--- **Ops** - Auftrag (mission) for Ops. -- -- **Main Features:** -- -- * Simplifies defining and executing DCS tasks. -- * Additional useful events. -- * Set mission start/stop times. -- * Set mission priority and urgency (can cancel running missions). -- * Specific mission options for ROE, ROT, formation, etc. -- * Interface to FLIGHTGROUP, AIRWING and WINGCOMMANDER classes. -- * FSM events when a mission is done, successful or failed. -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Auftrag -- @image OPS_Auftrag.png --- AUFTRAG class. -- @type AUFTRAG -- @field #string ClassName Name of the class. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field #string lid Class id string for output to DCS log file. -- @field #number auftragsnummer Auftragsnummer. -- @field #string type Mission type. -- @field #string status Mission status. -- @field #table groupdata Group specific data. -- @field #string name Mission name. -- @field #number prio Mission priority. -- @field #boolean urgent Mission is urgent. Running missions with lower prio might be cancelled. -- @field #number Tstart Mission start time in seconds. -- @field #number Tstop Mission stop time in seconds. -- @field #number duration Mission duration in seconds. -- @field Wrapper.Marker#MARKER marker F10 map marker. -- @field #boolean markerOn If true, display marker on F10 map with the AUFTRAG status. -- @field #numberr markerCoaliton Coalition to which the marker is dispayed. -- @field #table DCStask DCS task structure. -- @field #number Ntargets Number of mission targets. -- @field #number dTevaluate Time interval in seconds before the mission result is evaluated after mission is over. -- @field #number Tover Mission abs. time stamp, when mission was over. -- @field #table conditionStart Condition(s) that have to be true, before the mission will be started. -- @field #table conditionSuccess If all stop conditions are true, the mission is cancelled. -- @field #table conditionFailure If all stop conditions are true, the mission is cancelled. -- -- @field #number orbitSpeed Orbit speed in m/s. -- @field #number orbitAltitude Orbit altitude in meters. -- @field #number orbitHeading Orbit heading in degrees. -- @field #number orbitLeg Length of orbit leg in meters. -- @field Core.Point#COORDINATE orbitRaceTrack Race-track orbit coordinate. -- -- @field #AUFTRAG.TargetData engageTarget Target data to engage. -- -- @field Core.Zone#ZONE_RADIUS engageZone *Circular* engagement zone. -- @field #table engageTargetTypes Table of target types that are engaged in the engagement zone. -- @field #number engageAltitude Engagement altitude in meters. -- @field #number engageDirection Engagement direction in degrees. -- @field #number engageQuantity Number of times a target is engaged. -- @field #number engageWeaponType Weapon type used. -- @field #number engageWeaponExpend How many weapons are used. -- @field #boolean engageAsGroup Group attack. -- @field #number engageMaxDistance Max engage distance. -- @field #number refuelSystem Refuel type (boom or probe) for TANKER missions. -- -- @field Wrapper.Group#GROUP escortGroup The group to be escorted. -- @field DCS#Vec3 escortVec3 The 3D offset vector from the escorted group to the escort group. -- -- @field #number facDesignation FAC designation type. -- @field #boolean facDatalink FAC datalink enabled. -- @field #number facFreq FAC radio frequency in MHz. -- @field #number facModu FAC radio modulation 0=AM 1=FM. -- -- @field Core.Set#SET_GROUP transportGroupSet Groups to be transported. -- @field Core.Point#COORDINATE transportPickup Coordinate where to pickup the cargo. -- @field Core.Point#COORDINATE transportDropoff Coordinate where to drop off the cargo. -- -- @field #number artyRadius Radius in meters. -- @field #number artyShots Number of shots fired. -- -- @field Ops.WingCommander#WINGCOMMANDER wingcommander The WINGCOMMANDER managing this mission. -- @field Ops.AirWing#AIRWING airwing The assigned airwing. -- @field #table assets Airwing Assets assigned for this mission. -- @field #number nassets Number of required assets by the Airwing. -- @field #number requestID The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed. -- @field #boolean cancelContactLost If true, cancel mission if the contact is lost. -- @field #table squadrons User specifed airwing squadrons assigned for this mission. Only these will be considered for the job! -- @field Ops.AirWing#AIRWING.PatrolData patroldata Patrol data. -- -- @field #string missionTask Mission task. See `ENUMS.MissionTask`. -- @field #number missionAltitude Mission altitude in meters. -- @field #number missionFraction Mission coordiante fraction. Default is 0.5. -- @field #number missionRange Mission range in meters. Used in AIRWING class. -- -- @field #table enrouteTasks Mission enroute tasks. -- -- @field #number radioFreq Mission radio frequency in MHz. -- @field #number radioModu Mission radio modulation (0=AM and 1=FM). -- @field #number tacanChannel Mission TACAN channel. -- @field #number tacanMorse Mission TACAN morse code. -- -- @field #number missionRepeated Number of times mission was repeated. -- @field #number missionRepeatMax Number of times mission is repeated if failed. -- -- @field #number optionROE ROE. -- @field #number optionROT ROT. -- @field #number optionCM Counter measures. -- @field #number optionFormation Formation. -- @field #number optionRTBammo RTB on out-of-ammo. -- @field #number optionRTBfuel RTB on out-of-fuel. -- @field #number optionECM ECM. -- -- @extends Core.Fsm#FSM --- *A warrior's mission is to foster the success of others.* --- Morihei Ueshiba -- -- === -- -- ![Banner Image](..\Presentations\CarrierAirWing\AUFTRAG_Main.jpg) -- -- # The AUFTRAG Concept -- -- As you probably know, setting tasks in DCS is often tedious. The AUFTRAG class significantly simplifies the necessary workflow by using optimized default parameters. -- -- You can think of an AUFTRAG as document, which contains the mission briefing, i.e. information about the target location, mission altitude, speed and various other parameters. -- This document can be handed over directly to a pilot (or multiple pilots) via the FLIGHTGROUP class. The pilots will then execute the mission. -- The AUFTRAG document can also be given to an AIRWING. The airwing will then determine the best assets (pilots and payloads) available for the job. -- One more up the food chain, an AUFTRAG can be passed to a WINGCOMMANDER. The wing commander will find the best AIRWING and pass the job over to it. -- -- # Airborne Missions -- -- Several mission types are supported by this class. -- -- ## Anti-Ship -- -- An anti-ship mission can be created with the @{#AUFTRAG.NewANTISHIP}(*Target, Altitude*) function. -- -- ## AWACS -- -- An AWACS mission can be created with the @{#AUFTRAG.NewAWACS}() function. -- -- ## BAI -- -- A BAI mission can be created with the @{#AUFTRAG.NewBAI}() function. -- -- ## Bombing -- -- A bombing mission can be created with the @{#AUFTRAG.NewBOMBING}() function. -- -- ## Bombing Runway -- -- A bombing runway mission can be created with the @{#AUFTRAG.NewBOMBRUNWAY}() function. -- -- ## Bombing Carpet -- -- A carpet bombing mission can be created with the @{#AUFTRAG.NewBOMBCARPET}() function. -- -- ## CAP -- -- A CAP mission can be created with the @{#AUFTRAG.NewCAP}() function. -- -- ## CAS -- -- A CAS mission can be created with the @{#AUFTRAG.NewCAS}() function. -- -- ## Escort -- -- An escort mission can be created with the @{#AUFTRAG.NewESCORT}() function. -- -- ## FACA -- -- An FACA mission can be created with the @{#AUFTRAG.NewFACA}() function. -- -- ## Ferry -- -- Not implemented yet. -- -- ## Intercept -- -- An intercept mission can be created with the @{#AUFTRAG.NewINTERCEPT}() function. -- -- ## Orbit -- -- An orbit mission can be created with the @{#AUFTRAG.NewORBIT}() function. -- -- ## PATROL -- -- An patrol mission can be created with the @{#AUFTRAG.NewPATROL}() function. -- -- ## RECON -- -- Not implemented yet. -- -- ## RESCUE HELO -- -- An rescue helo mission can be created with the @{#AUFTRAG.NewRESCUEHELO}() function. -- -- ## SEAD -- -- An SEAD mission can be created with the @{#AUFTRAG.NewSEAD}() function. -- -- ## STRIKE -- -- An strike mission can be created with the @{#AUFTRAG.NewSTRIKE}() function. -- -- ## Tanker -- -- A refueling tanker mission can be created with the @{#AUFTRAG.NewTANKER}() function. -- -- ## TROOPTRANSPORT -- -- A troop transport mission can be created with the @{#AUFTRAG.NewTROOPTRANSPORT}() function. -- -- # Ground Missions -- -- ## ARTY -- -- An arty mission can be created with the @{#AUFTRAG.NewARTY}() function. -- -- # Options and Parameters -- -- -- # Assigning Missions -- -- An AUFTRAG can be assigned to groups, airwings or wingcommanders -- -- ## Group Level -- -- ### Flight Group -- -- Assigning an AUFTRAG to a flight groups is done via the @{Ops.FlightGroup#FLIGHTGROUP.AddMission} function. See FLIGHTGROUP docs for details. -- -- ### Navy Group -- -- Assigning an AUFTRAG to a navy groups is done via the @{Ops.NavyGroup#NAVYGROUP.AddMission} function. See NAVYGROUP docs for details. -- -- ## Airwing Level -- -- Adding an AUFTRAG to an airwing is done via the @{Ops.AirWing#AIRWING.AddMission} function. See AIRWING docs for further details. -- -- ## Wing Commander Level -- -- Assigning an AUFTRAG to a wing commander is done via the @{Ops.WingCommander#WINGCOMMANDER.AddMission} function. See WINGCOMMADER docs for details. -- -- -- # Events -- -- The AUFTRAG class creates many useful (FSM) events, which can be used in the mission designers script. -- -- -- # Examples -- -- -- @field #AUFTRAG AUFTRAG = { ClassName = "AUFTRAG", Debug = false, lid = nil, auftragsnummer = nil, groupdata = {}, assets = {}, missionFraction = 0.5, enrouteTasks = {}, marker = nil, markerOn = nil, markerCoalition = nil, conditionStart = {}, conditionSuccess = {}, conditionFailure = {}, } --- Global mission counter. _AUFTRAGSNR=0 --- Mission types. -- @type AUFTRAG.Type -- @field #string ANTISHIP Anti-ship mission. -- @field #string AWACS AWACS mission. -- @field #string BAI Battlefield Air Interdiction. -- @field #string BOMBING Bombing mission. -- @field #string BOMBRUNWAY Bomb runway of an airbase. -- @field #string BOMBCARPET Carpet bombing. -- @field #string CAP Combat Air Patrol. -- @field #string CAS Close Air Support. -- @field #string ESCORT Escort mission. -- @field #string FACA Forward AirController airborne mission. -- @field #string FERRY Ferry flight mission. -- @field #string INTERCEPT Intercept mission. -- @field #string ORBIT Orbit mission. -- @field #string PATROL Similar to CAP but no auto engage targets. -- @field #string RECON Recon mission. -- @field #string RECOVERYTANKER Recovery tanker mission. Not implemented yet. -- @field #string RESCUEHELO Rescue helo. -- @field #string SEAD Suppression/destruction of enemy air defences. -- @field #string STRIKE Strike mission. -- @field #string TANKER Tanker mission. -- @field #string TROOPTRANSPORT Troop transport mission. -- @field #string ARTY Fire at point. AUFTRAG.Type={ ANTISHIP="Anti Ship", AWACS="AWACS", BAI="BAI", BOMBING="Bombing", BOMBRUNWAY="Bomb Runway", BOMBCARPET="Carpet Bombing", CAP="CAP", CAS="CAS", ESCORT="Escort", FACA="FAC-A", FERRY="Ferry Flight", INTERCEPT="Intercept", ORBIT="Orbit", PATROL="Patrol", RECON="Recon", RECOVERYTANKER="Recovery Tanker", RESCUEHELO="Rescue Helo", SEAD="SEAD", STRIKE="Strike", TANKER="Tanker", TROOPTRANSPORT="Troop Transport", ARTY="Fire At Point", } --- Mission status. -- @type AUFTRAG.Status -- @field #string PLANNED Mission is at the early planning stage. -- @field #string QUEUED Mission is queued at an airwing. -- @field #string REQUESTED Mission assets were requested from the warehouse. -- @field #string SCHEDULED Mission is scheduled in a FLIGHGROUP queue waiting to be started. -- @field #string STARTED Mission has started but is not executed yet. -- @field #string EXECUTING Mission is being executed. -- @field #string DONE Mission is over. -- @field #string CANCELLED Mission was cancelled. -- @field #string SUCCESS Mission was a success. -- @field #string FAILED Mission failed. AUFTRAG.Status={ PLANNED="planned", QUEUED="queued", REQUESTED="requested", SCHEDULED="scheduled", STARTED="started", EXECUTING="executing", DONE="done", CANCELLED="cancelled", SUCCESS="success", FAILED="failed", } --- Mission status of an assigned group. -- @type AUFTRAG.GroupStatus -- @field #string SCHEDULED Mission is scheduled in a FLIGHGROUP queue waiting to be started. -- @field #string STARTED Ops group started this mission but it is not executed yet. -- @field #string EXECUTING Ops group is executing this mission. -- @field #string PAUSED Ops group has paused this mission, e.g. for refuelling. -- @field #string DONE Mission task of the Ops group is done. -- @field #string CANCELLED Mission was cancelled. AUFTRAG.GroupStatus={ SCHEDULED="scheduled", STARTED="started", EXECUTING="executing", PAUSED="paused", DONE="done", CANCELLED="cancelled", } --- Target type. -- @type AUFTRAG.TargetType -- @field #string GROUP Target is a GROUP object. -- @field #string UNIT Target is a UNIT object. -- @field #string STATIC Target is a STATIC object. -- @field #string COORDINATE Target is a COORDINATE. -- @field #string AIRBASE Target is an AIRBASE. -- @field #string SETGROUP Target is a SET of GROUPs. -- @field #string SETUNIT Target is a SET of UNITs. AUFTRAG.TargetType={ GROUP="Group", UNIT="Unit", STATIC="Static", COORDINATE="Coordinate", AIRBASE="Airbase", SETGROUP="SetGroup", SETUNIT="SetUnit", } --- Target data. -- @type AUFTRAG.TargetData -- @field Wrapper.Positionable#POSITIONABLE Target Target Object. -- @field #string Type Target type: "Group", "Unit", "Static", "Coordinate", "Airbase", "SetGroup", "SetUnit". -- @field #string Name Target name. -- @field #number Ninital Number of initial targets. -- @field #number Lifepoints Total life points. -- @field #number Lifepoints0 Inital life points. --- Mission capability. -- @type AUFTRAG.Capability -- @field #string MissionType Type of mission. -- @field #number Performance Number describing the performance level. The higher the better. --- Mission success. -- @type AUFTRAG.Success -- @field #string SURVIVED Group did survive. -- @field #string ENGAGED Target was engaged. -- @field #string DAMAGED Target was damaged. -- @field #string DESTROYED Target was destroyed. --- Generic mission condition. -- @type AUFTRAG.Condition -- @field #function func Callback function to check for a condition. Should return a #boolean. -- @field #table arg Optional arguments passed to the condition callback function. --- Group specific data. Each ops group subscribed to this mission has different data for this. -- @type AUFTRAG.GroupData -- @field Ops.OpsGroup#OPSGROUP opsgroup The OPS group. -- @field Core.Point#COORDINATE waypointcoordinate Waypoint coordinate. -- @field #number waypointindex Waypoint index. -- @field Ops.OpsGroup#OPSGROUP.Task waypointtask Waypoint task. -- @field #string status Group mission status. -- @field Ops.AirWing#AIRWING.SquadronAsset asset The squadron asset. --- AUFTRAG class version. -- @field #string version AUFTRAG.version="0.3.1" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Clone mission. How? Deepcopy? -- DONE: Option to assign mission to specific squadrons (requires an AIRWING). -- TODO: Option to assign a specific payload for the mission (requires an AIRWING). -- DONE: Add mission start conditions. -- TODO: Add recovery tanker mission for boat ops. -- DONE: Add rescue helo mission for boat ops. -- TODO: Mission success options damaged, destroyed. -- DONE: Mission ROE and ROT. -- DONE: Mission frequency and TACAN. -- TODO: Mission formation, etc. -- DONE: FSM events. -- DONE: F10 marker functions that are updated on Status event. -- TODO: F10 marker to create new missions. -- DONE: Evaluate mission result ==> SUCCESS/FAILURE -- DONE: NewAUTO() NewA2G NewA2A -- DONE: Transport mission. -- TODO: Recon mission. What input? Set of coordinates? -- TODO: Set mission coalition, e.g. for F10 markers. Could be derived from target if target has a coalition. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new generic AUFTRAG object. -- @param #AUFTRAG self -- @param #string Type Mission type. -- @return #AUFTRAG self function AUFTRAG:New(Type) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #AUFTRAG -- Increase global counter. _AUFTRAGSNR=_AUFTRAGSNR+1 -- Mission type. self.type=Type -- Auftragsnummer. self.auftragsnummer=_AUFTRAGSNR -- Log id. self:_SetLogID() -- State is planned. self.status=AUFTRAG.Status.PLANNED -- Defaults self:SetName() self:SetPriority() self:SetTime() self.engageAsGroup=true self.missionRepeated=0 self.missionRepeatMax=0 self.nassets=1 self.dTevaluate=0 -- FMS start state is PLANNED. self:SetStartState(self.status) -- PLANNED --> (QUEUED) --> (REQUESTED) --> SCHEDULED --> STARTED --> EXECUTING --> DONE self:AddTransition(AUFTRAG.Status.PLANNED, "Queued", AUFTRAG.Status.QUEUED) -- Mission is in queue of an AIRWING. self:AddTransition(AUFTRAG.Status.QUEUED, "Requested", AUFTRAG.Status.REQUESTED) -- Mission assets have been requested from the warehouse. self:AddTransition(AUFTRAG.Status.REQUESTED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- Mission added to the first ops group queue. self:AddTransition(AUFTRAG.Status.PLANNED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- From planned directly to scheduled. self:AddTransition(AUFTRAG.Status.SCHEDULED, "Started", AUFTRAG.Status.STARTED) -- First asset has started the mission self:AddTransition(AUFTRAG.Status.STARTED, "Executing", AUFTRAG.Status.EXECUTING) -- First asset is executing the mission. self:AddTransition("*", "Done", AUFTRAG.Status.DONE) -- All assets have reported that mission is done. self:AddTransition("*", "Cancel", "*") -- Command to cancel the mission. self:AddTransition("*", "Success", AUFTRAG.Status.SUCCESS) self:AddTransition("*", "Failed", AUFTRAG.Status.FAILED) self:AddTransition("*", "Status", "*") self:AddTransition("*", "Stop", "*") self:AddTransition("*", "Repeat", AUFTRAG.Status.PLANNED) self:AddTransition("*", "GroupDead", "*") self:AddTransition("*", "AssetDead", "*") -- Init status update. self:__Status(-1) return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Create Missions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create an ANTI-SHIP mission. -- @param #AUFTRAG self -- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be passed as a @{Wrapper.Group#GROUP} or @{Wrapper.Unit#UNIT} object. -- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @return #AUFTRAG self function AUFTRAG:NewANTISHIP(Target, Altitude) local mission=AUFTRAG:New(AUFTRAG.Type.ANTISHIP) mission:_TargetFromObject(Target) -- DCS task parameters: mission.engageWeaponType=ENUMS.WeaponFlag.Auto mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=Altitude or UTILS.FeetToMeters(2000) -- Mission options: mission.missionTask=ENUMS.MissionTask.ANTISHIPSTRIKE mission.missionAltitude=mission.engageAltitude mission.missionFraction=0.4 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.EvadeFire mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create an ORBIT mission, which can be either a circular orbit or a race-track pattern. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Coordinate Where to orbit. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Speed Orbit speed in knots. Default 350 KIAS. -- @param #number Heading Heading of race-track pattern in degrees. If not specified, a circular orbit is performed. -- @param #number Leg Length of race-track in NM. If not specified, a circular orbit is performed. -- @return #AUFTRAG self function AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg) local mission=AUFTRAG:New(AUFTRAG.Type.ORBIT) -- Altitude. if Altitude then mission.orbitAltitude=UTILS.FeetToMeters(Altitude) else mission.orbitAltitude=Coordinate.y end Coordinate.y=mission.orbitAltitude mission:_TargetFromObject(Coordinate) mission.orbitSpeed = UTILS.KnotsToMps(Speed or 350) if Heading and Leg then mission.orbitHeading=Heading mission.orbitLeg=UTILS.NMToMeters(Leg) mission.orbitRaceTrack=Coordinate:Translate(mission.orbitLeg, mission.orbitHeading, true) end -- Mission options: mission.missionAltitude=mission.orbitAltitude*0.9 mission.missionFraction=0.9 mission.optionROE=ENUMS.ROE.ReturnFire mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create an ORBIT mission, where the aircraft will go in a circle around the specified coordinate. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Coordinate Position where to orbit around. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Speed Orbit speed in knots. Default 350 KIAS. -- @return #AUFTRAG self function AUFTRAG:NewORBIT_CIRCLE(Coordinate, Altitude, Speed) local mission=AUFTRAG:NewORBIT(Coordinate, Altitude, Speed) return mission end --- Create an ORBIT mission, where the aircraft will fly a race-track pattern. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Coordinate Where to orbit. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Speed Orbit speed in knots. Default 350 KIAS. -- @param #number Heading Heading of race-track pattern in degrees. Default random in [0, 360) degrees. -- @param #number Leg Length of race-track in NM. Default 10 NM. -- @return #AUFTRAG self function AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg) Heading = Heading or math.random(360) Leg = Leg or 10 local mission=AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg) return mission end --- Create a PATROL mission. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Coordinate Where to orbit. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Speed Orbit speed in knots. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default random in [0, 360) degrees. -- @param #number Leg Length of race-track in NM. Default 10 NM. -- @return #AUFTRAG self function AUFTRAG:NewPATROL(Coordinate, Altitude, Speed, Heading, Leg) -- Create ORBIT first. local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg) -- Mission type PATROL. mission.type=AUFTRAG.Type.PATROL mission:_SetLogID() -- Mission options: mission.missionTask=ENUMS.MissionTask.INTERCEPT mission.optionROT=ENUMS.ROT.PassiveDefense return mission end --- Create a TANKER mission. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Coordinate Where to orbit. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Speed Orbit speed in knots. 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 10 NM. -- @param #number RefuelSystem Refueling system. -- @return #AUFTRAG self function AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem) -- Create ORBIT first. local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg) -- Mission type PATROL. mission.type=AUFTRAG.Type.TANKER mission:_SetLogID() mission.refuelSystem=RefuelSystem -- Mission options: mission.missionTask=ENUMS.MissionTask.REFUELING mission.optionROE=ENUMS.ROE.WeaponHold mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a AWACS mission. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Coordinate Where to orbit. Altitude is also taken from the coordinate. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Speed Orbit speed in knots. 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 10 NM. -- @return #AUFTRAG self function AUFTRAG:NewAWACS(Coordinate, Altitude, Speed, Heading, Leg) -- Create ORBIT first. local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg) -- Mission type PATROL. mission.type=AUFTRAG.Type.AWACS mission:_SetLogID() -- Mission options: mission.missionTask=ENUMS.MissionTask.AWACS mission.optionROE=ENUMS.ROE.WeaponHold mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create an INTERCEPT mission. -- @param #AUFTRAG self -- @param Wrapper.Positionable#POSITIONABLE Target The target to intercept. Can also be passed as simple @{Wrapper.Group#GROUP} or @{Wrapper.Unit#UNIT} object. -- @return #AUFTRAG self function AUFTRAG:NewINTERCEPT(Target) local mission=AUFTRAG:New(AUFTRAG.Type.INTERCEPT) mission:_TargetFromObject(Target) -- Mission options: mission.missionTask=ENUMS.MissionTask.INTERCEPT mission.missionFraction=0.1 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.EvadeFire mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a CAP mission. -- @param #AUFTRAG self -- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged. -- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft. -- @param #number Speed Orbit speed in knots. Default 350 kts. -- @param Core.Point#COORDINATE Coordinate Where to orbit. Default is the center of the CAP zone. -- @param #number Heading Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed. -- @param #number Leg Length of race-track in NM. If not specified, a simple circular orbit is performed. -- @param #table TargetTypes Table of target types. Default {"Air"}. -- @return #AUFTRAG self function AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes) -- Ensure given TargetTypes parameter is a table. if TargetTypes then if type(TargetTypes)~="table" then TargetTypes={TargetTypes} end end -- Create ORBIT first. local mission=AUFTRAG:NewORBIT(Coordinate or ZoneCAP:GetCoordinate(), Altitude or 10000, Speed, Heading, Leg) -- Mission type CAP. mission.type=AUFTRAG.Type.CAP mission:_SetLogID() -- DCS task parameters: mission.engageZone=ZoneCAP mission.engageTargetTypes=TargetTypes or {"Air"} -- Mission options: mission.missionTask=ENUMS.MissionTask.CAP mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.EvadeFire mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a CAS mission. -- @param #AUFTRAG self -- @param Core.Zone#ZONE_RADIUS ZoneCAS Circular CAS zone. Detected targets in this zone will be engaged. -- @param #number Altitude Altitude at which to orbit. Default is 10,000 ft. -- @param #number Speed Orbit speed in knots. Default 350 KIAS. -- @param Core.Point#COORDINATE Coordinate Where to orbit. Default is the center of the CAS zone. -- @param #number Heading Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed. -- @param #number Leg Length of race-track in NM. If not specified, a simple circular orbit is performed. -- @param #table TargetTypes (Optional) Table of target types. Default {"Helicopters", "Ground Units", "Light armed ships"}. -- @return #AUFTRAG self function AUFTRAG:NewCAS(ZoneCAS, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes) -- Ensure given TargetTypes parameter is a table. if TargetTypes then if type(TargetTypes)~="table" then TargetTypes={TargetTypes} end end -- Create ORBIT first. local mission=AUFTRAG:NewORBIT(Coordinate or ZoneCAS:GetCoordinate(), Altitude or 10000, Speed, Heading, Leg) -- Mission type CAS. mission.type=AUFTRAG.Type.CAS mission:_SetLogID() -- DCS Task options: mission.engageZone=ZoneCAS mission.engageTargetTypes=TargetTypes or {"Helicopters", "Ground Units", "Light armed ships"} -- Mission options: mission.missionTask=ENUMS.MissionTask.CAS mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.EvadeFire mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a FACA mission. -- @param #AUFTRAG self -- @param Wrapper.Group#GROUP Target Target group. Must be a GROUP object. -- @param #string Designation Designation of target. See `AI.Task.Designation`. Default `AI.Task.Designation.AUTO`. -- @param #boolean DataLink Enable data link. Default `true`. -- @param #number Frequency Radio frequency in MHz the FAC uses for communication. Default is 133 MHz. -- @param #number Modulation Radio modulation band. Default 0=AM. Use 1 for FM. See radio.modulation.AM or radio.modulaton.FM. -- @return #AUFTRAG self function AUFTRAG:NewFACA(Target, Designation, DataLink, Frequency, Modulation) local mission=AUFTRAG:New(AUFTRAG.Type.FACA) mission:_TargetFromObject(Target) -- TODO: check that target is really a group object! -- DCS Task options: mission.facDesignation=Designation --or AI.Task.Designation.AUTO mission.facDatalink=true mission.facFreq=Frequency or 133 mission.facModu=Modulation or radio.modulation.AM -- Mission options: mission.missionTask=ENUMS.MissionTask.AFAC mission.missionAltitude=nil mission.missionFraction=0.5 mission.optionROE=ENUMS.ROE.ReturnFire mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a BAI mission. -- @param #AUFTRAG self -- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object. -- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @return #AUFTRAG self function AUFTRAG:NewBAI(Target, Altitude) local mission=AUFTRAG:New(AUFTRAG.Type.BAI) mission:_TargetFromObject(Target) -- DCS Task options: mission.engageWeaponType=ENUMS.WeaponFlag.AnyAG mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=Altitude or UTILS.FeetToMeters(2000) -- Mission options: mission.missionTask=ENUMS.MissionTask.GROUNDATTACK mission.missionAltitude=mission.engageAltitude mission.missionFraction=0.75 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a SEAD mission. -- @param #AUFTRAG self -- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP or UNIT object. -- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @return #AUFTRAG self function AUFTRAG:NewSEAD(Target, Altitude) local mission=AUFTRAG:New(AUFTRAG.Type.SEAD) mission:_TargetFromObject(Target) -- DCS Task options: mission.engageWeaponType=ENUMS.WeaponFlag.AnyAG --ENUMS.WeaponFlag.Cannons mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=Altitude or UTILS.FeetToMeters(2000) -- Mission options: mission.missionTask=ENUMS.MissionTask.SEAD mission.missionAltitude=mission.engageAltitude mission.missionFraction=0.2 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.EvadeFire --mission.optionROT=ENUMS.ROT.AllowAbortMission mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT or STATIC object. -- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @return #AUFTRAG self function AUFTRAG:NewSTRIKE(Target, Altitude) local mission=AUFTRAG:New(AUFTRAG.Type.STRIKE) mission:_TargetFromObject(Target) -- DCS Task options: mission.engageWeaponType=ENUMS.WeaponFlag.AnyAG mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=UTILS.FeetToMeters(Altitude or 2000) -- Mission options: mission.missionTask=ENUMS.MissionTask.GROUNDATTACK mission.missionAltitude=mission.engageAltitude mission.missionFraction=0.75 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a BOMBING mission. Flight will drop bombs a specified coordinate. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT or STATIC object. -- @param #number Altitude Engage altitude in feet. Default 25000 ft. -- @return #AUFTRAG self function AUFTRAG:NewBOMBING(Target, Altitude) local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING) mission:_TargetFromObject(Target) -- DCS task options: mission.engageWeaponType=ENUMS.WeaponFlag.AnyBomb mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000) -- Mission options: mission.missionTask=ENUMS.MissionTask.GROUNDATTACK mission.missionAltitude=mission.engageAltitude*0.8 mission.missionFraction=0.5 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better. -- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed. mission.dTevaluate=5*60 -- Get DCS task. mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a BOMBRUNWAY mission. -- @param #AUFTRAG self -- @param Wrapper.Airbase#AIRBASE Airdrome The airbase to bomb. This must be an airdrome (not a FARP or ship) as these to not have a runway. -- @param #number Altitude Engage altitude in feet. Default 25000 ft. -- @return #AUFTRAG self function AUFTRAG:NewBOMBRUNWAY(Airdrome, Altitude) if type(Airdrome)=="string" then Airdrome=AIRBASE:FindByName(Airdrome) end local mission=AUFTRAG:New(AUFTRAG.Type.BOMBRUNWAY) mission:_TargetFromObject(Airdrome) -- DCS task options: mission.engageWeaponType=ENUMS.WeaponFlag.AnyBomb mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000) -- Mission options: mission.missionTask=ENUMS.MissionTask.RUNWAYATTACK mission.missionAltitude=mission.engageAltitude*0.8 mission.missionFraction=0.2 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.PassiveDefense -- Evaluate result after 5 min. mission.dTevaluate=5*60 -- Get DCS task. mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a CARPET BOMBING mission. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT or STATIC object. -- @param #number Altitude Engage altitude in feet. Default 25000 ft. -- @param #number CarpetLength Length of bombing carpet in meters. Default 500 m. -- @return #AUFTRAG self function AUFTRAG:NewBOMBCARPET(Target, Altitude, CarpetLength) local mission=AUFTRAG:New(AUFTRAG.Type.BOMBCARPET) mission:_TargetFromObject(Target) -- DCS task options: mission.engageWeaponType=ENUMS.WeaponFlag.AnyBomb mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000) mission.engageCarpetLength=CarpetLength or 500 mission.engageAsGroup=false -- Looks like this must be false or the task is not executed. It is not available in the ME anyway but in the task of the mission file. mission.engageDirection=nil -- This is also not available in the ME. -- Mission options: mission.missionTask=ENUMS.MissionTask.GROUNDATTACK mission.missionAltitude=mission.engageAltitude*0.8 mission.missionFraction=0.5 mission.optionROE=ENUMS.ROE.OpenFire mission.optionROT=ENUMS.ROT.NoReaction -- Evaluate result after 5 min. mission.dTevaluate=5*60 -- Get DCS task. mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create an ESCORT (or FOLLOW) mission. Flight will escort another group and automatically engage certain target types. -- @param #AUFTRAG self -- @param Wrapper.Group#GROUP EscortGroup The group to escort. -- @param DCS#Vec3 OffsetVector A table with x, y and z components specifying the offset of the flight to the escorted group. Default {x=200, y=0, z=-100} for 200 meters to the right, same alitude, 100 meters behind. -- @param #number EngageMaxDistance Max engage distance of targets in meters. Default auto (*nil*). -- @param #table TargetTypes Types of targets to engage automatically. Default is {"Air"}, i.e. all enemy airborne units. Use an empty set {} for a simple "FOLLOW" mission. -- @return #AUFTRAG self function AUFTRAG:NewESCORT(EscortGroup, OffsetVector, EngageMaxDistance, TargetTypes) local mission=AUFTRAG:New(AUFTRAG.Type.ESCORT) mission:_TargetFromObject(EscortGroup) -- DCS task parameters: mission.escortVec3=OffsetVector or {x=200, y=0, z=-100} mission.engageMaxDistance=EngageMaxDistance mission.engageTargetTypes=TargetTypes or {"Air"} -- Mission options: mission.missionTask=ENUMS.MissionTask.ESCORT mission.missionFraction=0.1 mission.missionAltitude=1000 mission.optionROE=ENUMS.ROE.OpenFire -- TODO: what's the best ROE here? Make dependent on ESCORT or FOLLOW! mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a RESCUE HELO mission. -- @param #AUFTRAG self -- @param Wrapper.Unit#UNIT Carrier The carrier unit. -- @return #AUFTRAG self function AUFTRAG:NewRESCUEHELO(Carrier) local mission=AUFTRAG:New(AUFTRAG.Type.RESCUEHELO) mission:_TargetFromObject(Carrier) -- Mission options: mission.missionTask=ENUMS.MissionTask.NOTHING mission.missionFraction=0.5 mission.optionROE=ENUMS.ROE.WeaponHold mission.optionROT=ENUMS.ROT.NoReaction mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a TROOP TRANSPORT mission. -- @param #AUFTRAG self -- @param Core.Set#SET_GROUP TransportGroupSet The set group(s) to be transported. -- @param Core.Point#COORDINATE DropoffCoordinate Coordinate where the helo will land drop off the the troops. -- @param Core.Point#COORDINATE PickupCoordinate Coordinate where the helo will land to pick up the the cargo. Default is the fist transport group. -- @return #AUFTRAG self function AUFTRAG:NewTROOPTRANSPORT(TransportGroupSet, DropoffCoordinate, PickupCoordinate) local mission=AUFTRAG:New(AUFTRAG.Type.TROOPTRANSPORT) if TransportGroupSet:IsInstanceOf("GROUP") then mission.transportGroupSet=SET_GROUP:New() mission.transportGroupSet:AddGroup(TransportGroupSet) elseif TransportGroupSet:IsInstanceOf("SET_GROUP") then mission.transportGroupSet=TransportGroupSet else mission:E(mission.lid.."ERROR: TransportGroupSet must be a GROUP or SET_GROUP object!") return nil end mission:_TargetFromObject(mission.transportGroupSet) mission.transportPickup=PickupCoordinate or mission:GetTargetCoordinate() mission.transportDropoff=DropoffCoordinate -- Debug. mission.transportPickup:MarkToAll("Pickup") mission.transportDropoff:MarkToAll("Drop off") -- TODO: what's the best ROE here? mission.optionROE=ENUMS.ROE.ReturnFire mission.optionROT=ENUMS.ROT.PassiveDefense mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create an ARTY mission. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE Target Center of the firing solution. -- @param #number Nshots Number of shots to be fired. Default 3. -- @param #number Radius Radius of the shells in meters. Default 100 meters. -- @return #AUFTRAG self function AUFTRAG:NewARTY(Target, Nshots, Radius) local mission=AUFTRAG:New(AUFTRAG.Type.ARTY) mission:_TargetFromObject(Target) mission.artyShots=Nshots or 3 mission.artyRadius=Radius or 100 mission.optionROE=ENUMS.ROE.OpenFire mission.missionFraction=0.1 mission.DCStask=mission:GetDCSMissionTask() return mission end --- Create a mission to attack a group. Mission type is automatically chosen from the group category. -- @param #AUFTRAG self -- @param Wrapper.Group#GROUP EngageGroup Group to be engaged. -- @return #AUFTRAG self function AUFTRAG:NewAUTO(EngageGroup) local mission=nil --#AUFTRAG local group=EngageGroup if group and group:IsAlive() then local category=group:GetCategory() local attribute=group:GetAttribute() local threatlevel=group:GetThreatLevel() if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then --- -- AIR --- mission=AUFTRAG:NewINTERCEPT(group) elseif category==Group.Category.GROUND then --- -- GROUND --- --TODO: action depends on type -- AA/SAM ==> SEAD -- Tanks ==> -- Artillery ==> -- Infantry ==> -- if attribute==GROUP.Attribute.GROUND_AAA or attribute==GROUP.Attribute.GROUND_SAM then -- SEAD/DEAD -- TODO: Attack radars first? Attack launchers? mission=AUFTRAG:NewSEAD(group) elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then mission=AUFTRAG:NewBAI(group) elseif attribute==GROUP.Attribute.GROUND_INFANTRY then mission=AUFTRAG:NewBAI(group) else mission=AUFTRAG:NewBAI(group) end elseif category==Group.Category.SHIP then --- -- NAVAL --- mission=AUFTRAG:NewANTISHIP(group) end end if mission then mission:SetPriority(10, true) end return mission end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User API Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set mission start and stop time. -- @param #AUFTRAG self -- @param #string ClockStart Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added. -- @param #string ClockStop (Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time. -- @return #AUFTRAG self function AUFTRAG:SetTime(ClockStart, ClockStop) -- Current mission time. local Tnow=timer.getAbsTime() -- Set start time. Default in 5 sec. local Tstart=Tnow+5 if ClockStart and type(ClockStart)=="number" then Tstart=Tnow+ClockStart elseif ClockStart and type(ClockStart)=="string" then Tstart=UTILS.ClockToSeconds(ClockStart) end -- Set stop time. Default nil. local Tstop=nil if ClockStop and type(ClockStop)=="number" then Tstop=Tnow+ClockStop elseif ClockStop and type(ClockStop)=="string" then Tstop=UTILS.ClockToSeconds(ClockStop) end self.Tstart=Tstart self.Tstop=Tstop if Tstop then self.duration=self.Tstop-self.Tstart end return self end --- Set mission priority and (optional) urgency. Urgent missions can cancel other running missions. -- @param #AUFTRAG self -- @param #number Prio Priority 1=high, 100=low. Default 50. -- @param #boolean Urgent If *true*, another running mission might be cancelled if it has a lower priority. -- @return #AUFTRAG self function AUFTRAG:SetPriority(Prio, Urgent) self.prio=Prio or 50 self.urgent=Urgent return self end --- Set how many times the mission is repeated if it fails. -- @param #AUFTRAG self -- @param #number Nrepeat Number of repeats. Default 0. -- @return #AUFTRAG self function AUFTRAG:SetRepeatOnFailure(Nrepeat) self.missionRepeatMax=Nrepeat or 0 return self end --- Define how many assets are required to do the job. -- @param #AUFTRAG self -- @param #number Nassets Number of asset groups. Default 1. -- @return #AUFTRAG self function AUFTRAG:SetRequiredAssets(Nassets) self.nassets=Nassets or 1 return self end --- Set mission name. -- @param #AUFTRAG self -- @param #string Name Name of the mission. Default is "Auftrag Nr. X", where X is a running number, which is automatically increased. -- @return #AUFTRAG self function AUFTRAG:SetName(Name) self.name=Name or string.format("Auftrag Nr. %d", self.auftragsnummer) return self end --- Enable markers, which dispay the mission status on the F10 map. -- @param #AUFTRAG self -- @param #number Coalition The coaliton side to which the markers are dispayed. Default is to all. -- @return #AUFTRAG self function AUFTRAG:SetEnableMarkers(Coalition) self.markerOn=true self.markerCoaliton=Coalition or -1 return self end --- Set weapon type used for the engagement. -- @param #AUFTRAG self -- @param #number WeaponType Weapon type. Default is ENUMS.WeaponFlag.Auto -- @return #AUFTRAG self function AUFTRAG:SetWeaponType(WeaponType) self.engageWeaponType=WeaponType or ENUMS.WeaponFlag.Auto -- Update the DCS task parameter. self.DCStask=self:GetDCSMissionTask() return self end --- Set number of weapons to expend. -- @param #AUFTRAG self -- @param #number WeaponExpend How much of the weapon load is expended during the attack, e.g. `AI.Task.WeaponExpend.ALL`. Default "Auto". -- @return #AUFTRAG self function AUFTRAG:SetWeaponExpend(WeaponExpend) self.engageWeaponExpend=WeaponExpend or "Auto" -- Update the DCS task parameter. self.DCStask=self:GetDCSMissionTask() return self end --- Set whether target will be attack as group. -- @param #AUFTRAG self -- @param #boolean Switch If true or nil, engage as group. If false, not. -- @return #AUFTRAG self function AUFTRAG:SetEngageAsGroup(Switch) if Switch==nil then Switch=true end self.engageAsGroup=Switch -- Update the DCS task parameter. self.DCStask=self:GetDCSMissionTask() return self end --- Set engage altitude. -- @param #AUFTRAG self -- @param #string Altitude Altitude in feet. Default 6000 ft. -- @return #AUFTRAG self function AUFTRAG:SetEngageAltitude(Altitude) self.engageAltitude=UTILS.FeetToMeters(Altitude or 6000) -- Update the DCS task parameter. self.DCStask=self:GetDCSMissionTask() return self end --- Set mission altitude. -- @param #AUFTRAG self -- @param #string Altitude Altitude in feet. -- @return #AUFTRAG self function AUFTRAG:SetMissionAltitude(Altitude) self.missionAltitude=UTILS.FeetToMeters(Altitude) return self end --- Set max engage range. -- @param #AUFTRAG self -- @param #number Range Max range in NM. Default 100 NM. -- @return #AUFTRAG self function AUFTRAG:SetEngageRange(Range) self.engageRange=UTILS.NMToMeters(Range or 100) return self end --- Set Rules of Engagement (ROE) for this mission. -- @param #AUFTRAG self -- @param #string roe Mission ROE. -- @return #AUFTRAG self function AUFTRAG:SetROE(roe) self.optionROE=roe return self end --- Set Reaction on Threat (ROT) for this mission. -- @param #AUFTRAG self -- @param #string roe Mission ROT. -- @return #AUFTRAG self function AUFTRAG:SetROT(rot) self.optionROT=rot return self end --- Set formation for this mission. -- @param #AUFTRAG self -- @param #number Formation Formation. -- @return #AUFTRAG self function AUFTRAG:SetFormation(Formation) self.optionFormation=Formation return self end --- Set radio frequency and modulation for this mission. -- @param #AUFTRAG self -- @param #number Frequency Frequency in MHz. -- @param #number Modulation Radio modulation. Default 0=AM. -- @return #AUFTRAG self function AUFTRAG:SetRadio(Frequency, Modulation) self.radioFreq=Frequency self.radioModu=Modulation or 0 return self end --- Set TACAN beacon channel and Morse code for this mission. -- @param #AUFTRAG self -- @param #number Channel TACAN channel. -- @param #string Morse Morse code. Default "XXX". -- @return #AUFTRAG self function AUFTRAG:SetTACAN(Channel, Morse) self.tacanChannel=Channel self.tacanMorse=Morse or "XXX" return self end --- Add start condition. -- @param #AUFTRAG self -- @param #function ConditionFunction Function that needs to be true before the mission can be started. Must return a #boolean. -- @param ... Condition function arguments if any. -- @return #AUFTRAG self function AUFTRAG:AddConditionStart(ConditionFunction, ...) local condition={} --#AUFTRAG.Condition condition.func=ConditionFunction condition.arg={} if arg then condition.arg=arg end table.insert(self.conditionStart, condition) return self end --- Add success condition. -- @param #AUFTRAG self -- @param #function ConditionFunction If this function returns `true`, the mission is cancelled. -- @param ... Condition function arguments if any. -- @return #AUFTRAG self function AUFTRAG:AddConditionSuccess(ConditionFunction, ...) local condition={} --#AUFTRAG.Condition condition.func=ConditionFunction condition.arg={} if arg then condition.arg=arg end table.insert(self.conditionSuccess, condition) return self end --- Add failure condition. -- @param #AUFTRAG self -- @param #function ConditionFunction If this function returns `true`, the mission is cancelled. -- @param ... Condition function arguments if any. -- @return #AUFTRAG self function AUFTRAG:AddConditionFailure(ConditionFunction, ...) local condition={} --#AUFTRAG.Condition condition.func=ConditionFunction condition.arg={} if arg then condition.arg=arg end table.insert(self.conditionFailure, condition) return self end --- Assign airwing squadron(s) to the mission. Only these squads will be considered for the job. -- @param #AUFTRAG self -- @param #table Squadrons A table of SQUADRONs or a single SQUADRON object. -- @return #AUFTRAG self function AUFTRAG:AssignSquadrons(Squadrons) if Squadrons:IsInstanceOf("SQUADRON") then Squadrons={Squadrons} end for _,_squad in pairs(Squadrons) do local squadron=_squad --Ops.Squadron#SQUADRON self:I(self.lid..string.format("Assigning squadron %s", tostring(squadron.name))) end self.squadrons=Squadrons end --- Add a Ops group to the mission. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPSGROUP object. function AUFTRAG:AddOpsGroup(OpsGroup) self:I(self.lid..string.format("Adding Ops group %s", OpsGroup.groupname)) local groupdata={} --#AUFTRAG.GroupData groupdata.opsgroup=OpsGroup groupdata.status=AUFTRAG.GroupStatus.SCHEDULED groupdata.waypointcoordinate=nil groupdata.waypointindex=nil groupdata.waypointtask=nil self.groupdata[OpsGroup.groupname]=groupdata end --- Remove an Ops group from the mission. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPSGROUP object. function AUFTRAG:DelOpsGroup(OpsGroup) self:I(self.lid..string.format("Removing OPS group %s", OpsGroup and OpsGroup.groupname or "nil (ERROR)!")) if OpsGroup then -- Remove mission form queue. OpsGroup:RemoveMission(self) self.groupdata[OpsGroup.groupname]=nil end end --- Check if mission is PLANNED. -- @param #AUFTRAG self -- @return #boolean If true, mission is in the planning state. function AUFTRAG:IsPlanned() return self.status==AUFTRAG.Status.PLANNED end --- Check if mission is QUEUED at an AIRWING mission queue. -- @param #AUFTRAG self -- @return #boolean If true, mission is queued. function AUFTRAG:IsQueued() return self.status==AUFTRAG.Status.QUEUED end --- Check if mission is REQUESTED, i.e. request for WAREHOUSE assets is done. -- @param #AUFTRAG self -- @return #boolean If true, mission is requested. function AUFTRAG:IsRequested() return self.status==AUFTRAG.Status.REQUESTED end --- Check if mission is SCHEDULED, i.e. request for WAREHOUSE assets is done. -- @param #AUFTRAG self -- @return #boolean If true, mission is queued. function AUFTRAG:IsScheduled() return self.status==AUFTRAG.Status.SCHEDULED end --- Check if mission is STARTED, i.e. group is on its way to the mission execution waypoint. -- @param #AUFTRAG self -- @return #boolean If true, mission is started. function AUFTRAG:IsStarted() return self.status==AUFTRAG.Status.STARTED end --- Check if mission is executing. -- @param #AUFTRAG self -- @return #boolean If true, mission is currently executing. function AUFTRAG:IsExecuting() return self.status==AUFTRAG.Status.EXECUTING end --- Check if mission was cancelled. -- @param #AUFTRAG self -- @return #boolean If true, mission was cancelled. function AUFTRAG:IsCancelled() return self.status==AUFTRAG.Status.CANCELLED end --- Check if mission is done. -- @param #AUFTRAG self -- @return #boolean If true, mission is done. function AUFTRAG:IsDone() return self.status==AUFTRAG.Status.DONE end --- Check if mission was a success. -- @param #AUFTRAG self -- @return #boolean If true, mission was successful. function AUFTRAG:IsSuccess() return self.status==AUFTRAG.Status.SUCCESS end --- Check if mission is over. This could be state DONE or CANCELLED. -- @param #AUFTRAG self -- @return #boolean If true, mission is currently executing. function AUFTRAG:IsOver() local over = self.status==AUFTRAG.Status.DONE or self.status==AUFTRAG.Status.CANCELLED or self.status==AUFTRAG.Status.SUCCESS or self.status==AUFTRAG.Status.FAILED return over end --- Check if mission is NOT over. -- @param #AUFTRAG self -- @return #boolean If true, mission is NOT over yet. function AUFTRAG:IsNotOver() return not self:IsOver() end --- Check if mission is ready to be started. -- * Mission start time passed. -- * Mission stop time did not pass already. -- * All start conditions are true. -- @param #AUFTRAG self -- @return #boolean If true, mission can be started. function AUFTRAG:IsReadyToGo() local Tnow=timer.getAbsTime() -- Start time did not pass yet. if self.Tstart and Tnowself.Tstop or false then return false end -- All start conditions true? local startme=self:EvalConditionsAll(self.conditionStart) if not startme then return false end -- We're good to go! return true end --- Check if mission is ready to be started. -- * Mission stop already passed. -- * Any stop condition is true. -- @param #AUFTRAG self -- @return #boolean If true, mission should be cancelled. function AUFTRAG:IsReadyToCancel() local Tnow=timer.getAbsTime() -- Stop time already passed. if self.Tstop and Tnow>self.Tstop then return true end local failure=self:EvalConditionsAny(self.conditionFailure) if failure then self.failurecondition=true return true end local success=self:EvalConditionsAny(self.conditionSuccess) if success then self.successcondition=true return true end -- No criterion matched. return false end --- Check if all given condition are true. -- @param #AUFTRAG self -- @param #table Conditions Table of conditions. -- @return #boolean If true, all conditions were true. Returns false if at least one condition returned false. function AUFTRAG:EvalConditionsAll(Conditions) -- Any stop condition must be true. for _,_condition in pairs(Conditions or {}) do local condition=_condition --#AUFTRAG.Condition -- Call function. local istrue=condition.func(unpack(condition.arg)) -- Any false will return false. if not istrue then return false end end -- All conditions were true. return true end --- Check if any of the given conditions is true. -- @param #AUFTRAG self -- @param #table Conditions Table of conditions. -- @return #boolean If true, at least one condition is true. function AUFTRAG:EvalConditionsAny(Conditions) -- Any stop condition must be true. for _,_condition in pairs(Conditions or {}) do local condition=_condition --#AUFTRAG.Condition -- Call function. local istrue=condition.func(unpack(condition.arg)) -- Any true will return true. if istrue then return true end end -- No condition was true. return false end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Mission Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "Status" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterStatus(From, Event, To) -- Number of alive mission targets. local Ntargets=self:CountMissionTargets() -- Number of alive groups attached to this mission. local Ngroups=self:CountOpsGroups() -- Check if mission is not OVER yet. if self:IsNotOver() then if self:CheckGroupsDone() then -- All groups have reported MISSON DONE. self:Done() elseif (self.Tstop and timer.getAbsTime()>self.Tstop+10) or (self.Ntargets>0 and Ntargets==0) then -- Cancel mission if stop time passed. self:Cancel() end end -- Current FSM state. local fsmstate=self:GetState() local Tnow=timer.getAbsTime() -- Mission start stop time. local Cstart=UTILS.SecondsToClock(self.Tstart, true) local Cstop=self.Tstop and UTILS.SecondsToClock(self.Tstop, true) or "INF" local targetname=self:GetTargetName() or "unknown" local airwing=self.airwing and self.airwing.alias or "N/A" local commander=self.wingcommander and tostring(self.wingcommander.coalition) or "N/A" -- Info message. self:I(self.lid..string.format("Status %s: Target=%s, T=%s-%s, assets=%d, groups=%d, targets=%d, wing=%s, commander=%s", self.status, targetname, Cstart, Cstop, #self.assets, Ngroups, Ntargets, airwing, commander)) -- Check for error. if fsmstate~=self.status then self:E(self.lid..string.format("ERROR: FSM state %s != %s mission status!", fsmstate, self.status)) end local text="Group data:" for groupname,_groupdata in pairs(self.groupdata) do local groupdata=_groupdata --#AUFTRAG.GroupData text=text..string.format("\n- %s: status mission=%s opsgroup=%s", groupname, groupdata.status, groupdata.opsgroup and groupdata.opsgroup:GetState() or "N/A") end self:I(self.lid..text) local ready2evaluate=self.Tover and Tnow-self.Tover>=self.dTevaluate or false -- Check if mission is OVER (done or cancelled) and enough time passed to evaluate the result. if self:IsOver() and ready2evaluate then -- Evaluate success or failure of the mission. self:Evaluate() else self:__Status(-30) end -- Update F10 marker. if self.markerOn then self:UpdateMarker() end end --- Evaluate mission outcome - success or failure. -- @param #AUFTRAG self -- @return #AUFTRAG self function AUFTRAG:Evaluate() -- Assume success and check if any failed condition applies. local failed=false -- Any success condition true? local successCondition=self:EvalConditionsAny(self.conditionSuccess) -- Any failure condition true? local failureCondition=self:EvalConditionsAny(self.conditionFailure) -- Target damage in %. local targetdamage=self:GetTargetDamage() -- Current number of mission targets. local Ntargets=self:CountMissionTargets() -- Number of current targets is still >0 ==> Not everything was destroyed. if self.type==AUFTRAG.Type.TROOPTRANSPORT then if self.Ntargets>0 and Ntargets0 and Ntargets>0 then failed=true end end --TODO: all assets dead? Is this a FAILED criterion even if all targets have been destroyed? What if there are no initial targets (e.g. when ORBIT, PATROL, RECON missions). if failureCondition then failed=true elseif successCondition then failed=false end -- Debug text. local text=string.format("Evaluating mission:\n") text=text..string.format("Targets = %d/%d\n", self.Ntargets, Ntargets) text=text..string.format("Damage = %.1f %%\n", targetdamage) text=text..string.format("Success Cond = %s\n", tostring(successCondition)) text=text..string.format("Failure Cond = %s\n", tostring(failureCondition)) text=text..string.format("Failed = %s", tostring(failed)) self:I(self.lid..text) if failed then self:Failed() else self:Success() end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Asset Data ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Get all OPS groups. -- @param #AUFTRAG self -- @return #table Table of Ops.OpsGroup#OPSGROUP or {}. function AUFTRAG:GetOpsGroups() local opsgroups={} for _,_groupdata in pairs(self.groupdata or {}) do local groupdata=_groupdata --#AUFTRAG.GroupData table.insert(opsgroups, groupdata.opsgroup) end return opsgroups end --- Get asset data table. -- @param #AUFTRAG self -- @param #string AssetName Name of the asset. -- @return #AUFTRAG.GroupData Group data or *nil* if OPS group does not exist. function AUFTRAG:GetAssetDataByName(AssetName) return self.groupdata[tostring(AssetName)] end --- Get flight data table. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @return #AUFTRAG.GroupData Flight data or nil if opsgroup does not exist. function AUFTRAG:GetGroupData(opsgroup) if opsgroup and self.groupdata then return self.groupdata[opsgroup.groupname] end return nil end --- Set opsgroup mission status. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @param #string status New status. function AUFTRAG:SetGroupStatus(opsgroup, status) self:T(self.lid..string.format("Setting flight %s to status %s", opsgroup and opsgroup.groupname or "nil", tostring(status))) if self:GetGroupStatus(opsgroup)==AUFTRAG.GroupStatus.CANCELLED and status==AUFTRAG.GroupStatus.DONE then -- Do not overwrite a CANCELLED status with a DONE status. else local groupdata=self:GetGroupData(opsgroup) if groupdata then groupdata.status=status else self:E(self.lid.."WARNING: Could not SET flight data for flight group. Setting status to DONE") end end -- Debug info. self:T2(self.lid..string.format("Setting flight %s status to %s. IsNotOver=%s CheckGroupsDone=%s", opsgroup.groupname, self:GetGroupStatus(opsgroup), tostring(self:IsNotOver()), tostring(self:CheckGroupsDone()))) -- Check if ALL flights are done with their mission. if self:IsNotOver() and self:CheckGroupsDone() then self:T3(self.lid.."All flights done ==> mission DONE!") self:Done() else self:T3(self.lid.."Mission NOT DONE yet!") end end --- Get ops group mission status. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. function AUFTRAG:GetGroupStatus(opsgroup) self:T3(self.lid..string.format("Trying to get Flight status for flight group %s", opsgroup and opsgroup.groupname or "nil")) local groupdata=self:GetGroupData(opsgroup) if groupdata then return groupdata.status else self:E(self.lid..string.format("WARNING: Could not GET groupdata for opsgroup %s. Returning status DONE.", opsgroup and opsgroup.groupname or "nil")) return AUFTRAG.GroupStatus.DONE end end --- Set Ops group waypoint coordinate. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @param Core.Point#COORDINATE coordinate Waypoint Coordinate. function AUFTRAG:SetGroupWaypointCoordinate(opsgroup, coordinate) local groupdata=self:GetGroupData(opsgroup) if groupdata then groupdata.waypointcoordinate=coordinate end end --- Get opsgroup waypoint coordinate. -- @param #AUFTRAG self -- @return Core.Point#COORDINATE Waypoint Coordinate. function AUFTRAG:GetGroupWaypointCoordinate(opsgroup) local groupdata=self:GetGroupData(opsgroup) if groupdata then return groupdata.waypointcoordinate end end --- Set Ops group waypoint task. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @param Ops.OpsGroup#OPSGROUP.Task task Waypoint task. function AUFTRAG:SetGroupWaypointTask(opsgroup, task) self:I(self.lid..string.format("Setting waypoint task %s", task and task.description or "WTF")) local groupdata=self:GetGroupData(opsgroup) if groupdata then groupdata.waypointtask=task end end --- Get opsgroup waypoint task. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @return Ops.OpsGroup#OPSGROUP.Task task Waypoint task. Waypoint task. function AUFTRAG:GetGroupWaypointTask(opsgroup) local groupdata=self:GetGroupData(opsgroup) if groupdata then return groupdata.waypointtask end end --- Set opsgroup waypoint index. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @param #number waypointindex Waypoint index. function AUFTRAG:SetGroupWaypointIndex(opsgroup, waypointindex) self:I(self.lid..string.format("Setting waypoint index %d", waypointindex)) local groupdata=self:GetGroupData(opsgroup) if groupdata then groupdata.waypointindex=waypointindex end end --- Get opsgroup waypoint index. -- @param #AUFTRAG self -- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group. -- @return #number Waypoint index function AUFTRAG:GetGroupWaypointIndex(opsgroup) local groupdata=self:GetGroupData(opsgroup) if groupdata then return groupdata.waypointindex end end --- Check if all flights are done with their mission (or dead). -- @param #AUFTRAG self -- @return #boolean If true, all flights are done with the mission. function AUFTRAG:CheckGroupsDone() -- These are early stages, where we might not even have a opsgroup defined to be checked. if self:IsPlanned() or self:IsQueued() or self:IsRequested() then return false end -- It could be that all flights were destroyed on the way to the mission execution waypoint. -- TODO: would be better to check if everybody is dead by now. if self:IsStarted() and self:CountOpsGroups()==0 then return true end -- Check status of all flight groups. for groupname,data in pairs(self.groupdata) do local groupdata=data --#AUFTRAG.GroupData if groupdata then if groupdata.status==AUFTRAG.GroupStatus.DONE or groupdata.status==AUFTRAG.GroupStatus.CANCELLED then -- This one is done or cancelled. else -- At least this flight is not DONE or CANCELLED. return false end end end return true end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- EVENT Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Unit lost event. -- @param #AUFTRAG self -- @param Core.Event#EVENTDATA EventData Event data. function AUFTRAG:OnEventUnitLost(EventData) -- Check that this is the right group. if EventData and EventData.IniGroup and EventData.IniUnit then local unit=EventData.IniUnit local group=EventData.IniGroup local unitname=EventData.IniUnitName for _,_groupdata in pairs(self.groupdata) do local groupdata=_groupdata --#AUFTRAG.GroupData if groupdata and groupdata.opsgroup and groupdata.opsgroup.groupname==EventData.IniGroupName then self:I(self.lid..string.format("UNIT LOST event for opsgroup %s unit %s", groupdata.opsgroup.groupname, EventData.IniUnitName)) end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "Queue" event. Mission is added to the mission queue of an AIRWING. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.AirWing#AIRWING Airwing The airwing. function AUFTRAG:onafterQueued(From, Event, To, Airwing) self.status=AUFTRAG.Status.QUEUED self.airwing=Airwing self:I(self.lid..string.format("New mission status=%s at airwing %s", self.status, tostring(Airwing.alias))) end --- On after "Requested" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterRequested(From, Event, To) self.status=AUFTRAG.Status.REQUESTED self:I(self.lid..string.format("New mission status=%s", self.status)) end --- On after "Assign" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterAssign(From, Event, To) self.status=AUFTRAG.Status.ASSIGNED self:I(self.lid..string.format("New mission status=%s", self.status)) end --- On after "Schedule" event. Mission is added to the mission queue of a FLIGHTGROUP. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP FlightGroup function AUFTRAG:onafterScheduled(From, Event, To, FlightGroup) self.status=AUFTRAG.Status.SCHEDULED self:I(self.lid..string.format("New mission status=%s", self.status)) end --- On after "Start" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterStarted(From, Event, To) self.status=AUFTRAG.Status.STARTED self:I(self.lid..string.format("New mission status=%s", self.status)) end --- On after "Execute" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterExecuting(From, Event, To) self.status=AUFTRAG.Status.EXECUTING self:I(self.lid..string.format("New mission status=%s", self.status)) end --- On after "Done" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterDone(From, Event, To) self.status=AUFTRAG.Status.DONE self:I(self.lid..string.format("New mission status=%s", self.status)) -- Set time stamp. self.Tover=timer.getAbsTime() end --- On after "GroupDead" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP OpsGroup The ops group that is dead now. function AUFTRAG:onafterGroupDead(From, Event, To, OpsGroup) local asset=self:GetAssetByName(OpsGroup.groupname) if asset then self:AssetDead(asset) end end --- On after "AssetDead" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset. function AUFTRAG:onafterAssetDead(From, Event, To, Asset) -- Remove opsgroup from mission. --self:DelOpsGroup(Asset.opsgroup) local N=self:CountOpsGroups() -- All assets dead? if N==0 then if self:IsNotOver() then -- Cancel mission. Wait for next mission update to evaluate SUCCESS or FAILURE. self:Cancel() else self:E(self.lid.."ERROR: All assets are dead not but mission was already over... Investigate!") -- Now this can happen, because when a opsgroup dies (sometimes!), the mission is DONE end end -- Remove asset from airwing. if self.airwing then self.airwing:RemoveAssetFromSquadron(Asset) end -- Delete asset from mission. self:DelAsset(Asset) end --- On after "Success" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterSuccess(From, Event, To) self.status=AUFTRAG.Status.SUCCESS self:I(self.lid..string.format("New mission status=%s", self.status)) -- Stop mission. self:Stop() end --- On after "Cancel" event. Cancells the mission. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterCancel(From, Event, To) -- Debug info. self:I(self.lid..string.format("CANCELLING mission in status %s. Will wait for groups to report mission DONE before evaluation.", self.status)) -- Time stamp. self.Tover=timer.getAbsTime() -- No more repeats. self.missionRepeatMax=self.missionRepeated -- Not necessary to delay the evaluaton?! self.dTevaluate=0 if self.wingcommander then self:I(self.lid..string.format("Wingcommander will cancel the mission. Will wait for mission DONE before evaluation!")) self.wingcommander:CancelMission(self) elseif self.airwing then self:I(self.lid..string.format("Airwing %s will cancel the mission. Will wait for mission DONE before evaluation!", self.airwing.alias)) -- Airwing will cancel all flight missions and remove queued request from warehouse queue. self.airwing:MissionCancel(self) else self:I(self.lid..string.format("No airwing or wingcommander. Attached flights will cancel the mission on their own. Will wait for mission DONE before evaluation!")) for _,_groupdata in pairs(self.groupdata) do local groupdata=_groupdata --#AUFTRAG.GroupData groupdata.opsgroup:MissionCancel(self) end end -- Special mission states. if self.status==AUFTRAG.Status.PLANNED then self:I(self.lid..string.format("Cancelled mission was in planned stage. Call it done!")) self:Done() end end --- On after "Failed" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterFailed(From, Event, To) self.status=AUFTRAG.Status.FAILED self:I(self.lid..string.format("New mission status=%s", self.status)) if self.missionRepeated>=self.missionRepeatMax then self:I(self.lid..string.format("Mission FAILED! Number of max repeats reached [%d>=%d] ==> Stopping mission!", self.missionRepeated, self.missionRepeatMax)) self:Stop() else -- Repeat mission. self:I(self.lid..string.format("Mission failed! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.missionRepeated+1, self.missionRepeatMax)) self:Repeat() end end --- On after "Repeat" event. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterRepeat(From, Event, To) -- Set mission status to PLANNED. self.status=AUFTRAG.Status.PLANNED self:I(self.lid..string.format("New mission status=%s (on Repeat)", self.status)) -- Increase repeat counter. self.missionRepeated=self.missionRepeated+1 if self.wingcommander then elseif self.airwing then -- Already at the airwing ==> Queued() self:Queued(self.airwing) else end -- No mission assets. self.assets={} for _,_groupdata in pairs(self.groupdata) do local groupdata=_groupdata --#AUFTRAG.GroupData local opsgroup=groupdata.opsgroup if opsgroup then self:DelOpsGroup(opsgroup) end end -- No flight data. self.groupdata={} -- Call status again. self:__Status(-30) end --- On after "Stop" event. Remove mission from AIRWING and FLIGHTGROUP mission queues. -- @param #AUFTRAG self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AUFTRAG:onafterStop(From, Event, To) self:I(self.lid..string.format("STOPPED mission in status=%s. Removing missions from queues. Stopping CallScheduler!", self.status)) -- TODO: remove missions from queues in WINGCOMMANDER, AIRWING and FLIGHGROUPS! -- TODO: Mission should be OVER! we dont want to remove running missions from any queues. if self.wingcommander then self.wingcommander:RemoveMission(self) end if self.airwing then self.airwing:RemoveMission(self) end for _,_groupdata in pairs(self.groupdata) do local groupdata=_groupdata --#AUFTRAG.GroupData groupdata.opsgroup:RemoveMission(self) end -- No mission assets. self.assets={} -- No flight data. self.groupdata={} -- Clear pending scheduler calls. self.CallScheduler:Clear() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add asset to mission. -- @param #AUFTRAG self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset to be added to the mission. -- @return #AUFTRAG self function AUFTRAG:AddAsset(Asset) self.assets=self.assets or {} table.insert(self.assets, Asset) return self end --- Delete asset from mission. -- @param #AUFTRAG self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset to be removed. -- @return #AUFTRAG self function AUFTRAG:DelAsset(Asset) for i,_asset in pairs(self.assets or {}) do local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset if asset.uid==Asset.uid then self:I(self.lid..string.format("Removing asset \"%s\" from mission", tostring(asset.spawngroupname))) table.remove(self.assets, i) return self end end return self end --- Get asset by its spawn group name. -- @param #AUFTRAG self -- @param #string Name Asset spawn group name. -- @return Ops.AirWing#AIRWING.SquadronAsset function AUFTRAG:GetAssetByName(Name) for i,_asset in pairs(self.assets or {}) do local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset if asset.spawngroupname==Name then return asset end end return nil end --- Count alive mission targets. -- @param #AUFTRAG self -- @param #AUFTRAG.TargetData Target (Optional) The target object. -- @return #number Number of alive target units. function AUFTRAG:CountMissionTargets(Target) local N=0 Target=Target or self:GetTargetData() if Target then if Target.Type==AUFTRAG.TargetType.GROUP then local target=Target.Target --Wrapper.Group#GROUP local units=target:GetUnits() for _,_unit in pairs(units or {}) do local unit=_unit --Wrapper.Unit#UNIT -- We check that unit is "alive" and has health >1. Somtimes units get heavily damanged but are still alive. -- TODO: here I could introduce and count that if units have only health < 50% if mission objective is to just "damage" the units. if unit and unit:IsAlive() and unit:GetLife()>1 then N=N+1 end end elseif Target.Type==AUFTRAG.TargetType.UNIT then local target=Target.Target --Wrapper.Unit#UNIT if target and target:IsAlive() and target:GetLife()>1 then N=N+1 end elseif Target.Type==AUFTRAG.TargetType.STATIC then local target=Target.Target --Wrapper.Static#STATIC if target and target:IsAlive() then N=N+1 end elseif Target.Type==AUFTRAG.TargetType.AIRBASE then -- TODO: any (good) way to tell whether an airbase was "destroyed" or at least damaged? Is :GetLive() working? elseif Target.Type==AUFTRAG.TargetType.COORDINATE then -- No target! elseif Target.Type==AUFTRAG.TargetType.SETGROUP then for _,_group in pairs(Target.Target.Set or {}) do local group=_group --Wrapper.Group#GROUP local units=group:GetUnits() for _,_unit in pairs(units or {}) do local unit=_unit --Wrapper.Unit#UNIT -- We check that unit is "alive". if unit and unit:IsAlive() and unit:GetLife()>1 then N=N+1 end end end elseif Target.Type==AUFTRAG.TargetType.SETUNIT then for _,_unit in pairs(Target.Target.Set or {}) do local unit=_unit --Wrapper.Unit#UNIT -- We check that unit is "alive". if unit and unit:IsAlive() and unit:GetLife()>1 then N=N+1 end end else self:E("ERROR unknown target type") end end return N end --- Get target life points. -- @param #AUFTRAG self -- @return #number Number of initial life points when mission was planned. function AUFTRAG:GetTargetInitialLife() return self:GetTargetData().Lifepoints end --- Get target damage. -- @param #AUFTRAG self -- @return #number Damage in percent. function AUFTRAG:GetTargetDamage() local target=self:GetTargetData() local life=self:GetTargetLife()/self:GetTargetInitialLife() local damage=1-life return damage*100 end --- Get target life points. -- @param #AUFTRAG self -- @return #number Life points of target. function AUFTRAG:GetTargetLife() return self:_GetTargetLife(nil, false) end --- Get target life points. -- @param #AUFTRAG self -- @param #AUFTRAG.TargetData Target (Optional) The target object. -- @param #boolean Healthy Get the life points of the healthy target. -- @return #number Life points of target. function AUFTRAG:_GetTargetLife(Target, Healthy) local N=0 Target=Target or self:GetTargetData() local function _GetLife(unit) local unit=unit --Wrapper.Unit#UNIT if Healthy then local life=unit:GetLife() local life0=unit:GetLife0() return math.max(life, life0) else return unit:GetLife() end end if Target then if Target.Type==AUFTRAG.TargetType.GROUP then local target=Target.Target --Wrapper.Group#GROUP local units=target:GetUnits() for _,_unit in pairs(units or {}) do local unit=_unit --Wrapper.Unit#UNIT -- We check that unit is "alive". if unit and unit:IsAlive() then N=N+_GetLife(unit) end end elseif Target.Type==AUFTRAG.TargetType.UNIT then local target=Target.Target --Wrapper.Unit#UNIT if target and target:IsAlive() then N=N+_GetLife(target) end elseif Target.Type==AUFTRAG.TargetType.STATIC then local target=Target.Target --Wrapper.Static#STATIC -- Statics are alive or not. if target and target:IsAlive() then N=N+1 --_GetLife(target) else N=N+0 end elseif Target.Type==AUFTRAG.TargetType.AIRBASE then -- TODO: any (good) way to tell whether an airbase was "destroyed" or at least damaged? Is :GetLive() working? N=N+1 elseif Target.Type==AUFTRAG.TargetType.COORDINATE then -- A coordinate does not live. N=N+1 elseif Target.Type==AUFTRAG.TargetType.SETGROUP then for _,_group in pairs(Target.Target.Set or {}) do local group=_group --Wrapper.Group#GROUP local units=group:GetUnits() for _,_unit in pairs(units or {}) do local unit=_unit --Wrapper.Unit#UNIT -- We check that unit is "alive". if unit and unit:IsAlive() then N=N+_GetLife(unit) end end end elseif Target.Type==AUFTRAG.TargetType.SETUNIT then for _,_unit in pairs(Target.Target.Set or {}) do local unit=_unit --Wrapper.Unit#UNIT -- We check that unit is "alive". if unit and unit:IsAlive() then N=N+_GetLife(unit) end end else self:E(self.lid.."ERROR unknown target type") end end return N end --- Count alive flight groups assigned for this mission. -- @param #AUFTRAG self -- @return #number Number of alive flight groups. function AUFTRAG:CountOpsGroups() local N=0 for _,_groupdata in pairs(self.groupdata) do local groupdata=_groupdata --#AUFTRAG.GroupData if groupdata and groupdata.opsgroup and groupdata.opsgroup:IsAlive() then N=N+1 end end return N end --- Get coordinate of target. -- @param #AUFTRAG self -- @return #AUFTRAG.TargetData The target object. Could be many things. function AUFTRAG:GetTargetData() return self.engageTarget end --- Get mission objective object. Could be many things depending on the mission type. -- @param #AUFTRAG self -- @return Wrapper.Positionable#POSITIONABLE The target object. Could be many things. function AUFTRAG:GetObjective() return self:GetTargetData().Target end --- Get type of target. -- @param #AUFTRAG self -- @return #string The target type. function AUFTRAG:GetTargetType() return self:GetTargetData().Type end --- Get 2D vector of target. -- @param #AUFTRAG self -- @return DCS#VEC2 The target 2D vector or *nil*. function AUFTRAG:GetTargetVec2() local coord=self:GetTargetCoordinate() if coord then return coord:GetVec2() end return nil end --- Get coordinate of target. -- @param #AUFTRAG self -- @return Core.Point#COORDINATE The target coordinate or *nil*. function AUFTRAG:GetTargetCoordinate() if self.transportPickup then -- Special case where we defined a return self.transportPickup else local target if self:GetTargetType()==AUFTRAG.TargetType.COORDINATE then -- Here the objective itself is a COORDINATE. return self:GetObjective() elseif self:GetTargetType()==AUFTRAG.TargetType.SETGROUP then -- Return the first group in the set. -- TODO: does this only return ALIVE groups?! return self:GetObjective():GetFirst():GetCoordinate() elseif self:GetTargetType()==AUFTRAG.TargetType.SETUNIT then -- Return the first unit in the set. -- TODO: does this only return ALIVE units?! return self:GetObjective():GetFirst():GetCoordinate() else -- In all other cases the GetCoordinate() function should work. return self:GetObjective():GetCoordinate() end end return nil end --- Get name of the target. -- @param #AUFTRAG self -- @return #string Name of the target or "N/A". function AUFTRAG:GetTargetName() if self.engageTarget.Target then return self.engageTarget.Name end return "N/A" end --- Get distance to target. -- @param #AUFTRAG self -- @param Core.Point#COORDINATE FromCoord The coordinate from which the distance is measured. -- @return #number Distance in meters or 0. function AUFTRAG:GetTargetDistance(FromCoord) local TargetCoord=self:GetTargetCoordinate() if TargetCoord and FromCoord then return TargetCoord:Get2DDistance(FromCoord) else self:E(self.lid.."ERROR: TargetCoord or FromCoord does not exist in AUFTRAG:GetTargetDistance() function! Returning 0") end return 0 end --- Get coordinate of target. First unit/group of the set is used. -- @param #AUFTRAG self -- @return #string function AUFTRAG:GetMissionTypesText(MissionTypes) local text="" for _,missiontype in pairs(MissionTypes) do text=text..string.format("%s, ", missiontype) end return text end --- Get coordinate of target. First unit/group of the set is used. -- @param #AUFTRAG self -- @param Wrapper.Group#GROUP group Group. -- @return Core.Point#COORDINATE Coordinate where the mission is executed. function AUFTRAG:GetMissionWaypointCoord(group) -- Create waypoint coordinate half way between us and the target. local waypointcoord=group:GetCoordinate():GetIntermediateCoordinate(self:GetTargetCoordinate(), self.missionFraction) local alt=waypointcoord.y -- Add some randomization. waypointcoord=ZONE_RADIUS:New("Temp", waypointcoord:GetVec2(), 1000):GetRandomCoordinate():SetAltitude(alt, false) -- Set altitude of mission waypoint. if self.missionAltitude then waypointcoord:SetAltitude(self.missionAltitude, true) end return waypointcoord end --- Set log ID string. -- @param #AUFTRAG self -- @return #AUFTRAG self function AUFTRAG:_SetLogID() self.lid=string.format("Auftrag #%d %s | ", self.auftragsnummer, tostring(self.type)) return self end --- Update mission F10 map marker. -- @param #AUFTRAG self -- @return #AUFTRAG self function AUFTRAG:UpdateMarker() -- Marker text. local text=string.format("%s %s: %s", self.name, self.type:upper(), self.status:upper()) text=text..string.format("\n%s", self:GetTargetName()) text=text..string.format("\nTargets %d/%d, Life Points=%d/%d", self:CountMissionTargets(), self.Ntargets, self:GetTargetLife(), self:GetTargetInitialLife()) text=text..string.format("\nFlights %d/%d", self:CountOpsGroups(), self.nassets) if not self.marker then -- Get target coordinates. Can be nil! local targetcoord=self:GetTargetCoordinate() if self.markerCoaliton and self.markerCoaliton>=0 then self.marker=MARKER:New(targetcoord, text):ReadOnly():ToCoalition(self.markerCoaliton) else self.marker=MARKER:New(targetcoord, text):ReadOnly():ToAll() end else if self.marker:GetText()~=text then self.marker:UpdateText(text) end end return self end --- Get DCS task table for the given mission. -- @param #AUFTRAG self -- @param Wrapper.Controllable#CONTROLLABLE TaskControllable The controllable for which this task is set. Most tasks don't need it. -- @return DCS#Task The DCS task table. If multiple tasks are necessary, this is returned as a combo task. function AUFTRAG:GetDCSMissionTask(TaskControllable) local DCStasks={} -- Create DCS task based on current self. if self.type==AUFTRAG.Type.ANTISHIP then ---------------------- -- ANTISHIP Mission -- ---------------------- self:_GetDCSAttackTask(self.engageTarget, DCStasks) elseif self.type==AUFTRAG.Type.AWACS then ------------------- -- AWACS Mission -- ------------------- local DCStask=CONTROLLABLE.EnRouteTaskAWACS(nil) table.insert(self.enrouteTasks, DCStask) elseif self.type==AUFTRAG.Type.BAI then ----------------- -- BAI Mission -- ----------------- self:_GetDCSAttackTask(self.engageTarget, DCStasks) elseif self.type==AUFTRAG.Type.BOMBING then --------------------- -- BOMBING Mission -- --------------------- local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb) table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.BOMBRUNWAY then ------------------------ -- BOMBRUNWAY Mission -- ------------------------ local DCStask=CONTROLLABLE.TaskBombingRunway(nil, self.engageTarget.Target, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAsGroup) table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.BOMBCARPET then ------------------------ -- BOMBCARPET Mission -- ------------------------ local DCStask=CONTROLLABLE.TaskCarpetBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, self.engageCarpetLength) table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.CAP then ----------------- -- CAP Mission -- ----------------- local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority) table.insert(self.enrouteTasks, DCStask) elseif self.type==AUFTRAG.Type.CAS then ----------------- -- CAS Mission -- ----------------- local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority) table.insert(self.enrouteTasks, DCStask) elseif self.type==AUFTRAG.Type.ESCORT then -------------------- -- ESCORT Mission -- -------------------- local DCStask=CONTROLLABLE.TaskEscort(nil, self.engageTarget.Target, self.escortVec3, LastWaypointIndex, self.engageMaxDistance, self.engageTargetTypes) table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.FACA then ----------------- -- FAC Mission -- ----------------- local DCStask=CONTROLLABLE.TaskFAC_AttackGroup(nil, self.engageTarget.Target, self.engageWeaponType, self.facDesignation, self.facDatalink, self.facFreq, self.facModu, CallsignName, CallsignNumber) table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.FERRY then ------------------- -- FERRY Mission -- ------------------- -- TODO: Ferry mission type. How? elseif self.type==AUFTRAG.Type.INTERCEPT then ----------------------- -- INTERCEPT Mission -- ----------------------- self:_GetDCSAttackTask(self.engageTarget, DCStasks) elseif self.type==AUFTRAG.Type.ORBIT then ------------------- -- ORBIT Mission -- ------------------- -- Done below as also other mission types use the orbit task. elseif self.type==AUFTRAG.Type.PATROL then -------------------- -- PATROL Mission -- -------------------- -- Done below as also other mission types use the orbit task. elseif self.type==AUFTRAG.Type.RECON then ------------------- -- RECON Mission -- ------------------- -- TODO: What? Table of coordinates? elseif self.type==AUFTRAG.Type.SEAD then ------------------ -- SEAD Mission -- ------------------ --[[ local DCStask=CONTROLLABLE.EnRouteTaskEngageTargets(nil, nil ,{"Air Defence"} , 0) table.insert(self.enrouteTasks, DCStask) DCStask.key="SEAD" ]] self:_GetDCSAttackTask(self.engageTarget, DCStasks) elseif self.type==AUFTRAG.Type.STRIKE then -------------------- -- STRIKE Mission -- -------------------- local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType) table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.TANKER then -------------------- -- TANKER Mission -- -------------------- local DCStask=CONTROLLABLE.EnRouteTaskTanker(nil) table.insert(self.enrouteTasks, DCStask) elseif self.type==AUFTRAG.Type.TROOPTRANSPORT then ---------------------------- -- TROOPTRANSPORT Mission -- ---------------------------- -- Task to embark the troops at the pick up point. local TaskEmbark=CONTROLLABLE.TaskEmbarking(TaskControllable, self.transportPickup, self.transportGroupSet, self.transportWaitForCargo) -- Task to disembark the troops at the drop off point. local TaskDisEmbark=CONTROLLABLE.TaskDisembarking(TaskControllable, self.transportDropoff, self.transportGroupSet) table.insert(DCStasks, TaskEmbark) table.insert(DCStasks, TaskDisEmbark) elseif self.type==AUFTRAG.Type.RESCUEHELO then ------------------------- -- RESCUE HELO Mission -- ------------------------- local DCStask={} DCStask.id="Formation" -- We create a "fake" DCS task and pass the parameters to the FLIGHTGROUP. local param={} param.unitname=self:GetTargetName() param.offsetX=200 param.offsetZ=240 param.altitude=70 param.dtFollow=1.0 DCStask.params=param table.insert(DCStasks, DCStask) elseif self.type==AUFTRAG.Type.ARTY then ------------------ -- ARTY Mission -- ------------------ local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, self:GetTargetVec2(), self.artyRadius, self.artyShots, self.engageWeaponType) table.insert(DCStasks, DCStask) else self:E(self.lid..string.format("ERROR: Unknown mission task!")) return nil end -- Set ORBIT task. Also applies to other missions: AWACS, TANKER, CAP, CAS. if self.type==AUFTRAG.Type.ORBIT or self.type==AUFTRAG.Type.CAP or self.type==AUFTRAG.Type.CAS or self.type==AUFTRAG.Type.PATROL or self.type==AUFTRAG.Type.AWACS or self.type==AUFTRAG.Type.TANKER then ------------------- -- ORBIT Mission -- ------------------- local Coordinate=self:GetTargetCoordinate() local DCStask=CONTROLLABLE.TaskOrbit(nil, Coordinate, self.orbitAltitude, self.orbitSpeed, self.orbitRaceTrack) table.insert(DCStasks, DCStask) end -- Debug info. self:T3({missiontask=DCStasks}) -- Return the task. if #DCStasks==1 then return DCStasks[1] else return CONTROLLABLE.TaskCombo(nil, DCStasks) end end --- Get DCS task table for an attack group or unit task. -- @param #AUFTRAG self -- @param #AUFTRAG.TargetData target Target data. -- @param #table DCStasks DCS DCS tasks table to which the task is added. -- @return DCS#Task The DCS task table. function AUFTRAG:_GetDCSAttackTask(target, DCStasks) local DCStask=nil if target.Type==AUFTRAG.TargetType.GROUP then DCStask=CONTROLLABLE.TaskAttackGroup(nil, target.Target, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageAsGroup) table.insert(DCStasks, DCStask) elseif target.Type==AUFTRAG.TargetType.UNIT or target.Type==AUFTRAG.TargetType.STATIC then DCStask=CONTROLLABLE.TaskAttackUnit(nil, target.Target, self.engageAsGroup, self.WeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType) table.insert(DCStasks, DCStask) elseif target.Type==AUFTRAG.TargetType.SETGROUP then -- Add all groups. for _,group in pairs(target.Target.Set or {}) do DCStask=CONTROLLABLE.TaskAttackGroup(nil, group, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageAsGroup) table.insert(DCStasks, DCStask) end elseif target.Type==AUFTRAG.TargetType.SETUNIT then -- Add tasks to attack all units. for _,unit in pairs(target.Target.Set or {}) do DCStask=CONTROLLABLE.TaskAttackUnit(nil, unit, self.engageAsGroup, self.WeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType) table.insert(DCStasks, DCStask) end end return DCStasks end --- Create target data from a given object. -- @param #AUFTRAG self -- @param Wrapper.Positionable#POSITIONABLE Object The target GROUP, UNIT, STATIC. -- @return #AUFTRAG.TargetData Target. function AUFTRAG:_TargetFromObject(Object) local target={} --#AUFTRAG.TargetData -- The object. target.Target=Object if Object:IsInstanceOf("GROUP") then target.Type=AUFTRAG.TargetType.GROUP local object=Object --Wrapper.Group#GROUP target.Name=object:GetName() elseif Object:IsInstanceOf("UNIT") then target.Type=AUFTRAG.TargetType.UNIT local object=Object --Wrapper.Unit#UNIT target.Name=object:GetName() elseif Object:IsInstanceOf("STATIC") then target.Type=AUFTRAG.TargetType.STATIC target.Name=Object:GetName() elseif Object:IsInstanceOf("COORDINATE") then target.Type=AUFTRAG.TargetType.COORDINATE local object=Object --Core.Point#COORDINATE target.Name=object:ToStringLLDMS() elseif Object:IsInstanceOf("AIRBASE") then target.Type=AUFTRAG.TargetType.AIRBASE local object=Object --Wrapper.Airbase#AIRBASE target.Name=object:GetName() elseif Object:IsInstanceOf("SET_GROUP") then target.Type=AUFTRAG.TargetType.SETGROUP local object=Object --Core.Set#SET_GROUP target.Name=object:GetFirst():GetName() elseif Object:IsInstanceOf("SET_UNIT") then target.Type=AUFTRAG.TargetType.SETUNIT local object=Object --Core.Set#SET_UNIT target.Name=object:GetFirst():GetName() else self:E(self.lid.."ERROR: Unknown object given as target. Needs to be a GROUP, UNIT, STATIC, COORDINATE") return nil end -- Number of initial targets. local Ninitial=self:CountMissionTargets(target) -- Initial total life point. local Lifepoints=self:_GetTargetLife(target, true) -- Set engage Target. self.engageTarget=target self.engageTarget.Ninital=Ninitial self.engageTarget.Lifepoints=Lifepoints -- TODO: get rid of this. self.Ntargets=Ninitial -- Debug info. self:I(self.lid..string.format("Mission Target %s Type=%s, Ntargets=%d, Lifepoints=%d", target.Name, target.Type, Ninitial, Lifepoints)) return target end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------