GetOpsGroups(MissionTypes, Attributes)
if MissionTypes==nil or AUFTRAG.CheckMissionCapability(MissionTypes, self.missiontypes) then
if Attributes==nil or self:CheckAttribute(Attributes) then
if asset.flightgroup and asset.flightgroup:IsAlive() then
--set:AddObject(asset.flightgroup)
set:AddGroup(asset.flightgroup)
end
end

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@ -531,6 +531,20 @@ function COMMANDER:AddTarget(Target)
return self
end
--- Add operation.
-- @param #COMMANDER self
-- @param Ops.Operation#OPERATION Operation The operation to be added.
-- @return #COMMANDER self
function COMMANDER:AddOperation(Operation)
-- TODO: Check that is not already added.
-- Add operation to table.
table.insert(self.opsqueue, Operation)
return self
end
--- Check if a TARGET is already in the queue.
-- @param #COMMANDER self
-- @param Ops.Target#TARGET Target Target object to be added.
@ -1236,9 +1250,12 @@ function COMMANDER:CheckOpsQueue()
-- Loop over operations.
for _,_ops in pairs(self.opsqueue) do
local operation=_ops --Ops.Operation#OPRATION
local operation=_ops --Ops.Operation#OPERATION
--TODO: What?
if operation:IsRunning() then
end
end
@ -1408,10 +1425,7 @@ function COMMANDER:CheckMissionQueue()
if recruited then
-- Add asset to mission.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
mission:AddAsset(asset)
end
mission:_AddAssets(assets)
-- Recruit asset for escorting recruited mission assets.
local EscortAvail=self:RecruitAssetsForEscort(mission, assets)
@ -1467,6 +1481,121 @@ function COMMANDER:CheckMissionQueue()
end
--- Get cohorts.
-- @param #COMMANDER self
-- @param #table Legions Special legions.
-- @param #table Cohorts Special cohorts.
-- @param Ops.Operation#OPERATION Operation Operation.
-- @return #table Cohorts.
function COMMANDER:_GetCohorts(Legions, Cohorts, Operation)
--- Function that check if a legion or cohort is part of an operation.
local function CheckOperation(LegionOrCohort)
-- No operations ==> no problem!
if #self.opsqueue==0 then
return true
end
-- Cohort is not dedicated to a running(!) operation. We assume so.
local isAvail=true
-- Only available...
if Operation then
isAvail=false
end
for _,_operation in pairs(self.opsqueue) do
local operation=_operation --Ops.Operation#OPERATION
-- Legion is assigned to this operation.
local isOps=operation:IsAssignedCohortOrLegion(LegionOrCohort)
if isOps and operation:IsRunning() then
-- Is dedicated.
isAvail=false
if Operation==nil then
-- No Operation given and this is dedicated to at least one operation.
return false
else
if Operation.uid==operation.uid then
-- Operation given and is part of it.
return true
end
end
end
end
return isAvail
end
-- Chosen cohorts.
local cohorts={}
-- Check if there are any special legions and/or cohorts.
if (Legions and #Legions>0) or (Cohorts and #Cohorts>0) then
-- Add cohorts of special legions.
for _,_legion in pairs(Legions or {}) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
-- Legion has to be running.
if legion:IsRunning() and Runway then
-- Add cohorts of legion.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if CheckOperation(cohort.legion) or CheckOperation(cohort) then
table.insert(cohorts, cohort)
end
end
end
end
-- Add special cohorts.
for _,_cohort in pairs(Cohorts or {}) do
local cohort=_cohort --Ops.Cohort#COHORT
if CheckOperation(cohort) then
table.insert(cohorts, cohort)
end
end
else
-- No special mission legions/cohorts found ==> take own legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
-- Legion has to be running.
if legion:IsRunning() and Runway then
-- Add cohorts of legion.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if CheckOperation(cohort.legion) or CheckOperation(cohort) then
table.insert(cohorts, cohort)
end
end
end
end
end
return cohorts
end
--- Recruit assets for a given mission.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
@ -1479,29 +1608,10 @@ function COMMANDER:RecruitAssetsForMission(Mission)
self:T2(self.lid..string.format("Recruiting assets for mission \"%s\" [%s]", Mission:GetName(), Mission:GetType()))
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(Mission.specialLegions or {}) do
local legion=_legion --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
for _,_cohort in pairs(Mission.specialCohorts or {}) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
local Cohorts=self:_GetCohorts(Mission.specialLegions, Mission.specialCohorts, Mission.operation)
-- No special mission legions/cohorts found ==> take own legions.
if #Cohorts==0 then
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
-- Debug info.
self:T(self.lid..string.format("Found %d cohort candidates for mission", #Cohorts))
-- Number of required assets.
local NreqMin, NreqMax=Mission:GetRequiredAssets()
@ -1530,30 +1640,7 @@ function COMMANDER:RecruitAssetsForEscort(Mission, Assets)
if Mission.NescortMin and Mission.NescortMax and (Mission.NescortMin>0 or Mission.NescortMax>0) then
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(Mission.escortLegions or {}) do
local legion=_legion --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
for _,_cohort in pairs(Mission.escortCohorts or {}) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
-- No special escort legions/cohorts found ==> take own legions.
if #Cohorts==0 then
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
local Cohorts=self:_GetCohorts(Mission.escortLegions, Mission.escortCohorts, Mission.operation)
-- Call LEGION function but provide COMMANDER as self.
local assigned=LEGION.AssignAssetsForEscort(self, Cohorts, Assets, Mission.NescortMin, Mission.NescortMax, Mission.escortTargetTypes, Mission.escortEngageRange)
@ -1683,24 +1770,7 @@ function COMMANDER:RecruitAssetsForTransport(Transport, CargoWeight, TotalWeight
end
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
if legion:IsRunning() and Runway then
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
local Cohorts=self:_GetCohorts()
-- Target is the deploy zone.
local TargetVec2=Transport:GetDeployZone():GetVec2()

View File

@ -137,6 +137,7 @@ FLIGHTCONTROL = {
--- Flight status.
-- @type FLIGHTCONTROL.FlightStatus
-- @field #string UNKNOWN Flight is unknown.
-- @field #string INBOUND Flight is inbound.
-- @field #string HOLDING Flight is holding.
-- @field #string LANDING Flight is landing.
@ -147,6 +148,7 @@ FLIGHTCONTROL = {
-- @field #string READYTO Flight is ready for takeoff.
-- @field #string TAKEOFF Flight is taking off.
FLIGHTCONTROL.FlightStatus={
UNKNOWN="Unknown",
PARKING="Parking",
READYTX="Ready To Taxi",
TAXIOUT="Taxi To Runway",
@ -1277,39 +1279,6 @@ function FLIGHTCONTROL:_PrintQueue(queue, name)
return text
end
--- Remove a flight group from a queue.
-- @param #FLIGHTCONTROL self
-- @param #table queue The queue from which the group will be removed.
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group that will be removed from queue.
-- @param #string queuename Name of the queue.
-- @return #boolean True, flight was in Queue and removed. False otherwise.
-- @return #number Table index of removed queue element or nil.
function FLIGHTCONTROL:_RemoveFlightFromQueue(queue, flight, queuename)
queuename=queuename or "unknown"
-- Loop over all flights in group.
for i,_flight in pairs(queue) do
local qflight=_flight --Ops.FlightGroup#FLIGHTGROUP
-- Check for name.
if qflight.groupname==flight.groupname then
self:T(self.lid..string.format("Removing flight group %s from %s queue", flight.groupname, queuename))
table.remove(queue, i)
if not flight.isAI then
flight:_UpdateMenu(0.5)
end
return true, i
end
end
self:E(self.lid..string.format("WARNING: Could NOT remove flight group %s from %s queue", flight.groupname, queuename))
return false, nil
end
--- Set flight status.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
@ -2158,15 +2127,6 @@ function FLIGHTCONTROL:_PlayerRequestInbound(groupname)
if flight then
if flight:IsAirborne() then
if self:IsControlling(flight) then
-- Nothing to do as this flight has already the right flightcontrol.
else
-- Set FC controlling this flight.
flight:SetFlightControl(self)
end
-- Call sign.
local callsign=flight:GetCallsignName()
@ -2216,10 +2176,7 @@ function FLIGHTCONTROL:_PlayerRequestInbound(groupname)
-- Send message.
self:TransmissionTower(text, flight, 15)
-- Create player menu.
--flight:_UpdateMenu()
else
self:E(self.lid..string.format("WARNING: Could not get holding stack for flight %s", flight:GetName()))
end
@ -2259,6 +2216,7 @@ function FLIGHTCONTROL:_PlayerVectorInbound(groupname)
if flight then
-- Check if inbound, controlled and have a stack.
if flight:IsInbound() and self:IsControlling(flight) and flight.stack then
-- Call sign.
@ -2279,9 +2237,10 @@ function FLIGHTCONTROL:_PlayerVectorInbound(groupname)
-- Heading to holding point.
local heading=flightcoord:HeadingTo(flight.stack.pos0)
-- Distance to holding point.
-- Distance to holding point in meters.
local distance=flightcoord:Get2DDistance(flight.stack.pos0)
-- Distance in NM.
local dist=UTILS.MetersToNM(distance)
-- Message text.
@ -2291,6 +2250,10 @@ function FLIGHTCONTROL:_PlayerVectorInbound(groupname)
-- Send message.
self:TextMessageToFlight(text, flight)
else
-- Send message.
local text="Negative, you must be INBOUND, CONTROLLED by us and have an assigned STACK!"
self:TextMessageToFlight(text, flight)
end
else
self:E(self.lid..string.format("Cannot find flight group %s.", tostring(groupname)))
@ -3034,13 +2997,38 @@ end
--- Remove flight from all queues.
-- @param #FLIGHTCONTROL self
-- @param Ops.FlightGroup#FLIGHTGROUP flight The flight to be removed.
function FLIGHTCONTROL:_RemoveFlight(flight)
flight.flightcontrol=nil
self:_RemoveFlightFromQueue(self.flights, flight, "flights")
-- @param Ops.FlightGroup#FLIGHTGROUP Flight The flight to be removed.
function FLIGHTCONTROL:_RemoveFlight(Flight)
-- Loop over all flights in group.
for i,_flight in pairs(self.flights) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
-- Check for name.
if flight.groupname==Flight.groupname then
-- Debug message.
self:T(self.lid..string.format("Removing flight group %s", flight.groupname))
-- Remove table entry.
table.remove(self.flights, i)
-- Remove myself.
Flight.flightcontrol=nil
-- Set flight status to unknown.
self:SetFlightStatus(Flight, FLIGHTCONTROL.FlightStatus.UNKNOWN)
-- Update menu.
if not flight.isAI then
flight:_UpdateMenu(0.5)
end
end
end
--
self:E(self.lid..string.format("WARNING: Could NOT remove flight group %s from %s queue", flight.groupname, queuename))
end
--- Get flight from group.

View File

@ -412,7 +412,7 @@ function FLIGHTGROUP:SetFlightControl(flightcontrol)
end
-- Update flight's F10 menu.
if self.isAI==false then
if not self.isAI then
self:_UpdateMenu(0.5)
end
@ -2447,6 +2447,7 @@ function FLIGHTGROUP:onafterRTB(From, Event, To, airbase, SpeedTo, SpeedHold, Sp
end
-- Land at airbase.
self:_LandAtAirbase(airbase, SpeedTo, SpeedHold, SpeedLand)
end
@ -4173,7 +4174,7 @@ function FLIGHTGROUP:_UpdateMenu(delay)
-- Message to group.
MESSAGE:New("Updating MENU state="..self:GetState(), 5):ToGroup(self.group)
env.info(self.lid.."updating menu state=")
env.info(self.lid.."updating menu state="..self:GetState())
-- Player element.
local player=self:GetPlayerElement()

View File

@ -1609,7 +1609,7 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Pendingitem Request Information table of the request.
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem Request Information table of the request.
-- @param Core.Set#SET_GROUP CargoGroupSet Set of cargo groups.
-- @param Core.Set#SET_GROUP TransportGroupSet Set of transport groups if any.
function LEGION:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet, TransportGroupSet)

View File

@ -3,6 +3,7 @@
-- ## Main Features:
--
-- * Define operation phases
-- * Define conditions when phases are over
-- * Dedicate resources to operations
--
-- ===
@ -31,6 +32,7 @@
-- @field #table phases Phases.
-- @field #number counterPhase Running number counting the phases.
-- @field #OPERATION.Phase phase Currently active phase (if any).
-- @field #table targets Targets.
--
-- @extends Core.Fsm#FSM
@ -51,6 +53,7 @@ OPERATION = {
legions = {},
phases = {},
counterPhase = 0,
targets = {},
}
--- Global mission counter.
@ -61,7 +64,18 @@ _OPERATIONID=0
-- @field #number uid Unique ID of the phase.
-- @field #string name Name of the phase.
-- @field Core.Condition#CONDITION conditionOver Conditions when the phase is over.
-- @field #boolean isOver If `true`, phase is over.
-- @field #string status Phase status.
--- Operation phase.
-- @type OPERATION.PhaseStatus
-- @field #string PLANNED Planned.
-- @field #string ACTIVE Active phase.
-- @field #string OVER Phase is over.
OPERATION.PhaseStatus={
PLANNED="Planned",
ACTIVE="Active",
OVER="Over",
}
--- OPERATION class version.
-- @field #string version
@ -89,13 +103,15 @@ function OPERATION:New(Name)
-- Increase global counter.
_OPERATIONID=_OPERATIONID+1
-- Unique ID of the operation.
self.uid=_OPERATIONID
-- Set Name.
self.name=Name or string.format("Operation-%02d", _OPERATIONID)
-- Set log ID.
self.lid=string.format("%s | ",self.name)
-- FMS start state is PLANNED.
self:SetStartState("Planned")
@ -108,7 +124,7 @@ function OPERATION:New(Name)
self:AddTransition("Running", "Pause", "Paused")
self:AddTransition("Paused", "Unpause", "Running")
self:AddTransition("*", "ChangePhase", "*")
self:AddTransition("*", "PhaseOver", "*")
self:AddTransition("*", "PhaseChange", "*")
self:AddTransition("*", "Over", "Over")
@ -159,6 +175,43 @@ function OPERATION:New(Name)
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The new phase.
--- Triggers the FSM event "PhaseOver".
-- @function [parent=#OPERATION] PhaseOver
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase that is over.
--- Triggers the FSM event "PhaseOver" after a delay.
-- @function [parent=#OPERATION] __PhaseOver
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
-- @param #OPERATION.Phase Phase The phase that is over.
--- On after "PhaseOver" event.
-- @function [parent=#OPERATION] OnAfterPhaseOver
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The phase that is over.
--- Triggers the FSM event "Over".
-- @function [parent=#OPERATION] Over
-- @param #OPERATION self
--- Triggers the FSM event "Over" after a delay.
-- @function [parent=#OPERATION] __Over
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
--- On after "Over" event.
-- @function [parent=#OPERATION] OnAfterOver
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- Init status update.
self:__StatusUpdate(-1)
@ -172,9 +225,8 @@ end
--- Create a new generic OPERATION object.
-- @param #OPERATION self
-- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number.
-- @param Core.Condition#CONDITION ConditionOver Condition when the phase is over.
-- @return #OPERATION.Phase Phase table object.
function OPERATION:AddPhase(Name, ConditionOver)
function OPERATION:AddPhase(Name)
-- Increase phase counter.
self.counterPhase=self.counterPhase+1
@ -182,8 +234,8 @@ function OPERATION:AddPhase(Name, ConditionOver)
local phase={} --#OPERATION.Phase
phase.uid=self.counterPhase
phase.name=Name or string.format("Phase-%02d", self.counterPhase)
phase.conditionOver=ConditionOver or CONDITION:New(Name)
phase.isOver=false
phase.conditionOver=CONDITION:New(Name.." Over")
phase.status=OPERATION.PhaseStatus.PLANNED
-- Add phase.
table.insert(self.phases, phase)
@ -213,6 +265,7 @@ end
-- @return #OPERATION self
function OPERATION:AssignCohort(Cohort)
self:T(self.lid..string.format("Assiging Cohort %s to operation", Cohort.name))
self.cohorts[Cohort.name]=Cohort
end
@ -227,7 +280,60 @@ function OPERATION:AssignLegion(Legion)
end
--- Check if a given legion is assigned to this operation. All cohorts of this legion will be checked.
-- @param #OPERATION self
-- @param Ops.Legion#LEGION Legion The legion to be assigned.
-- @return #boolean If `true`, legion is assigned to this operation.
function OPERATION:IsAssignedLegion(Legion)
local legion=self.legions[Legion.alias]
if legion then
self:T(self.lid..string.format("Legion %s is assigned to this operation", Legion.alias))
return true
else
self:T(self.lid..string.format("Legion %s is NOT assigned to this operation", Legion.alias))
return false
end
end
--- Check if a given cohort is assigned to this operation.
-- @param #OPERATION self
-- @param Ops.Cohort#COHORT Cohort The Cohort.
-- @return #boolean If `true`, cohort is assigned to this operation.
function OPERATION:IsAssignedCohort(Cohort)
local cohort=self.cohorts[Cohort.name]
if cohort then
self:T(self.lid..string.format("Cohort %s is assigned to this operation", Cohort.name))
return true
else
self:T(self.lid..string.format("Cohort %s is NOT assigned to this operation", Cohort.name))
return false
end
return nil
end
--- Check if a given cohort or legion is assigned to this operation.
-- @param #OPERATION self
-- @param Wrapper.Object#OBJECT Object The cohort or legion object.
-- @return #boolean If `true`, cohort is assigned to this operation.
function OPERATION:IsAssignedCohortOrLegion(Object)
local isAssigned=nil
if Object:IsInstanceOf("COHORT") then
isAssigned=self:IsAssignedCohort(Object)
elseif Object:IsInstanceOf("LEGION") then
isAssigned=self:IsAssignedLegion(Object)
else
self:E(self.lid.."ERROR: Unknown Object!")
end
return isAssigned
end
--- Set start and stop time of the operation.
-- @param #OPERATION self
@ -265,6 +371,88 @@ function OPERATION:SetTime(ClockStart, ClockStop)
return self
end
--- Set status of a phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #string Status New status, *e.g.* `OPERATION.PhaseStatus.OVER`.
-- @return #OPERATION self
function OPERATION:SetPhaseStatus(Phase, Status)
if Phase then
self:T(self.lid..string.format("Phase %s status: %s-->%s"), Phase.status, Status)
Phase.status=Status
end
return self
end
--- Get status of a phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @return #string Phase status, *e.g.* `OPERATION.PhaseStatus.OVER`.
function OPERATION:GetPhaseStatus(Phase)
return Phase.status
end
--- Set codition when the given phase is over.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param Core.Condition#CONDITION Condition Condition when the phase is over.
-- @return #OPERATION self
function OPERATION:SetPhaseConditonOver(Phase, Condition)
if Phase then
self:T(self.lid..string.format("Setting phase %s conditon over %s"), Phase.name, Condition and Condition.name or "None")
Phase.conditionOver=Condition
end
return self
end
--- Add codition function when the given phase is over. Must return a `#boolean`.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #function Function Function that needs to be `true`before the phase is over.
-- @param ... Condition function arguments if any.
-- @return #OPERATION self
function OPERATION:AddPhaseConditonOverAll(Phase, Function, ...)
if Phase then
Phase.conditionOver:AddFunctionAll(Function, ...)
end
return self
end
--- Add codition function when the given phase is over. Must return a `#boolean`.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #function Function Function that needs to be `true`before the phase is over.
-- @param ... Condition function arguments if any.
-- @return #OPERATION self
function OPERATION:AddPhaseConditonOverAny(Phase, Function, ...)
if Phase then
Phase.conditionOver:AddFunctionAny(Function, ...)
end
return self
end
--- Get codition when the given phase is over.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @return Core.Condition#CONDITION Condition when the phase is over (if any).
function OPERATION:GetPhaseConditonOver(Phase, Condition)
return Phase.conditionOver
end
--- Get currrently active phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #string Status New status, e.g. `OPERATION.PhaseStatus.OVER`.
-- @return #OPERATION self
function OPERATION:SetPhaseStatus(Phase, Status)
if Phase then
self:T(self.lid..string.format("Phase \"%s\" status: %s-->%s", Phase.name, Phase.status, Status))
Phase.status=Status
end
return self
end
--- Get currrently active phase.
-- @param #OPERATION self
-- @return #OPERATION.Phase Current phase or `nil` if no current phase is active.
@ -272,6 +460,20 @@ function OPERATION:GetPhaseActive()
return self.phase
end
--- Check if a phase is the currently active one.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase to check.
-- @return #boolean If `true`, this phase is currently active.
function OPERATION:IsPhaseActive(Phase)
local phase=self:GetPhaseActive()
if phase and phase.uid==Phase.uid then
return true
else
return false
end
return nil
end
--- Get next phase.
-- @param #OPERATION self
-- @return #OPERATION.Phase Next phase or `nil` if no next phase exists.
@ -280,7 +482,7 @@ function OPERATION:GetPhaseNext()
for _,_phase in pairs(self.phases or {}) do
local phase=_phase --#OPERATION.Phase
if not phase.isOver then
if phase.status==OPERATION.PhaseStatus.PLANNED then
-- Return first phase that is not over.
return phase
end
@ -292,17 +494,52 @@ end
--- Count phases.
-- @param #OPERATION self
-- @param #string Status (Optional) Only count phases in a certain status, e.g. `OPERATION.PhaseStatus.PLANNED`.
-- @return #number Number of phases
function OPERATION:CountPhases()
function OPERATION:CountPhases(Status)
local N=0
for phasename, phase in pairs(self.phases) do
N=N+1
for _,_phase in pairs(self.phases) do
local phase=_phase --#OPERATION.Phase
if Status==nil or Status==phase.status then
N=N+1
end
end
return N
end
--- Check if operation is in FSM state "Planned".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Planned".
function OPERATION:IsPlanned()
local is=self:is("Planned")
return is
end
--- Check if operation is in FSM state "Running".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Running".
function OPERATION:IsRunning()
local is=self:is("Running")
return is
end
--- Check if operation is in FSM state "Paused".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Paused".
function OPERATION:IsPaused()
local is=self:is("Paused")
return is
end
--- Check if operation is in FSM state "Stopped".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Stopped".
function OPERATION:IsStopped()
local is=self:is("Stopped")
return is
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status Update
@ -315,12 +552,8 @@ end
-- @param #string To To state.
function OPERATION:onafterStart(From, Event, To)
-- Get
local Phase=self:GetPhaseNext()
if Phase then
self:PhaseChange(Phase)
end
-- Debug message.
self:T(self.lid..string.format("Starting Operation!"))
end
@ -338,22 +571,34 @@ function OPERATION:onafterStatusUpdate(From, Event, To)
-- Current FSM state.
local fsmstate=self:GetState()
-- Check phases.
if self:IsRunning() then
self:_CheckPhases()
end
-- Current phase.
local currphase=self:GetPhaseActive()
local phasename=currphase and currphase.name or "None"
local Nphase=self:CountPhases()
local phaseName="None"
if currphase then
phaseName=currphase.name
end
local NphaseTot=self:CountPhases()
local NphaseAct=self:CountPhases(OPERATION.PhaseStatus.ACTIVE)
local NphasePla=self:CountPhases(OPERATION.PhaseStatus.PLANNED)
local NphaseOvr=self:CountPhases(OPERATION.PhaseStatus.OVER)
-- General info.
local text=string.format("State=%s: Phase=%s, Phases=%d", fsmstate, phasename, Nphase)
local text=string.format("State=%s: Phase=%s, Phases=%d [Active=%d, Planned=%d, Over=%d]", fsmstate, phaseName, NphaseTot, NphaseAct, NphasePla, NphaseOvr)
self:I(self.lid..text)
-- Info on phases.
local text="Phases:"
for i,_phase in pairs(self.phases) do
local phase=_phase --#OPERATION.Phase
text=text..string.format("\n[%d] %s", i, phase.name)
text=text..string.format("\n[%d] %s: status=%s", i, phase.name, tostring(phase.status))
end
if text=="Phases:" then text=text.." None" end
self:I(self.lid..text)
-- Next status update.
self:__StatusUpdate(-30)
@ -363,20 +608,30 @@ end
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ChangePhase" event.
--- On after "PhaseChange" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The new phase.
function OPERATION:onafterChangePhase(From, Event, To, Phase)
function OPERATION:onafterPhaseChange(From, Event, To, Phase)
-- Previous phase (if any).
local oldphase="None"
if self.phase then
self:SetPhaseStatus(self.phase, OPERATION.PhaseStatus.OVER)
oldphase=self.phase.name
end
-- Debug message.
self:T(self.lid..string.format("Changed to phase: %s", Phase.name))
self:T(self.lid..string.format("Phase change: %s --> %s", oldphase, Phase.name))
-- Set currently active phase.
self.phase=Phase
-- Phase is active.
self:SetPhaseStatus(Phase, OPERATION.PhaseStatus.ACTIVE)
end
--- On after "Over" event.
@ -389,7 +644,16 @@ function OPERATION:onafterOver(From, Event, To)
-- Debug message.
self:T(self.lid..string.format("Operation is over!"))
-- No active phase.
self.phase=nil
-- Set all phases to OVER.
for _,_phase in pairs(self.phases) do
local phase=_phase --#OPERATION.Phase
self:SetPhaseStatus(phase, OPERATION.PhaseStatus.OVER)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -403,13 +667,16 @@ function OPERATION:_CheckPhases()
-- Currently active phase.
local phase=self:GetPhaseActive()
-- Check if active phase is over.
if phase then
phase.isOver=phase.conditionOver:Evaluate()
-- Check if active phase is over if conditon over is defined.
if phase and phase.conditionOver then
local isOver=phase.conditionOver:Evaluate()
if isOver then
self:SetPhaseStatus(phase, OPERATION.PhaseStatus.OVER)
end
end
-- If no current phase or current phase is over, get next phase.
if phase==nil or (phase and phase.isOver) then
if phase==nil or phase.status==OPERATION.PhaseStatus.OVER then
-- Get next phase.
local Phase=self:GetPhaseNext()
@ -423,6 +690,7 @@ function OPERATION:_CheckPhases()
-- No further phases defined ==> Operation is over.
self:Over()
end
end

View File

@ -4646,6 +4646,9 @@ function OPSGROUP:AddMission(Mission)
-- Add elements.
Mission.Nelements=Mission.Nelements+#self.elements
-- Increase number of groups.
Mission.Ngroups=Mission.Ngroups+1
-- Add mission to queue.
table.insert(self.missionqueue, Mission)

View File

@ -38,6 +38,7 @@
-- @field #boolean isDestroyed If true, target objects were destroyed.
-- @field #table resources Resource list.
-- @field #table conditionStart Start condition functions.
-- @field Ops.Operation#OPERATION operation Operation this target is part of.
-- @extends Core.Fsm#FSM
--- **It is far more important to be able to hit the target than it is to haggle over who makes a weapon or who pulls a trigger** -- Dwight D Eisenhower