--- **Ops** - Commander of an Airwing, Brigade or Flotilla. -- -- **Main Features:** -- -- * Manages AIRWINGS, BRIGADEs and FLOTILLAs -- * Handles missions (AUFTRAG) and finds the best airwing for the job -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.WingCommander -- @image OPS_WingCommander.png --- COMMANDER class. -- @type COMMANDER -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity level. -- @field #string lid Class id string for output to DCS log file. -- @field #table legions Table of legions which are commanded. -- @field #table missionqueue Mission queue. -- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff. -- @extends Core.Fsm#FSM --- Be surprised! -- -- === -- -- # The COMMANDER Concept -- -- A wing commander is the head of legions. He will find the best AIRWING to perform an assigned AUFTRAG (mission). -- -- -- @field #COMMANDER COMMANDER = { ClassName = "COMMANDER", Debug = nil, lid = nil, legions = {}, missionqueue = {}, } --- COMMANDER class version. -- @field #string version COMMANDER.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Improve airwing selection. Mostly done! -- NOGO: Maybe it's possible to preselect the assets for the mission. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new COMMANDER object and start the FSM. -- @param #COMMANDER self -- @return #COMMANDER self function COMMANDER:New() -- Inherit everything from INTEL class. local self=BASE:Inherit(self, FSM:New()) --#COMMANDER -- Log ID. self.lid="COMMANDER | " -- Start state. self:SetStartState("NotReadyYet") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start COMMANDER. self:AddTransition("*", "Status", "*") -- Status report. self:AddTransition("*", "Stop", "Stopped") -- Stop COMMANDER. self:AddTransition("*", "MissionAssign", "*") -- Mission was assigned to a LEGION. self:AddTransition("*", "MissionCancel", "*") -- Cancel mission. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the COMMANDER. -- @function [parent=#COMMANDER] Start -- @param #COMMANDER self --- Triggers the FSM event "Start" after a delay. Starts the COMMANDER. -- @function [parent=#COMMANDER] __Start -- @param #COMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the COMMANDER. -- @param #COMMANDER self --- Triggers the FSM event "Stop" after a delay. Stops the COMMANDER. -- @function [parent=#COMMANDER] __Stop -- @param #COMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". -- @function [parent=#COMMANDER] Status -- @param #COMMANDER self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#COMMANDER] __Status -- @param #COMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "MissionAssign". -- @function [parent=#COMMANDER] MissionAssign -- @param #COMMANDER self -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionAssign" event. -- @function [parent=#COMMANDER] OnAfterMissionAssign -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionCancel". -- @function [parent=#COMMANDER] MissionCancel -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionCancel" event. -- @function [parent=#COMMANDER] OnAfterMissionCancel -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add an airwing to the wingcommander. -- @param #COMMANDER self -- @param Ops.AirWing#AIRWING Airwing The airwing to add. -- @return #COMMANDER self function COMMANDER:AddAirwing(Airwing) -- This airwing is managed by this wing commander. Airwing.commander=self table.insert(self.legions, Airwing) return self end --- Add mission to mission queue. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. -- @return #COMMANDER self function COMMANDER:AddMission(Mission) Mission.commander=self Mission.statusCommander=AUFTRAG.Status.PLANNED table.insert(self.missionqueue, Mission) return self end --- Remove mission from queue. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. -- @return #COMMANDER self function COMMANDER:RemoveMission(Mission) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==Mission.auftragsnummer then self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status)) mission.commander=nil table.remove(self.missionqueue, i) break end end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. -- @param #COMMANDER self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function COMMANDER:onafterStart(From, Event, To) -- Short info. local text=string.format("Starting Commander") self:I(self.lid..text) -- Start attached legions. for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION if legion:GetState()=="NotReadyYet" then legion:Start() end end self:__Status(-1) end --- On after "Status" event. -- @param #COMMANDER self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function COMMANDER:onafterStatus(From, Event, To) -- FSM state. local fsmstate=self:GetState() -- Check mission queue and assign one PLANNED mission. self:CheckMissionQueue() -- Status. local text=string.format("Status %s: Airwings=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue) self:I(self.lid..text) -- Airwing Info if #self.legions>0 then local text="Airwings:" for _,_airwing in pairs(self.legions) do local airwing=_airwing --Ops.AirWing#AIRWING local Nassets=airwing:CountAssets() local Nastock=airwing:CountAssets(true) text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", airwing.alias, airwing:GetState(), Nassets, Nastock) for _,aname in pairs(AUFTRAG.Type) do local na=airwing:CountAssets(true, {aname}) local np=airwing:CountPayloadsInStock({aname}) local nm=airwing:CountAssetsOnMission({aname}) if na>0 or np>0 then text=text..string.format("\n - %s: assets=%d, payloads=%d, on mission=%d", aname, na, np, nm) end end end self:I(self.lid..text) end -- Mission queue. if #self.missionqueue>0 then local text="Mission queue:" for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG local target=mission:GetTargetName() or "unknown" text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) end self:I(self.lid..text) end self:__Status(-30) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "MissionAssign" event. Mission is added to a LEGION mission queue. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Legion#LEGION Legion The LEGION. -- @param Ops.Auftrag#AUFTRAG Mission The mission. function COMMANDER:onafterMissionAssign(From, Event, To, Legion, Mission) -- Debug info. self:I(self.lid..string.format("Assigning mission %s (%s) to legion %s", Mission.name, Mission.type, Legion.alias)) -- Set mission commander status to QUEUED as it is now queued at a legion. Mission.statusCommander=AUFTRAG.Status.QUEUED -- Add mission to legion. Legion:AddMission(Mission) end --- On after "MissionCancel" event. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. function COMMANDER:onafterMissionCancel(From, Event, To, Mission) -- Debug info. self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status)) -- Set commander status. Mission.statusCommander=AUFTRAG.Status.CANCELLED if Mission:IsPlanned() then -- Mission is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue. self:RemoveMission(Mission) else -- Legion will cancel mission. if #Mission.legions>0 then for _,_legion in pairs(Mission.legions) do local legion=_legion --Ops.Legion#LEGION -- TODO: Should check that this legions actually belongs to this commander. -- Legion will cancel the mission. legion:MissionCancel(Mission) end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check mission queue and assign ONE planned mission. -- @param #COMMANDER self function COMMANDER:CheckMissionQueue() -- TODO: Sort mission queue. wrt what? Threat level? for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG -- We look for PLANNED missions. if mission.status==AUFTRAG.Status.PLANNED then --- -- PLANNNED Mission --- local airwings=self:GetLegionsForMission(mission) if airwings then for _,airwing in pairs(airwings) do -- Add mission to airwing. self:MissionAssign(airwing, mission) end return end else --- -- Missions NOT in PLANNED state --- end end end --- Check all legions if they are able to do a specific mission type at a certain location with a given number of assets. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #table Table of LEGIONs that can do the mission and have at least one asset available right now. function COMMANDER:GetLegionsForMission(Mission) -- Table of legions that can do the mission. local legions={} -- Loop over all legions. for _,_airwing in pairs(self.legions) do local airwing=_airwing --Ops.AirWing#AIRWING -- Check if airwing can do this mission. local can,assets=airwing:CanMission(Mission) -- Has it assets that can? if #assets>0 then -- Get coordinate of the target. local coord=Mission:GetTargetCoordinate() if coord then -- Distance from airwing to target. local distance=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate())) -- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6 local dist=UTILS.Round(distance/10, 0) -- Debug info. self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", airwing.alias, #assets, distance, dist)) -- Add airwing to table of legions that can. table.insert(legions, {airwing=airwing, distance=distance, dist=dist, targetcoord=coord, nassets=#assets}) end end end -- Can anyone? if #legions>0 then --- Something like: -- * Closest airwing that can should be first prio. -- * However, there should be a certain "quantization". if wing is 50 or 60 NM way should not really matter. In that case, the airwing with more resources should get the job. local function score(a) local d=math.round(a.dist/10) end env.info(self.lid.."FF #legions="..#legions) -- Sort table wrt distance and number of assets. -- Distances within 10 NM are equal and the airwing with more assets is preferred. local function sortdist(a,b) local ad=a.dist local bd=b.dist return adb.nassets) end table.sort(legions, sortdist) -- Loops over all legions and stop if enough assets are summed up. local selection={} ; local N=0 for _,leg in ipairs(legions) do local legion=leg.airwing --Ops.Legion#LEGION Mission.Nassets=Mission.Nassets or {} Mission.Nassets[legion.alias]=leg.nassets table.insert(selection, legion) N=N+leg.nassets if N>=Mission.nassets then self:I(self.lid..string.format("Found enough assets!")) break end end if N>=Mission.nassets then self:I(self.lid..string.format("Found %d legions that can do mission %s (%s) requiring %d assets", #selection, Mission:GetName(), Mission:GetType(), Mission.nassets)) return selection else self:T(self.lid..string.format("Not enough LEGIONs found that could do the job :/")) return nil end else self:T(self.lid..string.format("No LEGION found that could do the job :/")) end return nil end --- Check mission queue and assign ONE planned mission. -- @param #COMMANDER self -- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted. -- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types. -- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`. -- @return #number Amount of asset groups in stock. function COMMANDER:CountAssets(InStock, MissionTypes, Attributes) local N=0 for _,_airwing in pairs(self.legions) do local airwing=_airwing --Ops.AirWing#AIRWING N=N+airwing:CountAssets(InStock, MissionTypes, Attributes) end return N end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------