--- **Functional** - Stratego. -- -- **Main Features:** -- -- * Helper class for mission designers to support classic capture-the-base scenarios. -- * Creates a network of possible connections between bases (airbases, FARPs, Ships), Ports (defined as zones) and POIs (defined as zones). -- * Assigns a strategic value to each of the resulting nodes. -- * Can create a list of targets for your next mission move, both strategic and consolidation targets. -- * Can be used with budgets to limit the target selection. -- * Highly configureable. -- -- === -- -- ### Author: **applevangelist** -- -- @module Functional.Stratego -- @image Functional.Stratego.png --- --- **STRATEGO** class, extends Core.Base#BASE -- @type STRATEGO -- @field #string ClassName -- @field #boolean debug -- @field #string version -- @field #number portweight -- @field #number POIweight -- @field #number maxrunways -- @field #number coalition -- @field #table colors -- @field #table airbasetable -- @field #table nonconnectedab -- @field #table easynames -- @field #number maxdist -- @field #table disttable -- @field #table routexists -- @field #number routefactor -- @field #table OpsZones -- @field #number NeutralBenefit -- @field #number Budget -- @field #boolean usebudget -- @field #number CaptureUnits -- @field #number CaptureThreatlevel -- @extends Core.Base#BASE -- @extends Core.Fsm#FSM --- *If you see what is right and fail to act on it, you lack courage* --- Confucius -- -- === -- -- # The STRATEGO Concept -- -- STRATEGO is a helper class for mission designers. -- The basic idea is to create a network of nodes (bases) on the map, which each have a number of connections -- to other nodes. The base value of each node is the number of runways of the base (the bigger the more important), or in the case of Ports and POIs, the assigned value points. -- The strategic value of each base is determined by the number of routes going in and out of the node, where connections between more strategic nodes add a higher value to the -- strategic value than connections to less valueable nodes. -- -- ## Setup -- -- Setup is map indepent and works automatically. All airbases, FARPS, and ships on the map are considered. **Note:** Later spawned objects are not considered at the moment. -- -- -- Setup and start STRATGEO for the blue side, maximal node distance is 100km -- local Bluecher = STRATEGO:New("Bluecher",coalition.side.BLUE,100) -- -- use budgets -- Bluecher:SetUsingBudget(true,500) -- -- draw on the map -- Bluecher:SetDebug(true,true,true) -- -- Start -- Bluecher:Start() -- -- ### Helper -- -- @{#STRATEGO.SetWeights}(): Set weights for nodes and routes to determine their importance. -- -- ### Hint -- -- Each node is its own @{Ops.OpsZone#OPSZONE} object to manage the coalition alignment of that node and how it can be conquered. -- -- ### Distance -- -- The node distance factor determines how many connections are there on the map. The smaller the lighter is the resulting net. The higher the thicker it gets, with more strategic options. -- Play around with the distance to get an optimal map for your scenario. -- -- One some maps, e.g. Syria, lower distance factors can create "islands" of unconnected network parts on the map. FARPs and POIs can bridge those gaps, or you can add routes manually. -- -- @{#STRATEGO.AddRoutesManually}(): Add a route manually. -- -- ## Ports and POIs -- -- Ports and POIs are @{Core.Zone#ZONE} objects on the map with specfic values. Zones with the keywords "Port" or "POI" in the name are automatically considered at setup time. -- -- ## Get next possible targets -- -- There are two types of possible target lists, strategic and consolidation. Targets closer to the start node are chosen as possible targets. -- -- -- * Strategic targets are of higher or equal base weight from a given start point. Can also be obtained for the whole net. -- * Consoliation targets are of smaller or equal base weight from a given start point. Can also be obtained for the whole net. -- -- -- @{#STRATEGO.UpdateNodeCoalitions}(): Update alls node's coalition data before takign a decision. -- @{#STRATEGO.FindStrategicTargets}(): Find a list of possible strategic targets in the network of the enemy or neutral coalition. -- @{#STRATEGO.FindConsolidationTargets}(): Find a list of possible strategic targets in the network of the enemy or neutral coalition. -- @{#STRATEGO.FindAffordableStrategicTarget}(): When using budgets, find **one** strategic target you can afford. -- @{#STRATEGO.FindAffordableConsolidationTarget}(): When using budgets, find **one** consolidation target you can afford. -- @{#STRATEGO.FindClosestStrategicTarget}(): Find closest strategic target from a given start point. -- @{#STRATEGO.FindClosestConsolidationTarget}(): Find closest consolidation target from a given start point. -- @{#STRATEGO.GetHighestWeightNodes}(): Get a list of the nodes with the highest weight. Coalition independent. -- @{#STRATEGO.GetNextHighestWeightNodes}(): Get a list of the nodes a weight less than the give parameter. Coalition independent. -- -- -- **How** you act on these suggestions is again totally up to your mission design. -- -- ## Using budgets -- -- Set up STRATEGO to use budgets to limit the target selection. **How** your side actually earns budgets is up to your mission design. However, when using budgets, a target will only be selected, -- when you have more budget points available than the value points of the targeted base. -- -- -- use budgets -- Bluecher:SetUsingBudget(true,500) -- -- ### Helpers: -- -- -- @{#STRATEGO.GetBudget}(): Get the current budget points. -- @{#STRATEGO.AddBudget}(): Add a number of budget points. -- @{#STRATEGO.SubtractBudget}(): Subtract a number of budget points. -- @{#STRATEGO.SetNeutralBenefit}(): Set neutral benefit, i.e. how many points it is cheaper to decide for a neutral vs an enemy node when taking decisions. -- -- -- ## Functions to query a node's data -- -- -- @{#STRATEGO.GetNodeBaseWeight}(): Get the base weight of a node by its name. -- @{#STRATEGO.GetNodeCoalition}(): Get the COALITION of a node by its name. -- @{#STRATEGO.GetNodeType}(): Get the TYPE of a node by its name. -- @{#STRATEGO.GetNodeZone}(): Get the ZONE of a node by its name. -- @{#STRATEGO.GetNodeOpsZone}(): Get the OPSZONE of a node by its name. -- @{#STRATEGO.GetNodeCoordinate}(): Get the COORDINATE of a node by its name. -- @{#STRATEGO.IsAirbase}(): Check if the TYPE of a node is AIRBASE. -- @{#STRATEGO.IsPort}(): Check if the TYPE of a node is PORT. -- @{#STRATEGO.IsPOI}(): Check if the TYPE of a node is POI. -- @{#STRATEGO.IsFARP}(): Check if the TYPE of a node is FARP. -- @{#STRATEGO.IsShip}(): Check if the TYPE of a node is SHIP. -- -- -- ## Various -- -- -- @{#STRATEGO.FindNeighborNodes}(): Get neighbor nodes of a named node. -- @{#STRATEGO.FindRoute}(): Find a route between two nodes. -- @{#STRATEGO.SetCaptureOptions}(): Set how many units of which minimum threat level are needed to capture one node (i.e. the underlying OpsZone). -- @{#STRATEGO.SetDebug}(): Set debug and draw options. -- -- -- ## Visualisation example code for the Syria map: -- -- local Bluecher = STRATEGO:New("Bluecher",coalition.side.BLUE,100) -- Bluecher:SetDebug(true,true,true) -- Bluecher:Start() -- -- Bluecher:AddRoutesManually(AIRBASE.Syria.Beirut_Rafic_Hariri,AIRBASE.Syria.Larnaca) -- Bluecher:AddRoutesManually(AIRBASE.Syria.Incirlik,AIRBASE.Syria.Hatay) -- Bluecher:AddRoutesManually(AIRBASE.Syria.Incirlik,AIRBASE.Syria.Minakh) -- Bluecher:AddRoutesManually(AIRBASE.Syria.King_Hussein_Air_College,AIRBASE.Syria.H4) -- Bluecher:AddRoutesManually(AIRBASE.Syria.Sayqal,AIRBASE.Syria.At_Tanf) -- -- local route = Bluecher:FindRoute(AIRBASE.Syria.Rosh_Pina,AIRBASE.Syria.Incirlik,5,true) -- UTILS.PrintTableToLog(route,1) -- -- @field #STRATEGO STRATEGO = { ClassName = "STRATEGO", debug = false, drawzone = false, markzone = false, version = "0.2.3", portweight = 3, POIweight = 1, maxrunways = 3, coalition = nil, colors = nil, airbasetable = {}, nonconnectedab = {}, easynames = {}, maxdist = 150, -- km disttable = {}, routexists = {}, routefactor = 5, OpsZones = {}, NeutralBenefit = 100, Budget = 0, usebudget = false, CaptureUnits = 3, CaptureThreatlevel = 1, } --- -- @type STRATEGO.Data -- @field #string name -- @field #number baseweight -- @field #number weight -- @field #number coalition -- @field #boolean port -- @field Core.Zone#ZONE_RADIUS zone, -- @field Core.Point#COORDINATRE coord -- @field #string type -- @field Ops.OpsZone#OPSZONE opszone --- -- @type STRATEGO.DistData -- @field #string start -- @field #string target -- @field #number dist --- -- @type STRATEGO.Target -- @field #string name -- @field #number dist -- @field #number points -- @field #number coalition -- @field #string coalitionname --- -- @type STRATEGO.Type -- @field #string AIRBASE -- @field #string PORT -- @field #string POI -- @field #string FARP -- @field #string SHIP STRATEGO.Type = { AIRBASE = "AIRBASE", PORT = "PORT", POI = "POI", FARP = "FARP", SHIP = "SHIP", } --- [USER] Create a new STRATEGO object and start it up. -- @param #STRATEGO self -- @param #string Name Name of the Adviser. -- @param #number Coalition Coalition, e.g. coalition.side.BLUE. -- @param #number MaxDist Maximum distance of a single route in kilometers, defaults to 150. -- @return #STRATEGO self function STRATEGO:New(Name,Coalition,MaxDist) -- Inherit everything from FSM class. local self = BASE:Inherit(self, FSM:New()) -- #STRATEGO self.coalition = Coalition self.coalitiontext = UTILS.GetCoalitionName(Coalition) self.name = Name or "Hannibal" self.maxdist = MaxDist or 150 -- km self.disttable = {} self.routexists = {} self.lid = string.format("STRATEGO %s %s | ",self.name,self.version) self.bases = SET_AIRBASE:New():FilterOnce() self.ports = SET_ZONE:New():FilterPrefixes("Port"):FilterOnce() self.POIs = SET_ZONE:New():FilterPrefixes("POI"):FilterOnce() self.colors = { [1] = {0,1,0}, -- green [2] = {1,0,0}, -- red [3] = {0,0,1}, -- blue [4] = {1,0.65,0}, -- orange } -- Start State. self:SetStartState("Stopped") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("Stopped", "Start", "Running") -- Start FSM. self:AddTransition("*", "Update", "*") -- Start FSM. self:AddTransition("*", "NodeEvent", "*") -- Start FSM. self:AddTransition("Running", "Stop", "Stopped") -- Start FSM. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the STRATEGO. Initializes parameters and starts event handlers. -- @function [parent=#STRATEGO] Start -- @param #STRATEGO self --- Triggers the FSM event "Start" after a delay. Starts the STRATEGO. Initializes parameters and starts event handlers. -- @function [parent=#STRATEGO] __Start -- @param #STRATEGO self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the STRATEGO and all its event handlers. -- @function [parent=#STRATEGO] Stop -- @param #STRATEGO self --- Triggers the FSM event "Stop" after a delay. Stops the STRATEGO and all its event handlers. -- @function [parent=#STRATEGO] __Stop -- @param #STRATEGO self -- @param #number delay Delay in seconds. --- FSM Function OnAfterNodeEvent. A node changed coalition. -- @function [parent=#STRATEGO] OnAfterNodeEvent -- @param #STRATEGO self -- @param #string From State. -- @param #string Event Trigger. -- @param #string To State. -- @param Ops.OpsZone#OPSZONE OpsZone The OpsZone triggering the event. -- @param #number Coalition The coalition of the new owner. -- @return #STRATEGO self return self end --- [INTERNAL] FSM function for initial setup and getting ready. -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:onafterStart(From,Event,To) self:T(self.lid.."Start") self:AnalyseBases() self:AnalysePOIs(self.ports,self.portweight,"PORT") self:AnalysePOIs(self.POIs,self.POIweight,"POI") for i=self.maxrunways,1,-1 do self:AnalyseRoutes(i,i*self.routefactor,self.colors[(i%3)+1],i) end self:AnalyseUnconnected(self.colors[4]) self:I(self.lid.."Advisory ready.") self:__Update(180) return self end --- [INTERNAL] Update knot association -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:onafterUpdate(From,Event,To) self:T(self.lid.."Update") self:UpdateNodeCoalitions() if self:GetState() == "Running" then self:__Update(180) end return self end --- [USER] Set up usage of budget and set an initial budget in points. -- @param #STRATEGO self -- @param #boolean Usebudget If true, use budget for advisory calculations. -- @param #number StartBudget Initial budget to be used, defaults to 500. function STRATEGO:SetUsingBudget(Usebudget,StartBudget) self:T(self.lid.."SetUsingBudget") self.usebudget = Usebudget self.Budget = StartBudget return self end --- [USER] Set debugging. -- @param #STRATEGO self -- @param #boolean Debug If true, switch on debugging. -- @param #boolean DrawZones If true, draw the OpsZones on the F10 map. -- @param #boolean MarkZones if true, mark the OpsZones on the F10 map (with further information). function STRATEGO:SetDebug(Debug,DrawZones,MarkZones) self:T(self.lid.."SetDebug") self.debug = Debug self.drawzone = DrawZones self.markzone = MarkZones return self end --- [USER] Set weights for nodes and routes to determine their importance. -- @param #STRATEGO self -- @param #number MaxRunways Set the maximum number of runways the big (equals strategic) airbases on the map have. Defaults to 3. The weight of an airbase node hence equals the number of runways. -- @param #number PortWeight Set what weight a port node has. Defaults to 3. -- @param #number POIWeight Set what weight a POI node has. Defaults to 1. -- @param #number RouteFactor Defines which weight each route between two defined nodes gets: Weight * RouteFactor. -- @return #STRATEGO self function STRATEGO:SetWeights(MaxRunways,PortWeight,POIWeight,RouteFactor) self:T(self.lid.."SetWeights") self.portweight = PortWeight or 3 self.POIweight = POIWeight or 1 self.maxrunways = MaxRunways or 3 self.routefactor = RouteFactor or 5 return self end --- [USER] Set neutral benefit, i.e. how many points it is cheaper to decide for a neutral vs an enemy node when taking decisions. -- @param #STRATEGO self -- @param #number NeutralBenefit Pointsm defaults to 100. -- @return #STRATEGO self function STRATEGO:SetNeutralBenefit(NeutralBenefit) self:T(self.lid.."SetNeutralBenefit") self.NeutralBenefit = NeutralBenefit or 100 return self end --- [USER] Set how many units of which minimum threat level are needed to capture one node (i.e. the underlying OpsZone). -- @param #STRATEGO self -- @param #number CaptureUnits Number of units needed, defaults to three. -- @param #number CaptureThreatlevel Threat level needed, can be 0..10, defaults to one. -- @return #STRATEGO self function STRATEGO:SetCaptureOptions(CaptureUnits,CaptureThreatlevel) self:T(self.lid.."SetCaptureOptions") self.CaptureUnits = CaptureUnits or 3 self.CaptureThreatlevel = CaptureThreatlevel or 1 return self end --- [INTERNAL] Analyse airbase setups -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:AnalyseBases() self:T(self.lid.."AnalyseBases") local colors = self.colors local debug = self.debug local airbasetable = self.airbasetable local nonconnectedab = self.nonconnectedab local easynames = self.easynames -- find bases with >= 1 runways self.bases:ForEach( function(afb) local ab = afb -- Wrapper.Airbase#AIRBASE local abname = ab:GetName() local runways = ab:GetRunways() local numrwys = #runways if numrwys >= 1 then numrwys = numrwys * 0.5 end local abzone = ab:GetZone() if not abzone then abzone = ZONE_RADIUS:New(abname,ab:GetVec2(),500) end local coa = ab:GetCoalition() + 1 local abtype = "AIRBASE" if ab:IsShip() then numrwys = 1 abtype = "SHIP" end if ab:IsHelipad() then numrwys = 1 abtype = "FARP" end local coord = ab:GetCoordinate() if debug then abzone:DrawZone(-1,colors[coa],1,colors[coa],0.3,1) coord:TextToAll(tostring(numrwys),-1,{0,0,0},1,colors[coa],0.3,20) end local opszone = self:GetNewOpsZone(abname,coa-1) local tbl = { name = abname, baseweight = numrwys, weight = 0, coalition = coa-1, port = false, zone = abzone, coord = coord, type = abtype, opszone = opszone, } airbasetable[abname] = tbl nonconnectedab[abname] = true local name = string.gsub(abname,"[%p%s]",".") easynames[name]=abname end ) return self end --- [INTERNAL] Update node coalitions -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:UpdateNodeCoalitions() self:T(self.lid.."UpdateNodeCoalitions") local newtable = {} for _id,_data in pairs(self.airbasetable) do local data = _data -- #STRATEGO.Data if data.type == "AIRBASE" or data.type == "FARP" then data.coalition = AIRBASE:FindByName(data.name):GetCoalition() else data.coalition = data.opszone:GetOwner() end newtable[_id] = _data end self.airbasetable = nil self.airbasetable = newtable return self end --- [INTERNAL] Get an OpsZone from a Zone object. -- @param #STRATEGO self -- @param Core.Zone#ZONE Zone -- @param #number Coalition -- @return Ops.OpsZone#OPSZONE OpsZone function STRATEGO:GetNewOpsZone(Zone,Coalition) self:T(self.lid.."GetNewOpsZone") local opszone = OPSZONE:New(Zone,Coalition or 0) opszone:SetCaptureNunits(self.CaptureUnits) opszone:SetCaptureThreatlevel(self.CaptureThreatlevel) opszone:SetDrawZone(self.drawzone) opszone:SetMarkZone(self.markzone) opszone:Start() local function Captured(opszone,coalition) self:__NodeEvent(1,opszone,coalition) end function opszone:OnBeforeCaptured(From,Event,To,Coalition) Captured(opszone,Coalition) end return opszone end --- [INTERNAL] Analyse POI setups -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:AnalysePOIs(Set,Weight,Key) self:T(self.lid.."AnalysePOIs") local colors = self.colors local debug = self.debug local airbasetable = self.airbasetable local nonconnectedab = self.nonconnectedab local easynames = self.easynames Set:ForEach( function(port) local zone = port -- Core.Zone#ZONE_RADIUS local zname = zone:GetName() local coord = zone:GetCoordinate() if debug then zone:DrawZone(-1,colors[1],1,colors[1],0.3,1) coord:TextToAll(tostring(Weight),-1,{0,0,0},1,colors[1],0.3,20) end local opszone = self:GetNewOpsZone(zone) local tbl = { -- #STRATEGO.Data name = zname, baseweight = Weight, weight = 0, coalition = coalition.side.NEUTRAL, port = true, zone = zone, coord = coord, type = Key, opszone = opszone, } airbasetable[zone:GetName()] = tbl nonconnectedab[zone:GetName()] = true local name = string.gsub(zname,"[%p%s]",".") easynames[name]=zname end ) return self end --- [INTERNAL] Get nice route text -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:GetToFrom(StartPoint,EndPoint) self:T(self.lid.."GetToFrom") local pstart = string.gsub(StartPoint,"[%p%s]",".") local pend = string.gsub(EndPoint,"[%p%s]",".") local fromto = pstart..";"..pend local tofrom = pend..";"..pstart return fromto, tofrom end --- [USER] Manually add a route, for e.g. Island hopping or to connect isolated networks. Use **after** STRATEGO has been started! -- @param #STRATEGO self -- @param #string Startpoint Starting Point, e.g. AIRBASE.Syria.Hatay -- @param #string Endpoint End Point, e.g. AIRBASE.Syria.H4 -- @param #table Color (Optional) RGB color table {r, g, b}, e.g. {1,0,0} for red. Defaults to lila. -- @param #number Linetype (Optional) Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 5. -- @param #boolean Draw (Optional) If true, draw route on the F10 map. Defaukt false. -- @return #STRATEGO self function STRATEGO:AddRoutesManually(Startpoint,Endpoint,Color,Linetype,Draw) self:T(self.lid.."AddRoutesManually") local fromto,tofrom = self:GetToFrom(Startpoint,Endpoint) local startcoordinate = self.airbasetable[Startpoint].coord local targetcoordinate = self.airbasetable[Endpoint].coord local dist = UTILS.Round(targetcoordinate:Get2DDistance(startcoordinate),-2)/1000 local color = Color or {136/255,0,1} local linetype = Linetype or 5 local data = { start = Startpoint, target = Endpoint, dist = dist, } --table.insert(disttable,fromto,data) self.disttable[fromto] = data self.disttable[tofrom] = data --table.insert(disttable,tofrom,data) table.insert(self.routexists,fromto) table.insert(self.routexists,tofrom) self.nonconnectedab[Endpoint] = false self.nonconnectedab[Startpoint] = false local factor = self.airbasetable[Startpoint].baseweight*self.routefactor self.airbasetable[Startpoint].weight = self.airbasetable[Startpoint].weight+factor self.airbasetable[Endpoint].weight = self.airbasetable[Endpoint].weight+factor if self.debug or Draw then startcoordinate:LineToAll(targetcoordinate,-1,color,1,linetype,nil,string.format("%dkm",dist)) end return self end --- [INTERNAL] Analyse routes -- @param #STRATEGO self -- @return #STRATEGO self function STRATEGO:AnalyseRoutes(tgtrwys,factor,color,linetype) self:T(self.lid.."AnalyseRoutes") for _,_ab in pairs(self.airbasetable) do if _ab.baseweight >= 1 then local startpoint = _ab.name local startcoord = _ab.coord for _,_data in pairs(self.airbasetable) do local fromto,tofrom = self:GetToFrom(startpoint,_data.name) if _data.name == startpoint then -- sam as we elseif _data.baseweight == tgtrwys and not (self.routexists[fromto] or self.routexists[tofrom]) then local tgtc = _data.coord local dist = UTILS.Round(tgtc:Get2DDistance(startcoord),-2)/1000 if dist <= self.maxdist then --local text = string.format("Distance %s to %s is %dkm",startpoint,_data.name,dist) --MESSAGE:New(text,10):ToLog() local data = { start = startpoint, target = _data.name, dist = dist, } --table.insert(disttable,fromto,data) self.disttable[fromto] = data self.disttable[tofrom] = data --table.insert(disttable,tofrom,data) table.insert(self.routexists,fromto) table.insert(self.routexists,tofrom) self.nonconnectedab[_data.name] = false self.nonconnectedab[startpoint] = false self.airbasetable[startpoint].weight = self.airbasetable[startpoint].weight+factor self.airbasetable[_data.name].weight = self.airbasetable[_data.name].weight+factor if self.debug then startcoord:LineToAll(tgtc,-1,color,1,linetype,nil,string.format("%dkm",dist)) end end end end end end return self end --- [INTERNAL] Analyse non-connected points. -- @param #STRATEGO self -- @param #table Color RGB color to be used. -- @return #STRATEGO self function STRATEGO:AnalyseUnconnected(Color) self:T(self.lid.."AnalyseUnconnected") -- Non connected ones for _name,_noconnect in pairs(self.nonconnectedab) do if _noconnect then -- Find closest connected airbase local startpoint = _name local startcoord = self.airbasetable[_name].coord local shortest = 1000*1000 local closest = nil local closestcoord = nil for _,_data in pairs(self.airbasetable) do if _name ~= _data.name then --local tgt = AIRBASE:FindByName(_data.name) local tgtc = _data.coord local dist = UTILS.Round(tgtc:Get2DDistance(startcoord),-2)/1000 if dist < shortest and self.nonconnectedab[_data.name] == false then --local text = string.format("Distance %s to %s is %dkm",startpoint,_data.name,dist) shortest = dist closest = _data.name closestcoord = tgtc --MESSAGE:New(text,10):ToLog():ToAll() end end end if closest then if self.debug then startcoord:LineToAll(closestcoord,-1,Color,1,3,nil,string.format("%dkm",shortest)) end self.airbasetable[startpoint].weight = self.airbasetable[startpoint].weight+1 self.airbasetable[closest].weight = self.airbasetable[closest].weight+1 local data = { start = startpoint, target = closest, dist = shortest, } local fromto,tofrom = self:GetToFrom(startpoint,closest) self.disttable[fromto] = data self.disttable[tofrom] = data table.insert(self.routexists,fromto) table.insert(self.routexists,tofrom) end end end return self end --- [USER] Get a list of the nodes with the highest weight. -- @param #STRATEGO self -- @return #table Table of nodes. -- @return #number Weight The consolidated weight associated with the nodes. function STRATEGO:GetHighestWeightNodes() self:T(self.lid.."GetHighestWeightNodes") local weight = 0 local airbases = {} for _name,_data in pairs(self.airbasetable) do if _data.weight >= weight then weight = _data.weight if not airbases[weight] then airbases[weight]={} end table.insert(airbases[weight],_name) end end return airbases[weight],weight end --- [USER] Get a list of the nodes a weight less than the give parameter. -- @param #STRATEGO self -- @return #table Table of nodes. -- @return #number Weight The consolidated weight associated with the nodes. function STRATEGO:GetNextHighestWeightNodes(Weight) self:T(self.lid.."GetNextHighestWeightNodes") local weight = 0 local airbases = {} for _name,_data in pairs(self.airbasetable) do if _data.weight >= weight and _data.weight < Weight then weight = _data.weight if not airbases[weight] then airbases[weight]={} end table.insert(airbases[weight],_name) end end return airbases[weight],weight end --- [USER] Get the aggregated weight of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return #number Weight The weight or 0 if not found. function STRATEGO:GetNodeWeight(Name) self:T(self.lid.."GetNodeWeight") if Name and self.airbasetable[Name] then return self.airbasetable[Name].weight or 0 else return 0 end end --- [USER] Get the base weight of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return #number Weight The base weight or 0 if not found. function STRATEGO:GetNodeBaseWeight(Name) self:T(self.lid.."GetNodeBaseWeight") if Name and self.airbasetable[Name] then return self.airbasetable[Name].baseweight or 0 else return 0 end end --- [USER] Get the COALITION of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return #number Coalition The coalition. function STRATEGO:GetNodeCoalition(Name) self:T(self.lid.."GetNodeCoalition") if Name and self.airbasetable[Name] then return self.airbasetable[Name].coalition or coalition.side.NEUTRAL else return coalition.side.NEUTRAL end end --- [USER] Get the TYPE of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return #string Type Type of the node, e.g. STRATEGO.Type.AIRBASE or nil if not found. function STRATEGO:GetNodeType(Name) self:T(self.lid.."GetNodeType") if Name and self.airbasetable[Name] then return self.airbasetable[Name].type else return nil end end --- [USER] Get the ZONE of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return Core.Zone#ZONE Zone The Zone of the node or nil if not found. function STRATEGO:GetNodeZone(Name) self:T(self.lid.."GetNodeZone") if Name and self.airbasetable[Name] then return self.airbasetable[Name].zone else return nil end end --- [USER] Get the OPSZONE of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return Ops.OpsZone#OPSZONE OpsZone The OpsZone of the node or nil if not found. function STRATEGO:GetNodeOpsZone(Name) self:T(self.lid.."GetNodeOpsZone") if Name and self.airbasetable[Name] then return self.airbasetable[Name].opszone else return nil end end --- [USER] Get the COORDINATE of a node by its name. -- @param #STRATEGO self -- @param #string Name. -- @return Core.Point#COORDINATE Coordinate The Coordinate of the node or nil if not found. function STRATEGO:GetNodeCoordinate(Name) self:T(self.lid.."GetNodeCoordinate") if Name and self.airbasetable[Name] then return self.airbasetable[Name].coord else return nil end end --- [USER] Check if the TYPE of a node is AIRBASE. -- @param #STRATEGO self -- @param #string Name. -- @return #boolean Outcome function STRATEGO:IsAirbase(Name) self:T(self.lid.."IsAirbase") if Name and self.airbasetable[Name] then return self.airbasetable[Name].type == STRATEGO.Type.AIRBASE else return false end end --- [USER] Check if the TYPE of a node is PORT. -- @param #STRATEGO self -- @param #string Name. -- @return #boolean Outcome function STRATEGO:IsPort(Name) self:T(self.lid.."IsPort") if Name and self.airbasetable[Name] then return self.airbasetable[Name].type == STRATEGO.Type.PORT else return false end end --- [USER] Check if the TYPE of a node is POI. -- @param #STRATEGO self -- @param #string Name. -- @return #boolean Outcome function STRATEGO:IsPOI(Name) self:T(self.lid.."IsPOI") if Name and self.airbasetable[Name] then return self.airbasetable[Name].type == STRATEGO.Type.POI else return false end end --- [USER] Check if the TYPE of a node is FARP. -- @param #STRATEGO self -- @param #string Name. -- @return #boolean Outcome function STRATEGO:IsFARP(Name) self:T(self.lid.."IsFARP") if Name and self.airbasetable[Name] then return self.airbasetable[Name].type == STRATEGO.Type.FARP else return false end end --- [USER] Check if the TYPE of a node is SHIP. -- @param #STRATEGO self -- @param #string Name. -- @return #boolean Outcome function STRATEGO:IsShip(Name) self:T(self.lid.."IsShip") if Name and self.airbasetable[Name] then return self.airbasetable[Name].type == STRATEGO.Type.SHIP else return false end end --- [USER] Get the next best consolidation target node with a lower BaseWeight. -- @param #STRATEGO self -- @param #string Startpoint Name of start point. -- @param #number BaseWeight Base weight of the node, i.e. the number of runways of an airbase or the weight of ports or POIs. -- @return #number ShortestDist Shortest distance found. -- @return #string Name Name of the target node. -- @return #number Weight Consolidated weight of the target node, zero if none found. -- @return #number Coalition Coaltion of the target. function STRATEGO:FindClosestConsolidationTarget(Startpoint,BaseWeight) self:T(self.lid.."FindClosestConsolidationTarget for "..Startpoint.." Weight "..BaseWeight or 0) -- find existing routes local shortest = 1000*1000 local target = nil local weight = 0 local coa = nil if not BaseWeight then BaseWeight = self.maxrunways-1 end local startpoint = string.gsub(Startpoint,"[%p%s]",".") for _,_route in pairs(self.routexists) do if string.find(_route,startpoint,1,true) then --BASE:I({_route,startpoint}) local dist = self.disttable[_route].dist local tname = string.gsub(_route,startpoint,"") local tname = string.gsub(tname,";","") local cname = self.easynames[tname] local targetweight = self.airbasetable[cname].baseweight coa = self.airbasetable[cname].coalition if (dist < shortest) and (coa ~= self.coalition) and (BaseWeight >= targetweight) then shortest = dist target = cname weight = self.airbasetable[cname].weight coa = self.airbasetable[cname].coalition end end end return shortest,target, weight, coa end --- [USER] Get the next best strategic target node with same or higher BaseWeight. -- @param #STRATEGO self -- @param #string Startpoint Name of start point. -- @param #number BaseWeight Base weight of the node, e.g. the number of runways of an airbase or the weight of ports or POIs. -- @return #number ShortestDist Shortest distance found. -- @return #string Name Name of the target node. -- @return #number Weight Consolidated weight of the target node, zero if none found. -- @return #number Coalition Coaltion of the target. function STRATEGO:FindClosestStrategicTarget(Startpoint,BaseWeight) self:T(self.lid.."FindClosestStrategicTarget") -- find existing routes local shortest = 1000*1000 local target = nil local weight = 0 local coa = nil if not BaseWeight then BaseWeight = self.maxrunways end local startpoint = string.gsub(Startpoint,"[%p%s]",".") for _,_route in pairs(self.routexists) do if string.find(_route,startpoint,1,true) then local dist = self.disttable[_route].dist local tname = string.gsub(_route,startpoint,"") local tname = string.gsub(tname,";","") local cname = self.easynames[tname] if dist < shortest and self.airbasetable[cname].coalition ~= self.coalition and self.airbasetable[cname].baseweight >= BaseWeight then shortest = dist target = cname weight = self.airbasetable[cname].weight coa = self.airbasetable[cname].coalition end end end return shortest,target,weight, coa end --- [USER] Get the next best strategic target nodes in the network. -- @param #STRATEGO self -- @return #table of #STRATEGO.Target data points function STRATEGO:FindStrategicTargets() self:T(self.lid.."FindStrategicTargets") local targets = {} for _,_data in pairs(self.airbasetable) do local data = _data -- #STRATEGO.Data if data.coalition == self.coalition then local dist, name, points, coa = self:FindClosestStrategicTarget(data.name,self.maxrunways) if coa == coalition.side.NEUTRAL and points ~= 0 then local fpoints = points + self.NeutralBenefit local tries = 1 while targets[fpoints] or tries < 100 do fpoints = points + (self.NeutralBenefit+math.random(1,100)) tries = tries + 1 end targets[fpoints] = { name = name, dist = dist, points = fpoints, coalition = coa, } end local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE if coa == enemycoa and points ~= 0 then local fpoints = points local tries = 1 while targets[fpoints] or tries < 100 do fpoints = points + (math.random(1,100)) tries = tries + 1 end targets[fpoints] = { name = name, dist = dist, points = fpoints, coalition = coa, } end end end return targets end --- [USER] Get the next best consolidation target nodes in the network. -- @param #STRATEGO self -- @return #table of #STRATEGO.Target data points function STRATEGO:FindConsolidationTargets() self:T(self.lid.."FindConsolidationTargets") local targets = {} for _,_data in pairs(self.airbasetable) do local data = _data -- #STRATEGO.Data if data.coalition == self.coalition then local dist, name, points, coa = self:FindClosestConsolidationTarget(data.name,self.maxrunways-1) if coa == coalition.side.NEUTRAL and points ~= 0 then local fpoints = points + self.NeutralBenefit local tries = 1 while targets[fpoints] or tries < 100 do fpoints = points - (self.NeutralBenefit+math.random(1,100)) tries = tries + 1 end targets[fpoints] = { name = name, dist = dist, points = fpoints, coalition = coa, coalitionname = UTILS.GetCoalitionName(coa), } end local enemycoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE if coa == enemycoa and points ~= 0 then local fpoints = points local tries = 1 while targets[fpoints] or tries < 100 do fpoints = points - (math.random(1,100)) tries = tries + 1 end targets[fpoints] = { name = name, dist = dist, points = fpoints, coalition = coa, coalitionname = UTILS.GetCoalitionName(coa), } end end end return targets end --- [USER] Get neighbor nodes of a named node. -- @param #STRATEGO self -- @param #string Name The name to search the neighbors for. -- @param #boolean Enemies (optional) If true, find only enemy neighbors. -- @param #boolean Friends (optional) If true, find only friendly or neutral neighbors. -- @return #table Neighbors Table of #STRATEGO.DistData entries indexed by neighbor node names. function STRATEGO:FindNeighborNodes(Name,Enemies,Friends) self:T(self.lid.."FindNeighborNodes") local neighbors = {} local name = string.gsub(Name,"[%p%s]",".") for _route,_data in pairs(self.disttable) do if string.find(_route,name,1,true) then local dist = self.disttable[_route] -- #STRATEGO.DistData local tname = string.gsub(_route,name,"") local tname = string.gsub(tname,";","") local cname = self.easynames[tname] -- name of target local encoa = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE if Enemies == true then if self.airbasetable[cname].coalition == encoa then neighbors[cname] = dist end elseif Friends == true then if self.airbasetable[cname].coalition ~= encoa then neighbors[cname] = dist end else neighbors[cname] = dist end end end return neighbors end --- [USER] Find a route between two nodes. -- @param #STRATEGO self -- @param #string Start The name of the start node. -- @param #string End The name of the end node. -- @param #number Hops Max iterations to find a route. -- @param #boolean Draw If true, draw the route on the map. -- @param #table Color (Optional) RGB color table {r, g, b}, e.g. {1,0,0} for red. Defaults to black. -- @param #number LineType (Optional) Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 6. -- @return #table Route Table of #string name entries of the route -- @return #boolean Complete If true, the route was found end-to-end. function STRATEGO:FindRoute(Start,End,Hops,Draw,Color,LineType) self:T(self.lid.."FindRoute") --self:I({Start,End,Hops}) --local bases = UTILS.DeepCopy(self.airbasetable) local Route = {} local hops = Hops or 4 local routecomplete = false local function Checker(neighbors) for _name,_data in pairs(neighbors) do if _name == End then -- found it return End end end return nil end local function NextClosest(Start,End) local ecoord = self.airbasetable[End].coord local nodes = self:FindNeighborNodes(Start) local closest = nil local closedist = 1000*1000 for _name,_dist in pairs(nodes) do local kcoord = self.airbasetable[_name].coord local dist = math.floor((kcoord:Get2DDistance(ecoord)/1000)+0.5) if dist < closedist then closedist = dist closest = _name end end if closest then --MESSAGE:New(string.format("Start %s | End %s | Nextclosest %s",Start,End,closest),10,"STRATEGO"):ToLog():ToAll() return closest end end local function DrawRoute(Route) for i=1,#Route-1 do local p1=Route[i] local p2=Route[i+1] local c1 = self.airbasetable[p1].coord -- Core.Point#COORDINATE local c2 = self.airbasetable[p2].coord -- Core.Point#COORDINATE local line = LineType or 6 local color = Color or {0,0,0} c1:LineToAll(c2,-1,color,1,line) end end -- One hop Route[#Route+1] = Start local nodes = self:FindNeighborNodes(Start) local endpoint = Checker(nodes) if endpoint then Route[#Route+1] = endpoint routecomplete = true else local spoint = Start for i=1,hops do local Next = NextClosest(spoint,End) if Next then Route[#Route+1] = Next local nodes = self:FindNeighborNodes(Next) local endpoint = Checker(nodes) if endpoint then Route[#Route+1] = endpoint routecomplete = true break else spoint = Next end end end end if (self.debug or Draw) then DrawRoute(Route) end return Route, routecomplete end --- [USER] Add budget points. -- @param #STRATEGO self -- @param #number Number of points to add. -- @return #STRATEGO self function STRATEGO:AddBudget(Number) self:T(self.lid.."AddBudget") self.Budget = self.Budget + Number return self end --- [USER] Subtract budget points. -- @param #STRATEGO self -- @param #number Number of points to subtract. -- @return #STRATEGO self function STRATEGO:SubtractBudget(Number) self:T(self.lid.."SubtractBudget") self.Budget = self.Budget - Number return self end --- [USER] Get budget points. -- @param #STRATEGO self -- @return #number budget function STRATEGO:GetBudget() self:T(self.lid.."GetBudget") return self.Budget end --- [USER] Find **one** affordable strategic target. -- @param #STRATEGO self -- @return #table Target Table with #STRATEGO.Target data or nil if none found. function STRATEGO:FindAffordableStrategicTarget() self:T(self.lid.."FindAffordableStrategicTarget") local targets = self:FindStrategicTargets() -- #table of #STRATEGO.Target local budget = self.Budget --local leftover = self.Budget local target = nil -- #STRATEGO.Target local Targets = {} for _,_data in pairs(targets) do local data = _data -- #STRATEGO.Target --if data.points <= budget and budget-data.points < leftover then if data.points <= budget then --leftover = budget-data.points table.insert(Targets,data) self:T(self.lid.."Affordable strategic target: "..data.name) end end if not targets then self:T(self.lid.."No suitable target found!") return nil end target = Targets[math.random(1,#Targets)] if target then self:T(self.lid.."Final affordable strategic target: "..target.name) return target else return nil end end --- [USER] Find **one** affordable consolidation target. -- @param #STRATEGO self -- @return #table Target Table with #STRATEGO.Target data or nil if none found. function STRATEGO:FindAffordableConsolidationTarget() self:T(self.lid.."FindAffordableConsolidationTarget") local targets = self:FindConsolidationTargets() -- #table of #STRATEGO.Target local budget = self.Budget --local leftover = self.Budget local target = nil -- #STRATEGO.Target local Targets = {} for _,_data in pairs(targets) do local data = _data -- #STRATEGO.Target --if data.points <= budget and budget-data.points < leftover then if data.points <= budget then --leftover = budget-data.points table.insert(Targets,data) self:T(self.lid.."Affordable consolidation target: "..data.name) end end if not targets then self:T(self.lid.."No suitable target found!") return nil end target = Targets[math.random(1,#Targets)] if target then self:T(self.lid.."Final affordable consolidation target: "..target.name) return target else return nil end end --------------------------------------------------------------------------------------------------------------- -- -- End -- ---------------------------------------------------------------------------------------------------------------