--- **Functional** - (R2.4) - Manages assets of an airbase and transportation to other airbases upon request. -- -- -- Features: -- -- * Holds (virtual) assests such as intrantry groups in stock. -- * Manages requests of assets from other airbases or warehouses. -- * Take care of transportation to other airbases. -- * Different means of automatic transportation (planes, helicopters, selfpropelled). -- -- # QUICK START GUIDE -- -- === -- -- ### Authors: **funkyfranky** -- -- @module Functional.Warehouse -- @image Warehouse.JPG --- WAREHOUSE class. -- @type WAREHOUSE -- @field #string ClassName Name of the class. -- @field #boolean Debug If true, send debug messages to all. -- @field #boolean Report If true, send status messages to coalition. -- @field DCS#Coalition coalition Coalition the warehouse belongs to. -- @field Wrapper.Airbase#AIRBASE homebase Airbase the warehouse belongs to. -- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship. -- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse. -- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned. -- @field #string wid Identifier of the warehouse printed before other output to DCS.log file. -- @field #number markerid ID of the warehouse marker at the airbase. -- @field #number assetid Unique id of asset items in stock. Essentially a running number starting at one and incremented when a new asset is added. -- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Stockitem}. -- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}. -- @extends Core.Fsm#FSM --- Manages ground assets of an airbase and offers the possibility to transport them to another airbase or warehouse. -- -- === -- -- # Demo Missions -- -- ### None. -- -- === -- -- # YouTube Channel -- -- ### None. -- -- === -- -- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Main.JPG) -- -- # What is a warehouse? -- A warehouse is an abstract object that can hold virtual assets in stock. It is usually associated with a particular airbase. -- If another airbase or warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor. -- -- ## What assets can be stored? -- Any kind of ground or airborn asset can be stored. Ships not supported at the moment due to the fact that airbases are bound to airbases which are -- normally not located near the sea. -- -- -- -- === -- -- # USAGE GUIDE -- -- -- -- @field #WAREHOUSE WAREHOUSE = { ClassName = "WAREHOUSE", Debug = false, Report = true, coalition = nil, homebase = nil, category = nil, coordinate = nil, spawnzone = nil, wid = nil, markerid = nil, assetid = 0, queueid = 0, stock = {}, queue = {}, } --- Item of the warehouse stock table. -- @type WAREHOUSE.Stockitem -- @field #number id Unique id of the asset. -- @field #string templatename Name of the template group. -- @field DCS#Group.Category category Category of the group. -- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function. -- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group. --- Item of the warehouse queue table. -- queueitem={uid=self.qid, prio=Prio, airbase=Airbase, assetdesc=AssetDescriptor, assetdescval=AssetDescriptorValue, nasset=nAsset, transporttype=TransportType, ntransport=nTransport} -- @type WAREHOUSE.Queueitem -- @field #number uid Unique id of the queue item. -- @field #number prio Priority of the request. -- @field Wrapper.Airbase#AIRBASE airbase Requesting airbase. -- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship. -- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset. -- @field assetdescval Value of the asset descriptor. Type depends on descriptor. -- @field #number nasset Number of asset groups requested. -- @field #WAREHOUSE.TransportType transporttype Transport unit type. -- @field #number ntransport Number of transport units requested. --- Descriptors enumerator describing the type of the asset in stock. -- @type WAREHOUSE.Descriptor WAREHOUSE.Descriptor = { ID="id", TEMPLATENAME="templatename", CATEGORY="category", UNITTYPE="unittype", ATTRIBUTE="attribute", } --- Warehouse unit categories. These are used for -- @type WAREHOUSE.Attribute WAREHOUSE.Attribute = { TRANSPORT_PLANE="Transport_Plane", TRANSPORT_HELO="Transport_Helo", TRANSPORT_APC="Transport_APC", FIGHTER="Fighter", TANKER="Tanker", AWACS="AWACS", ARTILLERY="Artillery", ATTACKHELICOPTER="Attackhelicopter", INFANTRY="Infantry", BOMBER="Bomber", TANK="Tank", TRUCK="Truck", SHIP="Ship", OTHER="Other", } --- Cargo transport type. -- @type WAREHOUSE.TransportType WAREHOUSE.TransportType = { AIRPLANE = "Transport_Plane", HELICOPTER = "Transport_Helo", APC = "Transport_APC", SHIP = "Ship", TRAIN = "Train", SELFPROPELLED = "Selfporpelled", } --- Warehouse class version. -- @field #string version WAREHOUSE.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Warehuse todo list. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Add event handlers. -- TODO: Add AI_APC -- TODO: Add AI_HELICOPTER -- TODO: Write documentation. -- TODO: Put active groups into the warehouse. -- TODO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested. -- TODO: Handle cases with immobile units. -- TODO: Add queue. -- TODO: How to handle multiple units in a transport group? -- TODO: Switch to AI_XXX_DISPATCHER ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor(s) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- WAREHOUSE constructor. Creates a new WAREHOUSE object accociated with an airbase. -- @param #WAREHOUSE self -- @param Wrapper.Airbase#AIRBASE airbase The airbase at which the warehouse is constructed. -- @return #WAREHOUSE self function WAREHOUSE:NewAirbase(airbase) BASE:E({airbase=airbase}) -- Print version. env.info(string.format("Adding warehouse v%s for airbase %s", WAREHOUSE.version, airbase:GetName())) -- Inherit everthing from FSM class. local self = BASE:Inherit( self, FSM:New() ) -- #WAREHOUSE -- Set some string id for output to DCS.log file. self.wid=string.format("WAREHOUSE %s | ", airbase:GetName()) -- Set some variables. self.homebase=airbase self.coordinate=airbase:GetCoordinate() self.coalition=airbase:GetCoalition() self.category=airbase:GetDesc().category -- Get the closest point on road. local _road=self.coordinate:GetClosestPointToRoad():GetVec2() -- Define the default spawn zone. self.spawnzone=ZONE_RADIUS:New("Spawnzone",_road, 200) self.spawnzone:BoundZone(60,country.id.GERMANY) self.spawnzone:GetCoordinate():MarkToAll("Spawnzone") -- Add FSM transitions. self:AddTransition("*", "Start", "Running") self:AddTransition("*", "Status", "*") self:AddTransition("*", "Request", "*") self:AddTransition("*", "Delivered", "*") --- Triggers the FSM event "Start". Starts the warehouse. -- @function [parent=#WAREHOUSE] Start -- @param #WAREHOUSE self --- Triggers the FSM event "Start" after a delay. Starts the warehouse. -- @function [parent=#WAREHOUSE] __Start -- @param #WAREHOUSE self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". Queue is updated and requests are executed. -- @function [parent=#WAREHOUSE] Status -- @param #WAREHOUSE self --- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed. -- @function [parent=#WAREHOUSE] __Status -- @param #WAREHOUSE self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Request". Executes a request if possible. -- @function [parent=#WAREHOUSE] Request -- @param #WAREHOUSE self -- @param #WAREHOUSE.Queueitem Request Information table of the request. --- Triggers the FSM event "Request" after a delay. Executes a request if possible. -- @function [parent=#WAREHOUSE] __Request -- @param #WAREHOUSE self -- @param #number Delay Delay in seconds. -- @param #WAREHOUSE.Queueitem Request Information table of the request. --- Triggers the FSM event "Delivered". A group has been delivered from the warehouse to another airbase or warehouse. -- @function [parent=#WAREHOUSE] Delivered -- @param #WAREHOUSE self -- @param Wrapper.Group#GROUP group Group that was delivered. --- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another airbase or warehouse. -- @function [parent=#WAREHOUSE] __Delivered -- @param #WAREHOUSE self -- @param #number delay Delay in seconds. -- @param Wrapper.Group#GROUP group Group that was delivered. return self end --- Set a zone where the (ground) assets of the warehouse are spawned once requested. -- @param #WAREHOUSE self -- @param Core.Zone#ZONE zone The spawn zone. -- @return #WAREHOUSE self function WAREHOUSE:SetSpawnZone(zone) self.spawnzone=zone return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM states ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Warehouse -- @param #WAREHOUSE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function WAREHOUSE:onafterStart(From, Event, To) self:E(self.wid..string.format("Starting warehouse at airbase %s, category %d, coalition %d.", self.homebase:GetName(), self.category, self.coalition)) -- handle events -- event takeoff -- event landing -- event crash/dead -- event base captured ==> change coalition ==> add assets to other coalition self:__Status(5) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Warehouse -- @param #WAREHOUSE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function WAREHOUSE:onafterStatus(From, Event, To) self:E(self.wid..string.format("Checking warehouse status of airbase %s", self.homebase:GetName())) -- Create a mark with the current assets in stock. if self.markerid~=nil then trigger.action.removeMark(self.markerid) end local marktext="Warehouse stock:\n" local text="Warehouse stock:\n" local _data=self:GetStockInfo(self.stock) for _attribute,_count in pairs(_data) do marktext=marktext..string.format("%s=%d, ", _attribute,_count) -- Dont use \n because too many make DCS crash! text=text..string.format("%s = %d\n", _attribute,_count) end self.markerid=self.coordinate:MarkToCoalition(marktext, self.coalition, true) -- Debug output. self:E(self.wid..text) MESSAGE:New(text, 10):ToAllIf(self.Debug) -- Display complete list of stock itmes. if self.Debug then --self:_DisplayStockItems(self.stock) end -- Print queue. self:_PrintQueue() -- Check queue and handle requests if possible. local request=self:_CheckQueue() -- Execute the request. If the request is really executed, it is also deleted from the queue. if request then --self:Request(request.airbase, request.assetdesc, request.assetdescval, request.nasset, request.transporttype, request.ntransport) self:Request(request) end -- Call status again in 30 sec. self:__Status(10) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On before "Request" event. Checks if the request can be fullfilled. -- @param #WAREHOUSE self -- @param Wrapper.Airbase#AIRBASE Airbase airbase requesting supply. -- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested. -- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc. -- @param #number nAsset Number of groups requested that match the asset specification. -- @param #WAREHOUSE.TransportType TransportType Type of transport. -- @param #number nTransport Number of transport units requested. -- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low. function WAREHOUSE:AddRequest(airbase, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio) nAsset=nAsset or 1 TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED nTransport=nTransport or 1 Prio=Prio or 50 --TODO: check that -- if warehouse or requestor is a FARP, plane asset and transport not possible -- if requestor or warehouse is a SHIP, APC transport not possible, SELFPROPELLED only for AIR/SHIP -- etc. etc... local request_category=airbase:GetDesc().category if self.category==Airbase.Category.HELIPAD or request_category==Airbase.Category.HELIPAD then if TransportType==WAREHOUSE.TransportType.AIRPLANE then self:E("ERROR: incorrect request. Warehouse or requestor is FARP. No transport by plane possible!") return end end -- Increase id. self.queueid=self.queueid+1 -- Request queue table item. local request={uid=self.queueid, prio=Prio, airbase=airbase, category=request_category, assetdesc=AssetDescriptor, assetdescval=AssetDescriptorValue, nasset=nAsset, transporttype=TransportType, ntransport=nTransport} -- Add request to queue. table.insert(self.queue, request) end ---Sorts the queue and checks if the request can be fullfilled. -- @param #WAREHOUSE self -- @return #WAREHOUSE.Queueitem Chosen request. function WAREHOUSE:_CheckQueue() -- Sort queue wrt to first prio and then qid. self:_SortQueue() ---@param #WAREHOUSE.Queueitem qitem --@return #boolean True if request is okay. local function checkrequest(qitem) local okay=true -- Check if number of requested assets is in stock. local _instock=#self:_FilterStock(self.stock, qitem.assetdesc, qitem.assetdescval) env.info(string.format("FF desc = %s val=%s number=%d", qitem.assetdesc, tostring(qitem.assetdescval),_instock)) if qitem.nasset > _instock then env.info("FF check queue nasset > instock okay=false") okay=false end -- Check if enough transport units are in stock. _instock=#self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, qitem.transporttype) if qitem.ntransport > _instock then env.info("FF check queue ntransport > instock okay=false") okay=false end return okay end -- Search for a request we can execute. local request=nil --#WAREHOUSE.Queueitem for _,_qitem in ipairs(self.queue) do local qitem=_qitem --#WAREHOUSE.Queueitem local okay=checkrequest(qitem) if okay==true then request=qitem break end end -- Execute request. return request end --- On before "Request" event. Checks if the request can be fullfilled. -- @param #WAREHOUSE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #WAREHOUSE.Queueitem Request Information table of the request. -- @return #boolean If true, request is granted. function WAREHOUSE:onbeforeRequest(From, Event, To, Request) --env.info(self.wid..string.format("Airbase %s requesting asset %s = %s.", Airbase:GetName(), tostring(AssetDescriptor), tostring(AssetDescriptorValue))) -- Distance from warehouse to requesting airbase. local distance=self.coordinate:Get2DDistance(Request.airbase:GetCoordinate()) -- Filter the requested assets. local _stockrequest=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval) -- Asset is not in stock ==> request denied. if #_stockrequest < Request.nasset then local text=string.format("Request denied! Not enough assets currently in stock. Requested %d < %d in stock.", Request.nasset, #_stockrequest) MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug) self:E(self.wid..text) return false end -- Get the attibute of the requested asset. local _stockitem=_stockrequest[1] --#WAREHOUSE.Stockitem local _assetattribute=self:_GetAttribute(_stockitem.templatename) -- Check that a transport unit is available. if Request.transporttype~=WAREHOUSE.TransportType.SELFPROPELLED then local _instock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype) if #_instock==0 then local text=string.format("Request denied! No transport unit currently available.") MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug) self:E(self.wid..text) return false end end -- TODO: For aircraft check that a parking spot is available. return true end --- On after "Request" event. Initiates the transport of the assets to the requesting airbase. -- @param #WAREHOUSE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #WAREHOUSE.Queueitem Request Information table of the request. function WAREHOUSE:onafterRequest(From, Event, To, Request) --env.info(self.wid..string.format("Airbase %s requesting asset %s = %s.", Airbase:GetName(), tostring(AssetDescriptor), tostring(AssetDescriptorValue))) ---------------------------------------------------------------- -- New empty cargo set in case we need it. local CargoGroups = SET_CARGO:New() --TODO: make nearradius depended on transport type and asset type. local _loadradius=5000 local _nearradius=35 -- Filter the requested assets. local _assetstock=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval) -- Spawn the assets. local _delid={} local _spawngroups={} local _cargotype local _cargocategory for i=1,Request.nasset do -- Get stock item. local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem -- Find a random point within the spawn zone. local spawncoord=self.spawnzone:GetRandomCoordinate() -- Alias of the group. Spawn with ALIAS here or DCS crashes! local _alias=string.format("%s_AssetID-%04d_RequestID-%04d", _assetitem.templatename,_assetitem.id,Request.uid) local _spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias) local _group=nil --Wrapper.Group#GROUP -- Set a marker for the spawned group. spawncoord:MarkToAll(string.format("Spawnpoint %s",_alias)) if _assetitem.category==Group.Category.GROUND then -- Spawn ground troops. _group=_spawn:SpawnFromCoordinate(spawncoord) env.info(string.format("FF spawning group %s", _alias)) elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then -- Spawn air units. local _takeoff=SPAWN.Takeoff.Cold local _terminal=AIRBASE.TerminalType.OpenBig if _assetitem.attribute==WAREHOUSE.Attribute.FIGHTER then _terminal=AIRBASE.TerminalType.FighterAircraft elseif _assetitem.attribute==WAREHOUSE.Attribute.BOMBER then _terminal=AIRBASE.TerminalType.OpenBig end _group=_spawn:InitUnControlled(true):SpawnAtAirbase(self.homebase,_takeoff, nil,_terminal, true) elseif _assetitem.category==Group.Category.TRAIN then end if _group then _spawngroups[i]=_group _cargotype=_assetitem.attribute _cargocategory=_assetitem.category table.insert(_delid,_assetitem.id) if Request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then local cargogroup = CARGO_GROUP:New(_group, _alias, _alias, _loadradius, _nearradius) CargoGroups:AddCargo(cargogroup) end end end -- Delete spawned items from warehouse stock. for _,_id in pairs(_delid) do self:_DeleteStockItem(_id) end ---------------------------------------------------------------- -- No transport unit requested. Assets go by themselfes. if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then for _i,_spawngroup in pairs(_spawngroups) do local group=_spawngroup --Wrapper.Group#GROUP local ToCoordinate=Request.airbase:GetZone():GetRandomCoordinate() if _cargocategory==Group.Category.GROUND then self:_RouteGround(group, ToCoordinate) elseif _cargocategory==Group.Category.AIRPLANE then self:_RouteAir(group, Request.airbase) elseif _cargocategory==Group.Category.HELICOPTER then self:_RouteAir(group, Request.airbase) elseif _cargocategory==Group.Category.SHIP then elseif _cargocategory==Group.Category.TRAIN then end end -- Delete request from queue. self:_DeleteQueueItem(Request.uid) -- No cargo transport necessary. return end env.info("FF cargo set name(s) = "..CargoGroups:GetObjectNames()) ---------------------------------------------------------------- local TransportSet = SET_GROUP:New() --:AddGroupsByName(Plane:GetName()) -- Pickup and depoly locations. local PickupAirbaseSet = SET_AIRBASE:New():AddAirbase(self.homebase) local DeployAirbaseSet = SET_AIRBASE:New():AddAirbase(Request.airbase) local DeployZoneSet = SET_ZONE:New():FilterPrefixes("Deploy"):FilterStart() --local bla=SET_ZONE:New():AddZonesByName(AddZoneNames) local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- Filter the requested transport assets. local _assetstock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype) -- Dependent on transport type, spawn the transports and set up the dispatchers. if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then -- Spawn the transport groups. local _delid={} for i=1,Request.ntransport do -- Get stock item. local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem -- Spawn with ALIAS here or DCS crashes! local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id) -- Spawn plane at airport in uncontrolled state. local _takeoff=SPAWN.Takeoff.Cold local _terminal=AIRBASE.TerminalType.OpenBig local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitUnControlled(true):SpawnAtAirbase(self.homebase,_takeoff, nil,_terminal, false) if spawngroup then -- Set state of warehouse so we can retrieve it later. spawngroup:SetState(spawngroup, "WAREHOUSE", self) -- Add group to transportset. TransportSet:AddGroup(spawngroup) table.insert(_delid,_assetitem.id) end end -- Delete spawned items from warehouse stock. for _,_id in pairs(_delid) do self:_DeleteStockItem(_id) end -- Define dispatcher for this task. CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet) elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then -- Spawn the transport groups. local _delid={} for i=1,Request.ntransport do -- Get stock item. local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem -- Spawn with ALIAS here or DCS crashes! local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id) -- Spawn plane at airport in uncontrolled state. -- TODO: check terminal type. local _takeoff=SPAWN.Takeoff.Hot local _terminal=AIRBASE.TerminalType.HelicopterUsable local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitUnControlled(false):SpawnAtAirbase(self.homebase,_takeoff, nil,_terminal, false) if spawngroup then -- Set state of warehouse so we can retrieve it later. spawngroup:SetState(spawngroup, "WAREHOUSE", self) -- Add group to transportset. TransportSet:AddGroup(spawngroup) table.insert(_delid,_assetitem.id) end end -- Delete spawned items from warehouse stock. for _,_id in pairs(_delid) do self:_DeleteStockItem(_id) end -- Define dispatcher for this task. CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, DeployZoneSet) -- Home zone. CargoTransport:SetHomeZone(self.spawnzone) elseif Request.transporttype==WAREHOUSE.TransportType.APC then -- Spawn the transport groups. local _delid={} for i=1,Request.ntransport do -- Get stock item. local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem -- Spawn with ALIAS here or DCS crashes! local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id) -- Spawn plane at airport in uncontrolled state. local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):SpawnFromCoordinate(self.spawnzone:GetRandomCoordinate()) if spawngroup then -- Set state of warehouse so we can retrieve it later. spawngroup:SetState(spawngroup, "WAREHOUSE", self) -- Add group to transportset. TransportSet:AddGroup(spawngroup) table.insert(_delid,_assetitem.id) end end -- Delete spawned items from warehouse stock. for _,_id in pairs(_delid) do self:_DeleteStockItem(_id) end -- Define dispatcher for this task. CargoTransport = AI_CARGO_DISPATCHER_APC:NewWithZones(TransportSet, CargoGroups, DeployZoneSet, 0) elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then self:E(self.wid.."ERROR: transport by train not supported yet!") return elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then self:E(self.wid.."ERROR: transport by ship not supported yet!") return elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!") return else self:E(self.wid.."ERROR: unknown transport type!") return end --- Function called when cargo has arrived and was unloaded. function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo) env.info("FF: OnAfterUnloaded") self:E({From=From}) self:E({Event=Event}) self:E({To=To}) self:E({Carrier=Carrier}) self:E({Cargo=Cargo}) -- Get group obejet. local group=Cargo:GetObject() --Wrapper.Group#GROUP -- Get warehouse state. local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE -- Trigger Delivered event. warehouse:__Delivered(1, group) end -- Start dispatcher. CargoTransport:__Start(5) -- Delete request from queue. self:_DeleteQueueItem(Request.uid) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Warehouse -- @param #WAREHOUSE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP Group The group that was delivered. function WAREHOUSE:onafterDelivered(From, Event, To, Group) env.info("FF warehouse cargo delivered! Croutine to closest point on road") local road=Group:GetCoordinate():GetClosestPointToRoad() local speed=Group:GetSpeedMax()*0.6 Group:RouteGroundTo(road, speed, "Off Road") end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add an airplane group to the warehouse stock. -- @param #WAREHOUSE self -- @param #string templategroupname Name of the late activated template group as defined in the mission editor. -- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1. -- @return #WAREHOUSE self function WAREHOUSE:AddAsset(templategroupname, ngroups) -- Set default. local n=ngroups or 1 local group=GROUP:FindByName(templategroupname) if group then local DCSgroup=group:GetDCSObject() local DCSunit=DCSgroup:getUnit(1) local DCSdesc=DCSunit:getDesc() local DCSdisplay=DCSunit:getDesc().displayName local DCScategory=DCSgroup:getCategory() local DCStype=DCSunit:getTypeName() env.info(string.format("group name = %s", group:GetName())) env.info(string.format("display name = %s", DCSdisplay)) env.info(string.format("category = %s", DCScategory)) env.info(string.format("type = %s", DCStype)) self:E({desc=DCSdesc}) local attribute=self:_GetAttribute(templategroupname) -- Add this n times to the table. for i=1,n do local stockitem={} --#WAREHOUSE.Stockitem self.assetid=self.assetid+1 stockitem.id=self.assetid stockitem.templatename=templategroupname stockitem.category=DCScategory stockitem.unittype=DCStype stockitem.attribute=attribute table.insert(self.stock, stockitem) end else -- Group name does not exist! self:E(string.format("ERROR: Template group name not defined in the mission editor. Check the spelling! templategroupname=%s",tostring(templategroupname))) end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Helper functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Route ground units to destination. -- @param #WAREHOUSE self -- @param Wrapper.Group#GROUP Group The ground group. -- @param Core.Point#COORDINATE Coordinate of the destination. -- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go. function WAREHOUSE:_RouteGround(Group, Coordinate, Speed) if Group and Group:IsAlive() then local _speed=Speed or Group:GetSpeedMax()*0.6 -- Create a local Waypoints = Group:TaskGroundOnRoad(Coordinate, _speed, "Off Road", true) -- Task function triggering the arrived event. local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self) -- Put task function on last waypoint. local Waypoint = Waypoints[#Waypoints] Group:SetTaskWaypoint( Waypoint, TaskFunction ) -- Route group to destination. Group:Route(Waypoints, 1) end end --- Task function for last waypoint. Triggering the Delivered event. -- @param Wrapper.Group#GROUP Group The group that arrived. -- @param #WAREHOUSE self function WAREHOUSE._Arrived(Group, self) --Trigger delivered event. self:__Delivered(1, Group) end --- Route the airplane from one airbase another. -- @param #AI_CARGO_AIRPLANE self -- @param Wrapper.Group#GROUP Airplane Airplane group to be routed. -- @param Wrapper.Airbase#AIRBASE ToAirbase Destination airbase. -- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do. function WAREHOUSE:_RouteAir(Aircraft, ToAirbase, Speed) if Aircraft and Aircraft:IsAlive() then -- Set takeoff type. local Takeoff = SPAWN.Takeoff.Cold -- Get template of group. local Template = Aircraft:GetTemplate() -- Nil check if Template==nil then return end -- Waypoints of the route. local Points={} -- To point. local AirbasePointVec2 = ToAirbase:GetPointVec2() local ToWaypoint = AirbasePointVec2:WaypointAir( POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Aircraft:GetSpeedMax()*0.8 ) ToWaypoint["airdromeId"] = ToAirbase:GetID() ToWaypoint["speed_locked"] = true -- Aibase id and category. local AirbaseID = ToAirbase:GetID() local AirbaseCategory = ToAirbase:GetDesc().category if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then ToWaypoint.linkUnit = AirbaseID ToWaypoint.helipadId = AirbaseID ToWaypoint.airdromeId = nil elseif AirbaseCategory == Airbase.Category.AIRDROME then ToWaypoint.airdromeId = AirbaseID ToWaypoint.helipadId = nil ToWaypoint.linkUnit = nil end -- Task function triggering the arrived event. local Task = Aircraft:TaskFunction("WAREHOUSE._Arrived", self) -- or --ToWaypoint.task=Aircraft:TaskCombo({Task}) ToWaypoint.task={Task} -- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine. Template.route.points[2] = ToWaypoint -- Respawn group at the current airbase. Aircraft:RespawnAtCurrentAirbase(Template, Takeoff, false) end end --- Filter stock assets by table entry. -- @param #WAREHOUSE self -- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}. -- @param #string item Descriptor -- @param value Value of the descriptor. -- @return #table Filtered stock items table. function WAREHOUSE:_FilterStock(stock, item, value) -- Filtered array. local filtered={} -- Loop over stock items. for _i,_stock in ipairs(stock) do if _stock[item]==value then _stock.pos=_i table.insert(filtered, _stock) end end return filtered end --- Filter stock assets by table entry. -- @param #WAREHOUSE self -- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}. function WAREHOUSE:_DisplayStockItems(stock) local text=self.wid..string.format("Warehouse %s stock assets:\n", self.homebase:GetName()) for _,_stock in pairs(stock) do local mystock=_stock --#WAREHOUSE.Stockitem text=text..string.format("template = %s, category = %d, unittype = %s, attribute = %s\n", mystock.templatename, mystock.category, mystock.unittype, mystock.attribute) end env.info(text) MESSAGE:New(text, 10):ToAll() end --- Check if a group has a generalized attribute. -- @param #WAREHOUSE self -- @param #string groupname Name of the group. -- @param #WAREHOUSE.Attribute attribute Attribute to check. -- @return #boolean True if group has the specified attribute. function WAREHOUSE:_HasAttribute(groupname, attribute) local group=GROUP:FindByName(groupname) if group then local groupattribute=self:_HasAttribute(groupname,attribute) return groupattribute==attribute end return false end --- Get the generalized attribute of a group. -- @param #WAREHOUSE self -- @param #string groupname Name of the group. -- @return #WAREHOUSE.Attribute Generalized attribute of the group. function WAREHOUSE:_GetAttribute(groupname) local group=GROUP:FindByName(groupname) local attribute=WAREHOUSE.Attribute.OTHER --#WAREHOUSE.Attribute if group then -- Get generalized attributes. -- Transports: Helos, planes and APCs local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes") local transporthelo=group:HasAttribute("Transport helicopters") local transportapc=group:HasAttribute("Infantry carriers") local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") local tanker=group:HasAttribute("Tankers") local awacs=group:HasAttribute("AWACS") local artillery=group:HasAttribute("Artillery") local infantry=group:HasAttribute("Infantry") local attackhelicopter=group:HasAttribute("Attack helicopters") local bomber=group:HasAttribute("Bombers") local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks") local truck=group:HasAttribute("Trucks") -- Debug output. --[[ env.info(string.format("transport pane = %s", tostring(transportplane))) env.info(string.format("transport helo = %s", tostring(transporthelo))) env.info(string.format("transport apc = %s", tostring(transportapc))) env.info(string.format("figther = %s", tostring(fighter))) env.info(string.format("tanker = %s", tostring(tanker))) env.info(string.format("awacs = %s", tostring(awacs))) env.info(string.format("artillery = %s", tostring(artillery))) env.info(string.format("infantry = %s", tostring(infantry))) env.info(string.format("attack helo = %s", tostring(attackhelicopter))) env.info(string.format("bomber = %s", tostring(bomber))) env.info(string.format("tank = %s", tostring(tank))) env.info(string.format("truck = %s", tostring(truck))) ]] if transportplane then attribute=WAREHOUSE.Attribute.TRANSPORT_PLANE elseif transporthelo then attribute=WAREHOUSE.Attribute.TRANSPORT_HELO elseif transportapc then attribute=WAREHOUSE.Attribute.TRANSPORT_APC elseif fighter then attribute=WAREHOUSE.Attribute.FIGHTER elseif tanker then attribute=WAREHOUSE.Attribute.TANKER elseif awacs then attribute=WAREHOUSE.Attribute.AWACS elseif artillery then attribute=WAREHOUSE.Attribute.ARTILLERY elseif infantry then attribute=WAREHOUSE.Attribute.INFANTRY elseif attackhelicopter then attribute=WAREHOUSE.Attribute.ATTACKHELICOPTER elseif bomber then attribute=WAREHOUSE.Attribute.BOMBER elseif tank then attribute=WAREHOUSE.Attribute.TANK elseif truck then attribute=WAREHOUSE.Attribute.TRUCK else attribute=WAREHOUSE.Attribute.OTHER end end return attribute end --- Returns the number of assets for each generalized attribute. -- @param #WAREHOUSE self -- @param #table stock The stock of the warehouse. -- @return #table Data table holding the numbers. function WAREHOUSE:GetStockInfo(stock) local _data={} for _j,_attribute in pairs(WAREHOUSE.Attribute) do local n=0 for _i,_item in pairs(stock) do local _ite=_item --#WAREHOUSE.Stockitem if _ite.attribute==_attribute then n=n+1 end end _data[_attribute]=n end return _data end --- Delete item from stock. -- @param #WAREHOUSE self -- @param #number _uid The unique id of the item to be deleted. function WAREHOUSE:_DeleteStockItem(_uid) for i=1,#self.stock do local item=self.stock[i] --#WAREHOUSE.Stockitem if item.id==_uid then table.remove(self.stock,i) break end end end --- Delete item from queue. -- @param #WAREHOUSE self -- @param #number _uid The id of the item to be deleted. function WAREHOUSE:_DeleteQueueItem(_uid) env.info("FF BEFORE delete queue") self:_PrintQueue() for i=1,#self.queue do local item=self.queue[i] --#WAREHOUSE.Queueitem if item.uid==_uid then table.remove(self.queue,i) break end end env.info("FF AFTER delete queue") self:_PrintQueue() end --- Sort requests queue wrt prio and request uid. -- @param #WAREHOUSE self function WAREHOUSE:_SortQueue() self:F3() -- Sort. local function _sort(a, b) return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid) end table.sort(self.queue, _sort) end --- Prints the queue to DCS.log file. -- @param #WAREHOUSE self function WAREHOUSE:_PrintQueue() env.info(self.wid.."Queue:") for _,_qitem in ipairs(self.queue) do local qitem=_qitem --#WAREHOUSE.Queueitem local text=string.format("uid=%d, prio=%d, airbase=%s (category=%d), descriptor: %s=%s, nasssets=%d, transport=%s, ntransport=%d", qitem.uid, qitem.prio, qitem.airbase:GetName(),qitem.category, qitem.assetdesc,tostring(qitem.assetdescval),qitem.nasset,qitem.transporttype,qitem.ntransport) env.info(text) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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