--- **Ops** - Commander of Airwings, Brigades and Fleets. -- -- **Main Features:** -- -- * Manages AIRWINGS, BRIGADEs and FLOTILLAs -- * Handles missions (AUFTRAG) and finds the best assets for the job -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Commander -- @image OPS_Commander.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 #number coalition Coalition side of the commander. -- @field #string alias Alias name. -- @field #table legions Table of legions which are commanded. -- @field #table missionqueue Mission queue. -- @field #table transportqueue Transport queue. -- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`. -- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`. -- @field #table capZones CAP zones. Each element is of type `#AIRWING.PatrolZone`. -- @field #table gcicapZones GCICAP zones. Each element is of type `#AIRWING.PatrolZone`. -- @field #table awacsZones AWACS zones. Each element is of type `#AIRWING.PatrolZone`. -- @field #table tankerZones Tanker zones. Each element is of type `#AIRWING.TankerZone`. -- @field Ops.Chief#CHIEF chief Chief of staff. -- @extends Core.Fsm#FSM --- *He who has never leared to obey cannot be a good commander* -- Aristotle -- -- === -- -- # The COMMANDER Concept -- -- A commander is the head of legions. He/she will find the best LEGIONs to perform an assigned AUFTRAG (mission) or OPSTRANSPORT. -- A legion can be an AIRWING, BRIGADE or FLEET. -- -- # Constructor -- -- A new COMMANDER object is created with the @{#COMMANDER.New}(*Coalition, Alias*) function, where the parameter *Coalition* is the coalition side. -- It can be `coalition.side.RED`, `coalition.side.BLUE` or `coalition.side.NEUTRAL`. This parameter is mandatory! -- -- The second parameter *Alias* is optional and can be used to give the COMMANDER a "name", which is used for output in the dcs.log file. -- -- local myCommander=COMANDER:New(coalition.side.BLUE, "General Patton") -- -- # Adding Legions -- -- Legions, i.e. AIRWINGS, BRIGADES and FLEETS can be added via the @{#COMMANDER.AddLegion}(*Legion*) command: -- -- myCommander:AddLegion(myLegion) -- -- ## Adding Airwings -- -- It is also possible to use @{#COMMANDER.AddAirwing}(*myAirwing*) function. This does the same as the `AddLegion` function but might be a bit more intuitive. -- -- ## Adding Brigades -- -- It is also possible to use @{#COMMANDER.AddBrigade}(*myBrigade*) function. This does the same as the `AddLegion` function but might be a bit more intuitive. -- -- ## Adding Fleets -- -- It is also possible to use @{#COMMANDER.AddFleet}(*myFleet*) function. This does the same as the `AddLegion` function but might be a bit more intuitive. -- -- # Adding Missions -- -- Mission can be added via the @{#COMMANDER.AddMission}(*myMission*) function. -- -- # Adding OPS Transports -- -- Transportation assignments can be added via the @{#COMMANDER.AddOpsTransport}(*myTransport*) function. -- -- # Adding CAP Zones -- -- A CAP zone can be added via the @{#COMMANDER.AddCapZone}() function. -- -- # Adding Rearming Zones -- -- A rearming zone can be added via the @{#COMMANDER.AddRearmingZone}() function. -- -- # Adding Refuelling Zones -- -- A refuelling zone can be added via the @{#COMMANDER.AddRefuellingZone}() function. -- -- -- # FSM Events -- -- The COMMANDER will -- -- # OPSGROUP on Mission -- -- Whenever an OPSGROUP (FLIGHTGROUP, ARMYGROUP or NAVYGROUP) is send on a mission, the `OnAfterOpsOnMission()` event is triggered. -- Mission designers can hook into the event with the @{#COMMANDER.OnAfterOpsOnMission}() function -- -- function myCommander:OnAfterOpsOnMission(From, Event, To, OpsGroup, Mission) -- -- Your code -- end -- -- # Canceling a Mission -- -- A mission can be cancelled with the @{#COMMMANDER.MissionCancel}() function -- -- myCommander:MissionCancel(myMission) -- -- or -- myCommander:__MissionCancel(5*60, myMission) -- -- The last commander cancels the mission after 5 minutes (300 seconds). -- -- The cancel command will be forwarded to all assigned legions and OPS groups, which will abort their mission or remove it from their queue. -- -- @field #COMMANDER COMMANDER = { ClassName = "COMMANDER", verbose = 0, coalition = nil, legions = {}, missionqueue = {}, transportqueue = {}, rearmingZones = {}, refuellingZones = {}, capZones = {}, gcicapZones = {}, awacsZones = {}, tankerZones = {}, } --- COMMANDER class version. -- @field #string version COMMANDER.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DONE: Add CAP zones. -- DONE: Add tanker zones. -- DONE: Improve legion selection. Mostly done! -- DONE: Find solution for missions, which require a transport. This is not as easy as it sounds since the selected mission assets restrict the possible transport assets. -- DONE: Add ops transports. -- DONE: Allow multiple Legions for one mission. -- 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 -- @param #number Coalition Coaliton of the commander. -- @param #string Alias Some name you want the commander to be called. -- @return #COMMANDER self function COMMANDER:New(Coalition, Alias) -- Inherit everything from INTEL class. local self=BASE:Inherit(self, FSM:New()) --#COMMANDER if Coalition==nil then env.error("ERROR: Coalition parameter is nil in COMMANDER:New() call!") return nil end -- Set coaliton. self.coalition=Coalition -- Alias name. self.alias=Alias -- Choose a name for red or blue. if self.alias==nil then if Coalition==coalition.side.BLUE then self.alias="George S. Patton" elseif Coalition==coalition.side.RED then self.alias="Georgy Zhukov" elseif Coalition==coalition.side.NEUTRAL then self.alias="Mahatma Gandhi" end end -- Log ID. self.lid=string.format("COMMANDER %s [%s] | ", self.alias, UTILS.GetCoalitionName(self.coalition)) -- 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 is assigned to a or multiple LEGIONs. self:AddTransition("*", "MissionCancel", "*") -- COMMANDER cancels a mission. self:AddTransition("*", "TransportAssign", "*") -- Transport is assigned to a or multiple LEGIONs. self:AddTransition("*", "TransportCancel", "*") -- COMMANDER cancels a Transport. self:AddTransition("*", "OpsOnMission", "*") -- An OPSGROUP was send on a Mission (AUFTRAG). ------------------------ --- 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". Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission! -- @function [parent=#COMMANDER] MissionAssign -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. --- Triggers the FSM event "MissionAssign" after a delay. Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission! -- @function [parent=#COMMANDER] __MissionAssign -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. --- 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.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. --- Triggers the FSM event "MissionCancel". -- @function [parent=#COMMANDER] MissionCancel -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionCancel" after a delay. -- @function [parent=#COMMANDER] __MissionCancel -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @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. --- Triggers the FSM event "TransportAssign". -- @function [parent=#COMMANDER] TransportAssign -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- @param #table Legions The legion(s) to which this transport is assigned. --- Triggers the FSM event "TransportAssign" after a delay. -- @function [parent=#COMMANDER] __TransportAssign -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- @param #table Legions The legion(s) to which this transport is assigned. --- On after "TransportAssign" event. -- @function [parent=#COMMANDER] OnAfterTransportAssign -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- @param #table Legions The legion(s) to which this transport is assigned. --- Triggers the FSM event "TransportCancel". -- @function [parent=#COMMANDER] TransportCancel -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "TransportCancel" after a delay. -- @function [parent=#COMMANDER] __TransportCancel -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- On after "TransportCancel" event. -- @function [parent=#COMMANDER] OnAfterTransportCancel -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "OpsOnMission". -- @function [parent=#COMMANDER] OpsOnMission -- @param #COMMANDER self -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "OpsOnMission" after a delay. -- @function [parent=#COMMANDER] __OpsOnMission -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "OpsOnMission" event. -- @function [parent=#COMMANDER] OnAfterOpsOnMission -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set verbosity level. -- @param #COMMANDER self -- @param #number VerbosityLevel Level of output (higher=more). Default 0. -- @return #COMMANDER self function COMMANDER:SetVerbosity(VerbosityLevel) self.verbose=VerbosityLevel or 0 return self end --- Get coalition. -- @param #COMMANDER self -- @return #number Coalition. function COMMANDER:GetCoalition() return self.coalition end --- Add an AIRWING to the commander. -- @param #COMMANDER self -- @param Ops.AirWing#AIRWING Airwing The airwing to add. -- @return #COMMANDER self function COMMANDER:AddAirwing(Airwing) -- Add legion. self:AddLegion(Airwing) return self end --- Add an BRIGADE to the commander. -- @param #COMMANDER self -- @param Ops.Brigade#BRIGADE Brigade The brigade to add. -- @return #COMMANDER self function COMMANDER:AddBrigade(Brigade) -- Add legion. self:AddLegion(Brigade) return self end --- Add a LEGION to the commander. -- @param #COMMANDER self -- @param Ops.Legion#LEGION Legion The legion to add. -- @return #COMMANDER self function COMMANDER:AddLegion(Legion) -- This legion is managed by the commander. Legion.commander=self -- Add to legions. table.insert(self.legions, Legion) 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) if not self:IsMission(Mission) then Mission.commander=self Mission.statusCommander=AUFTRAG.Status.PLANNED table.insert(self.missionqueue, Mission) end return self end --- Add transport to queue. -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be added. -- @return #COMMANDER self function COMMANDER:AddOpsTransport(Transport) Transport.commander=self Transport.statusCommander=TRANSPORT.Status.PLANNED table.insert(self.transportqueue, Transport) 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:T(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 --- Remove transport from queue. -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be removed. -- @return #COMMANDER self function COMMANDER:RemoveTransport(Transport) for i,_transport in pairs(self.transportqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT if transport.uid==Transport.uid then self:T(self.lid..string.format("Removing transport UID=%d status=%s from queue", transport.uid, transport:GetState())) transport.commander=nil table.remove(self.transportqueue, i) break end end return self end --- Add a rearming zone. -- @param #COMMANDER self -- @param Core.Zone#ZONE RearmingZone Rearming zone. -- @return Ops.Brigade#BRIGADE.SupplyZone The rearming zone data. function COMMANDER:AddRearmingZone(RearmingZone) local rearmingzone={} --Ops.Brigade#BRIGADE.SupplyZone rearmingzone.zone=RearmingZone rearmingzone.mission=nil --rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition()) table.insert(self.rearmingZones, rearmingzone) return rearmingzone end --- Add a refuelling zone. -- @param #COMMANDER self -- @param Core.Zone#ZONE RefuellingZone Refuelling zone. -- @return Ops.Brigade#BRIGADE.SupplyZone The refuelling zone data. function COMMANDER:AddRefuellingZone(RefuellingZone) local rearmingzone={} --Ops.Brigade#BRIGADE.SupplyZone rearmingzone.zone=RefuellingZone rearmingzone.mission=nil --rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition()) table.insert(self.refuellingZones, rearmingzone) return rearmingzone end --- Add a CAP zone. -- @param #COMMANDER self -- @param Core.Zone#ZONE Zone CapZone Zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data. function COMMANDER:AddCapZone(Zone, Altitude, Speed, Heading, Leg) local patrolzone={} --Ops.AirWing#AIRWING.PatrolZone patrolzone.zone=Zone patrolzone.altitude=Altitude or 12000 patrolzone.heading=Heading or 270 patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude) patrolzone.leg=Leg or 30 patrolzone.mission=nil --patrolzone.marker=MARKER:New(patrolzone.zone:GetCoordinate(), "CAP Zone"):ToCoalition(self:GetCoalition()) table.insert(self.capZones, patrolzone) return patrolzone end --- Add a GCICAP zone. -- @param #COMMANDER self -- @param Core.Zone#ZONE Zone CapZone Zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data. function COMMANDER:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg) local patrolzone={} --Ops.AirWing#AIRWING.PatrolZone patrolzone.zone=Zone patrolzone.altitude=Altitude or 12000 patrolzone.heading=Heading or 270 patrolzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, patrolzone.altitude) patrolzone.leg=Leg or 30 patrolzone.mission=nil --patrolzone.marker=MARKER:New(patrolzone.zone:GetCoordinate(), "GCICAP Zone"):ToCoalition(self:GetCoalition()) table.insert(self.gcicapZones, patrolzone) return patrolzone end --- Add an AWACS zone. -- @param #COMMANDER self -- @param Core.Zone#ZONE Zone Zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @return Ops.AirWing#AIRWING.PatrolZone The AWACS zone data. function COMMANDER:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg) local awacszone={} --Ops.AirWing#AIRWING.PatrolZone awacszone.zone=Zone awacszone.altitude=Altitude or 12000 awacszone.heading=Heading or 270 awacszone.speed=UTILS.KnotsToAltKIAS(Speed or 350, awacszone.altitude) awacszone.leg=Leg or 30 awacszone.mission=nil --awacszone.marker=MARKER:New(awacszone.zone:GetCoordinate(), "AWACS Zone"):ToCoalition(self:GetCoalition()) table.insert(self.awacsZones, awacszone) return awacszone end --- Add a refuelling tanker zone. -- @param #COMMANDER self -- @param Core.Zone#ZONE Zone Zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @param #number RefuelSystem Refuelling system. -- @return Ops.AirWing#AIRWING.TankerZone The tanker zone data. function COMMANDER:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem) local tankerzone={} --Ops.AirWing#AIRWING.TankerZone tankerzone.zone=Zone tankerzone.altitude=Altitude or 12000 tankerzone.heading=Heading or 270 tankerzone.speed=UTILS.KnotsToAltKIAS(Speed or 350, tankerzone.altitude) tankerzone.leg=Leg or 30 tankerzone.refuelsystem=RefuelSystem tankerzone.mission=nil tankerzone.marker=MARKER:New(tankerzone.zone:GetCoordinate(), "Tanker Zone"):ToCoalition(self:GetCoalition()) table.insert(self.tankerZones, tankerzone) return tankerzone end --- Check if this mission is already in the queue. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #boolean If `true`, this mission is in the queue. function COMMANDER:IsMission(Mission) for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==Mission.auftragsnummer then return true end end return false 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() -- Status. if self.verbose>=1 then local text=string.format("Status %s: Legions=%d, Missions=%d, Transports", fsmstate, #self.legions, #self.missionqueue, #self.transportqueue) self:T(self.lid..text) end -- Check mission queue and assign one PLANNED mission. self:CheckMissionQueue() -- Check transport queue and assign one PLANNED transport. self:CheckTransportQueue() -- Check rearming zones. for _,_rearmingzone in pairs(self.rearmingZones) do local rearmingzone=_rearmingzone --Ops.Brigade#BRIGADE.SupplyZone -- Check if mission is nil or over. if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone) self:AddMission(rearmingzone.mission) end end -- Check refuelling zones. for _,_supplyzone in pairs(self.refuellingZones) do local supplyzone=_supplyzone --Ops.Brigade#BRIGADE.SupplyZone -- Check if mission is nil or over. if (not supplyzone.mission) or supplyzone.mission:IsOver() then supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone) self:AddMission(supplyzone.mission) end end -- Check CAP zones. for _,_patrolzone in pairs(self.capZones) do local patrolzone=_patrolzone --Ops.AirWing#AIRWING.PatrolZone -- Check if mission is nil or over. if (not patrolzone.mission) or patrolzone.mission:IsOver() then local Coordinate=patrolzone.zone:GetCoordinate() patrolzone.mission=AUFTRAG:NewCAP(patrolzone.zone, patrolzone.altitude, patrolzone.speed, Coordinate, patrolzone.heading, patrolzone.leg) self:AddMission(patrolzone.mission) end end -- Check GCICAP zones. for _,_patrolzone in pairs(self.gcicapZones) do local patrolzone=_patrolzone --Ops.AirWing#AIRWING.PatrolZone -- Check if mission is nil or over. if (not patrolzone.mission) or patrolzone.mission:IsOver() then local Coordinate=patrolzone.zone:GetCoordinate() patrolzone.mission=AUFTRAG:NewGCICAP(Coordinate, patrolzone.altitude, patrolzone.speed, patrolzone.heading, patrolzone.leg) self:AddMission(patrolzone.mission) end end -- Check AWACS zones. for _,_awacszone in pairs(self.awacsZones) do local awacszone=_awacszone --Ops.AirWing#AIRWING.Patrol -- Check if mission is nil or over. if (not awacszone.mission) or awacszone.mission:IsOver() then local Coordinate=awacszone.zone:GetCoordinate() awacszone.mission=AUFTRAG:NewAWACS(Coordinate, awacszone.altitude, awacszone.speed, awacszone.heading, awacszone.leg) self:AddMission(awacszone.mission) end end -- Check Tanker zones. for _,_tankerzone in pairs(self.tankerZones) do local tankerzone=_tankerzone --Ops.AirWing#AIRWING.TankerZone -- Check if mission is nil or over. if (not tankerzone.mission) or tankerzone.mission:IsOver() then local Coordinate=tankerzone.zone:GetCoordinate() tankerzone.mission=AUFTRAG:NewTANKER(Coordinate, tankerzone.altitude, tankerzone.speed, tankerzone.heading, tankerzone.leg, tankerzone.refuelsystem) self:AddMission(tankerzone.mission) end end --- -- LEGIONS --- if self.verbose>=2 and #self.legions>0 then local text="Legions:" for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION local Nassets=legion:CountAssets() local Nastock=legion:CountAssets(true) text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", legion.alias, legion:GetState(), Nassets, Nastock) for _,aname in pairs(AUFTRAG.Type) do local na=legion:CountAssets(true, {aname}) local np=legion:CountPayloadsInStock({aname}) local nm=legion: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:T(self.lid..text) if self.verbose>=3 then -- Count numbers local Ntotal=0 local Nspawned=0 local Nrequested=0 local Nreserved=0 local Nstock=0 local text="\n===========================================\n" text=text.."Assets:" for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT for _,_asset in pairs(cohort.assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem local state="In Stock" if asset.flightgroup then state=asset.flightgroup:GetState() local mission=legion:GetAssetCurrentMission(asset) if mission then state=state..string.format(", Mission \"%s\" [%s]", mission:GetName(), mission:GetType()) end else if asset.spawned then env.info("FF ERROR: asset has opsgroup but is NOT spawned!") end if asset.requested and asset.isReserved then env.info("FF ERROR: asset is requested and reserved. Should not be both!") state="Reserved+Requested!" elseif asset.isReserved then state="Reserved" elseif asset.requested then state="Requested" end end -- Text. text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]", asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid)) if asset.spawned then Nspawned=Nspawned+1 end if asset.requested then Nrequested=Nrequested+1 end if asset.isReserved then Nreserved=Nreserved+1 end if not (asset.spawned or asset.requested or asset.isReserved) then Nstock=Nstock+1 end Ntotal=Ntotal+1 end end end text=text.."\n-------------------------------------------" text=text..string.format("\nNstock = %d", Nstock) text=text..string.format("\nNreserved = %d", Nreserved) text=text..string.format("\nNrequested = %d", Nrequested) text=text..string.format("\nNspawned = %d", Nspawned) text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved) text=text.."\n===========================================" self:I(self.lid..text) end end --- -- MISSIONS --- -- Mission queue. if self.verbose>=2 and #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 --- -- TRANSPORTS --- -- Transport queue. if self.verbose>=2 and #self.transportqueue>0 then local text="Transport queue:" for i,_transport in pairs(self.transportqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT text=text..string.format("\n[%d] UID=%d: status=%s", i, transport.uid, transport:GetState()) 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 and already requested. Needs assets to be added to the mission already. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. function COMMANDER:onafterMissionAssign(From, Event, To, Mission, Legions) -- Add mission to queue. self:AddMission(Mission) -- Set mission commander status to QUEUED as it is now queued at a legion. Mission.statusCommander=AUFTRAG.Status.QUEUED for _,_Legion in pairs(Legions) do local Legion=_Legion --Ops.Legion#LEGION -- Debug info. self:T(self.lid..string.format("Assigning mission \"%s\" [%s] to legion \"%s\"", Mission.name, Mission.type, Legion.alias)) -- Add mission to legion. Legion:AddMission(Mission) -- Directly request the mission as the assets have already been selected. Legion:MissionRequest(Mission) end 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:T(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 --- On after "TransportAssign" event. Transport 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.OpsTransport#OPSTRANSPORT Transport The transport. -- @param #table Legions The legion(s) to which this transport is assigned. function COMMANDER:onafterTransportAssign(From, Event, To, Transport, Legions) -- Set mission commander status to QUEUED as it is now queued at a legion. Transport.statusCommander=OPSTRANSPORT.Status.QUEUED for _,_Legion in pairs(Legions) do local Legion=_Legion --Ops.Legion#LEGION -- Debug info. self:T(self.lid..string.format("Assigning transport UID=%d to legion \"%s\"", Transport.uid, Legion.alias)) -- Add mission to legion. Legion:AddOpsTransport(Transport) -- Directly request the mission as the assets have already been selected. Legion:TransportRequest(Transport) end end --- On after "TransportCancel" event. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. function COMMANDER:onafterTransportCancel(From, Event, To, Transport) -- Debug info. self:T(self.lid..string.format("Cancelling Transport UID=%d in status %s", Transport.uid, Transport:GetState())) -- Set commander status. Transport.statusCommander=OPSTRANSPORT.Status.CANCELLED if Transport:IsPlanned() then -- Transport is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue. self:RemoveTransport(Transport) else -- Legion will cancel mission. if #Transport.legions>0 then for _,_legion in pairs(Transport.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:TransportCancel(Transport) end end end end --- On after "OpsOnMission". -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP OpsGroup Ops group on mission -- @param Ops.Auftrag#AUFTRAG Mission The requested mission. function COMMANDER:onafterOpsOnMission(From, Event, To, OpsGroup, Mission) -- Debug info. self:T2(self.lid..string.format("Group \"%s\" on mission \"%s\" [%s]", OpsGroup:GetName(), Mission:GetName(), Mission:GetType())) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Mission Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check mission queue and assign ONE planned mission. -- @param #COMMANDER self function COMMANDER:CheckMissionQueue() -- Number of missions. local Nmissions=#self.missionqueue -- Treat special cases. if Nmissions==0 then return nil end -- Sort results table wrt prio and start time. local function _sort(a, b) local taskA=a --Ops.Auftrag#AUFTRAG local taskB=b --Ops.Auftrag#AUFTRAG return (taskA.prio take own legions. if #Cohorts==0 then for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end end -- Number of required assets. local NreqMin, NreqMax=Mission:GetRequiredAssets() -- Target position. local TargetVec2=Mission:GetTargetVec2() -- Special payloads. local Payloads=Mission.payloads -- Recruite assets. local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil) return recruited, assets, legions end --- Recruit assets performing an escort mission for a given asset. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Assets Table of assets to be escorted. -- @return #boolean If `true`, enough assets could be recruited or no escort was required in the first place. function COMMANDER:RecruitAssetsForEscort(Mission, Assets) -- Is an escort requested in the first place? if Mission.NescortMin and Mission.NescortMax and (Mission.NescortMin>0 or Mission.NescortMax>0) then -- Cohorts. local Cohorts={} for _,_legion in pairs(Mission.escortLegions or {}) do local legion=_legion --Ops.Legion#LEGION for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end for _,_cohort in pairs(Mission.escortCohorts or {}) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end -- No special escort legions/cohorts found ==> take own legions. if #Cohorts==0 then for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end end -- Call LEGION function but provide COMMANDER as self. local assigned=LEGION.AssignAssetsForEscort(self, Cohorts, Assets, Mission.NescortMin, Mission.NescortMax) return assigned end return true end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Transport Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check transport queue and assign ONE planned transport. -- @param #COMMANDER self function COMMANDER:CheckTransportQueue() -- Number of missions. local Ntransports=#self.transportqueue -- Treat special cases. if Ntransports==0 then return nil end -- Sort results table wrt prio and start time. local function _sort(a, b) local taskA=a --Ops.Auftrag#AUFTRAG local taskB=b --Ops.Auftrag#AUFTRAG return (taskA.prio0 then for _,_opsgroup in pairs(cargoOpsGroups) do local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP local weight=opsgroup:GetWeightTotal() if weight>weightGroup then weightGroup=weight end end end if weightGroup>0 then -- Recruite assets from legions. local recruited, assets, legions=self:RecruitAssetsForTransport(transport, weightGroup) if recruited then -- Add asset to transport. for _,_asset in pairs(assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem transport:AddAsset(asset) end -- Assign transport to legion(s). self:TransportAssign(transport, legions) -- Only ONE transport is assigned. return else -- Not recruited. LEGION.UnRecruitAssets(assets) end end else --- -- Missions NOT in PLANNED state --- end end end --- Recruit assets for a given OPS transport. -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport. -- @return #boolean If `true`, enough assets could be recruited. -- @return #table Recruited assets. -- @return #table Legions that have recruited assets. function COMMANDER:RecruitAssetsForTransport(Transport, CargoWeight) if CargoWeight==0 then -- No cargo groups! return false, {}, {} end -- Cohorts. local Cohorts={} for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION -- Check that runway is operational. local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true if legion:IsRunning() and Runway then -- Loops over cohorts. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end end -- Target is the deploy zone. local TargetVec2=Transport:GetDeployZone():GetVec2() -- Number of required carriers. local NreqMin,NreqMax=Transport:GetRequiredCarriers() -- Recruit assets and legions. local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, CargoWeight) return recruited, assets, legions end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Count assets of all assigned legions. -- @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. function COMMANDER:CountAssets(InStock, MissionTypes, Attributes) local N=0 for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION N=N+legion:CountAssets(InStock, MissionTypes, Attributes) end return N end --- Count assets of all assigned legions. -- @param #COMMANDER self -- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted. -- @param #table Legions (Optional) Table of legions. Default is all legions. -- @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. function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes) -- Selected assets. local assets={} for _,_legion in pairs(Legions or self.legions) do local legion=_legion --Ops.Legion#LEGION --TODO Check if legion is running and maybe if runway is operational if air assets are requested. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT for _,_asset in pairs(cohort.assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem -- TODO: Check if repaired. -- TODO: currently we take only unspawned assets. if not (asset.spawned or asset.isReserved or asset.requested) then table.insert(assets, asset) end end end end return assets 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 _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION -- Count number of assets in stock. local Nassets=0 if legion:IsAirwing() then Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes) else Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission. end -- Has it assets that can? if Nassets>0 and false then -- Get coordinate of the target. local coord=Mission:GetTargetCoordinate() if coord then -- Distance from legion to target. local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate())) -- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6 local dist=UTILS.Round(distance/10, 0) -- Debug info. self:T(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", legion.alias, Nassets, distance, dist)) -- Add legion to table of legions that can. table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets}) end end -- Add legion if it can provide at least 1 asset. if Nassets>0 then table.insert(legions, legion) end end return legions end --- Get assets on given mission or missions. -- @param #COMMANDER self -- @param #table MissionTypes Types on mission to be checked. Default all. -- @return #table Assets on pending requests. function COMMANDER:GetAssetsOnMission(MissionTypes) local assets={} for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG -- Check if this mission type is requested. if AUFTRAG.CheckMissionType(mission.type, MissionTypes) then for _,_asset in pairs(mission.assets or {}) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem table.insert(assets, asset) end end end return assets end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------