--- **Ops** - Operation with multiple phases. -- -- ## Main Features: -- -- * Define operation phases -- * Define conditions when phases are over -- * Dedicate resources to operations -- -- === -- -- ## Example Missions: -- -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation). -- -- === -- -- ### Author: **funkyfranky** -- -- === -- @module Ops.Operation -- @image OPS_Operation.png --- OPERATION class. -- @type OPERATION -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity level. -- @field #string lid Class id string for output to DCS log file. -- @field #string name Name of the operation. -- @field #table cohorts Dedicated cohorts. -- @field #table legions Dedicated legions. -- @field #table phases Phases. -- @field #number counterPhase Running number counting the phases. -- @field #OPERATION.Phase phase Currently active phase (if any). -- @field #table targets Targets. -- @field #table missions Missions. -- -- @extends Core.Fsm#FSM --- *A warrior's mission is to foster the success of others.* -- Morihei Ueshiba -- -- === -- -- # The OPERATION Concept -- -- -- -- @field #OPERATION OPERATION = { ClassName = "OPERATION", verbose = 0, lid = nil, cohorts = {}, legions = {}, phases = {}, counterPhase = 0, targets = {}, missions = {}, } --- Global mission counter. _OPERATIONID=0 --- Operation phase. -- @type OPERATION.Phase -- @field #number uid Unique ID of the phase. -- @field #string name Name of the phase. -- @field Core.Condition#CONDITION conditionOver Conditions when the phase is over. -- @field #string status Phase status. --- Operation phase. -- @type OPERATION.PhaseStatus -- @field #string PLANNED Planned. -- @field #string ACTIVE Active phase. -- @field #string OVER Phase is over. OPERATION.PhaseStatus={ PLANNED="Planned", ACTIVE="Active", OVER="Over", } --- OPERATION class version. -- @field #string version OPERATION.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: A lot ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new generic OPERATION object. -- @param #OPERATION self -- @param #string Name Name of the operation. Be creative! Default "Operation-01" where the last number is a running number. -- @return #OPERATION self function OPERATION:New(Name) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #OPERATION -- Increase global counter. _OPERATIONID=_OPERATIONID+1 -- Unique ID of the operation. self.uid=_OPERATIONID -- Set Name. self.name=Name or string.format("Operation-%02d", _OPERATIONID) -- Set log ID. self.lid=string.format("%s | ",self.name) -- FMS start state is PLANNED. self:SetStartState("Planned") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "Start", "Running") self:AddTransition("*", "StatusUpdate", "*") self:AddTransition("Running", "Pause", "Paused") self:AddTransition("Paused", "Unpause", "Running") self:AddTransition("*", "PhaseOver", "*") self:AddTransition("*", "PhaseChange", "*") self:AddTransition("*", "Over", "Over") self:AddTransition("*", "Stop", "Stopped") ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". -- @function [parent=#OPERATION] Start -- @param #OPERATION self --- Triggers the FSM event "Start" after a delay. -- @function [parent=#OPERATION] __Start -- @param #OPERATION self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". -- @function [parent=#OPERATION] Stop -- @param #OPERATION self --- Triggers the FSM event "Stop" after a delay. -- @function [parent=#OPERATION] __Stop -- @param #OPERATION self -- @param #number delay Delay in seconds. --- Triggers the FSM event "StatusUpdate". -- @function [parent=#OPERATION] StatusUpdate -- @param #OPERATION self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#OPERATION] __StatusUpdate -- @param #OPERATION self -- @param #number delay Delay in seconds. --- Triggers the FSM event "PhaseChange". -- @function [parent=#OPERATION] PhaseChange -- @param #OPERATION self -- @param #OPERATION.Phase Phase The new phase. --- Triggers the FSM event "PhaseChange" after a delay. -- @function [parent=#OPERATION] __PhaseChange -- @param #OPERATION self -- @param #number delay Delay in seconds. -- @param #OPERATION.Phase Phase The new phase. --- On after "PhaseChange" event. -- @function [parent=#OPERATION] OnAfterPhaseChange -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPERATION.Phase Phase The new phase. --- Triggers the FSM event "PhaseOver". -- @function [parent=#OPERATION] PhaseOver -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase that is over. --- Triggers the FSM event "PhaseOver" after a delay. -- @function [parent=#OPERATION] __PhaseOver -- @param #OPERATION self -- @param #number delay Delay in seconds. -- @param #OPERATION.Phase Phase The phase that is over. --- On after "PhaseOver" event. -- @function [parent=#OPERATION] OnAfterPhaseOver -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPERATION.Phase Phase The phase that is over. --- Triggers the FSM event "Over". -- @function [parent=#OPERATION] Over -- @param #OPERATION self --- Triggers the FSM event "Over" after a delay. -- @function [parent=#OPERATION] __Over -- @param #OPERATION self -- @param #number delay Delay in seconds. --- On after "Over" event. -- @function [parent=#OPERATION] OnAfterOver -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- Init status update. self:__StatusUpdate(-1) return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User API Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set verbosity level. -- @param #OPERATION self -- @param #number VerbosityLevel Level of output (higher=more). Default 0. -- @return #OPERATION self function OPERATION:SetVerbosity(VerbosityLevel) self.verbose=VerbosityLevel or 0 return self end --- Create a new generic OPERATION object. -- @param #OPERATION self -- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number. -- @return #OPERATION.Phase Phase table object. function OPERATION:AddPhase(Name) -- Increase phase counter. self.counterPhase=self.counterPhase+1 local phase={} --#OPERATION.Phase phase.uid=self.counterPhase phase.name=Name or string.format("Phase-%02d", self.counterPhase) phase.conditionOver=CONDITION:New(Name.." Over") phase.status=OPERATION.PhaseStatus.PLANNED -- Add phase. table.insert(self.phases, phase) return phase end --- Add mission to operation. -- @param #OPERATION self -- @param Ops.Auftrag#AUFTRAG Mission The mission to add. -- @param #OPERATION.Phase Phase (Optional) The phase in which the mission should be executed. If no phase is given, it will be exectuted ASAP. function OPERATION:AddMission(Mission, Phase) Mission.phase=Phase Mission.operation=self table.insert(self.missions, Mission) return self end --- Add Target to operation. -- @param #OPERATION self -- @param Ops.Target#TARGET Target The target to add. -- @param #OPERATION.Phase Phase (Optional) The phase in which the target should be attacked. If no phase is given, it will be attacked ASAP. function OPERATION:AddTarget(Target, Phase) Target.phase=Phase Target.operation=self table.insert(self.targets, Target) return self end --- Get a phase by its name. -- @param #OPERATION self -- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number. -- @return #OPERATION.Phase Phase table object or nil if phase could not be found. function OPERATION:GetPhaseByName(Name) for _,_phase in pairs(self.phases or {}) do local phase=_phase --#OPERATION.Phase if phase.name==Name then return phase end end return nil end --- Assign cohort to operation. -- @param #OPERATION self -- @param Ops.Cohort#COHORT Cohort The cohort -- @return #OPERATION self function OPERATION:AssignCohort(Cohort) self:T(self.lid..string.format("Assiging Cohort %s to operation", Cohort.name)) self.cohorts[Cohort.name]=Cohort end --- Assign legion to operation. All cohorts of this legion will be assigned and are only available -- @param #OPERATION self -- @param Ops.Legion#LEGION Legion The legion to be assigned. -- @return #OPERATION self function OPERATION:AssignLegion(Legion) self.legions[Legion.alias]=Legion end --- Check if a given legion is assigned to this operation. All cohorts of this legion will be checked. -- @param #OPERATION self -- @param Ops.Legion#LEGION Legion The legion to be assigned. -- @return #boolean If `true`, legion is assigned to this operation. function OPERATION:IsAssignedLegion(Legion) local legion=self.legions[Legion.alias] if legion then self:T(self.lid..string.format("Legion %s is assigned to this operation", Legion.alias)) return true else self:T(self.lid..string.format("Legion %s is NOT assigned to this operation", Legion.alias)) return false end end --- Check if a given cohort is assigned to this operation. -- @param #OPERATION self -- @param Ops.Cohort#COHORT Cohort The Cohort. -- @return #boolean If `true`, cohort is assigned to this operation. function OPERATION:IsAssignedCohort(Cohort) local cohort=self.cohorts[Cohort.name] if cohort then self:T(self.lid..string.format("Cohort %s is assigned to this operation", Cohort.name)) return true else -- Check if legion of this cohort was assigned. local Legion=Cohort.legion if Legion and self:IsAssignedLegion(Legion) then self:T(self.lid..string.format("Legion %s of Cohort %s is assigned to this operation", Legion.alias, Cohort.name)) return true end self:T(self.lid..string.format("Cohort %s is NOT assigned to this operation", Cohort.name)) return false end return nil end --- Check if a given cohort or legion is assigned to this operation. -- @param #OPERATION self -- @param Wrapper.Object#OBJECT Object The cohort or legion object. -- @return #boolean If `true`, cohort is assigned to this operation. function OPERATION:IsAssignedCohortOrLegion(Object) local isAssigned=nil if Object:IsInstanceOf("COHORT") then isAssigned=self:IsAssignedCohort(Object) elseif Object:IsInstanceOf("LEGION") then isAssigned=self:IsAssignedLegion(Object) else self:E(self.lid.."ERROR: Unknown Object!") end return isAssigned end --- Set start and stop time of the operation. -- @param #OPERATION 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 #OPERATION self function OPERATION: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 status of a phase. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @param #string Status New status, *e.g.* `OPERATION.PhaseStatus.OVER`. -- @return #OPERATION self function OPERATION:SetPhaseStatus(Phase, Status) if Phase then self:T(self.lid..string.format("Phase %s status: %s-->%s"), Phase.status, Status) Phase.status=Status end return self end --- Get status of a phase. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @return #string Phase status, *e.g.* `OPERATION.PhaseStatus.OVER`. function OPERATION:GetPhaseStatus(Phase) return Phase.status end --- Set codition when the given phase is over. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @param Core.Condition#CONDITION Condition Condition when the phase is over. -- @return #OPERATION self function OPERATION:SetPhaseConditonOver(Phase, Condition) if Phase then self:T(self.lid..string.format("Setting phase %s conditon over %s"), Phase.name, Condition and Condition.name or "None") Phase.conditionOver=Condition end return self end --- Add codition function when the given phase is over. Must return a `#boolean`. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @param #function Function Function that needs to be `true`before the phase is over. -- @param ... Condition function arguments if any. -- @return #OPERATION self function OPERATION:AddPhaseConditonOverAll(Phase, Function, ...) if Phase then Phase.conditionOver:AddFunctionAll(Function, ...) end return self end --- Add codition function when the given phase is over. Must return a `#boolean`. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @param #function Function Function that needs to be `true`before the phase is over. -- @param ... Condition function arguments if any. -- @return #OPERATION self function OPERATION:AddPhaseConditonOverAny(Phase, Function, ...) if Phase then Phase.conditionOver:AddFunctionAny(Function, ...) end return self end --- Get codition when the given phase is over. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @return Core.Condition#CONDITION Condition when the phase is over (if any). function OPERATION:GetPhaseConditonOver(Phase, Condition) return Phase.conditionOver end --- Get currrently active phase. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase. -- @param #string Status New status, e.g. `OPERATION.PhaseStatus.OVER`. -- @return #OPERATION self function OPERATION:SetPhaseStatus(Phase, Status) if Phase then self:T(self.lid..string.format("Phase \"%s\" status: %s-->%s", Phase.name, Phase.status, Status)) Phase.status=Status end return self end --- Get currrently active phase. -- @param #OPERATION self -- @return #OPERATION.Phase Current phase or `nil` if no current phase is active. function OPERATION:GetPhaseActive() return self.phase end --- Get name of a phase. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase of which the name is returned. -- @return #string The name of the phase. function OPERATION:GetPhaseName(Phase) Phase=Phase or self.phase if Phase then return Phase.name else return "None" end end --- Check if a phase is the currently active one. -- @param #OPERATION self -- @param #OPERATION.Phase Phase The phase to check. -- @return #boolean If `true`, this phase is currently active. function OPERATION:IsPhaseActive(Phase) local phase=self:GetPhaseActive() if phase and phase.uid==Phase.uid then return true else return false end return nil end --- Get next phase. -- @param #OPERATION self -- @return #OPERATION.Phase Next phase or `nil` if no next phase exists. function OPERATION:GetPhaseNext() for _,_phase in pairs(self.phases or {}) do local phase=_phase --#OPERATION.Phase if phase.status==OPERATION.PhaseStatus.PLANNED then -- Return first phase that is not over. return phase end end return nil end --- Count phases. -- @param #OPERATION self -- @param #string Status (Optional) Only count phases in a certain status, e.g. `OPERATION.PhaseStatus.PLANNED`. -- @return #number Number of phases function OPERATION:CountPhases(Status) local N=0 for _,_phase in pairs(self.phases) do local phase=_phase --#OPERATION.Phase if Status==nil or Status==phase.status then N=N+1 end end return N end --- Count targets alive. -- @param #OPERATION self -- @param #OPERATION.Phase Phase (Optional) Only count targets set for this phase. -- @return #number Number of phases function OPERATION:CountTargets(Phase) local N=0 for _,_target in pairs(self.targets) do local target=_target --Ops.Target#TARGET if target:IsAlive() and (Phase==nil or target.phase==Phase) then N=N+1 end end return N end --- Check if operation is in FSM state "Planned". -- @param #OPERATION self -- @return #boolean If `true`, operation is "Planned". function OPERATION:IsPlanned() local is=self:is("Planned") return is end --- Check if operation is in FSM state "Running". -- @param #OPERATION self -- @return #boolean If `true`, operation is "Running". function OPERATION:IsRunning() local is=self:is("Running") return is end --- Check if operation is in FSM state "Paused". -- @param #OPERATION self -- @return #boolean If `true`, operation is "Paused". function OPERATION:IsPaused() local is=self:is("Paused") return is end --- Check if operation is in FSM state "Stopped". -- @param #OPERATION self -- @return #boolean If `true`, operation is "Stopped". function OPERATION:IsStopped() local is=self:is("Stopped") return is end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Status Update ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "Start" event. -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPERATION:onafterStart(From, Event, To) -- Debug message. self:T(self.lid..string.format("Starting Operation!")) end --- On after "StatusUpdate" event. -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPERATION:onafterStatusUpdate(From, Event, To) -- Current abs. mission time. local Tnow=timer.getAbsTime() -- Current FSM state. local fsmstate=self:GetState() -- Check phases. if self:IsRunning() then self:_CheckPhases() end -- Debug output. if self.verbose>=1 then -- Current phase. local currphase=self:GetPhaseActive() local phaseName="None" if currphase then phaseName=currphase.name end local NphaseTot=self:CountPhases() local NphaseAct=self:CountPhases(OPERATION.PhaseStatus.ACTIVE) local NphasePla=self:CountPhases(OPERATION.PhaseStatus.PLANNED) local NphaseOvr=self:CountPhases(OPERATION.PhaseStatus.OVER) -- General info. local text=string.format("State=%s: Phase=%s, Phases=%d [Active=%d, Planned=%d, Over=%d]", fsmstate, phaseName, NphaseTot, NphaseAct, NphasePla, NphaseOvr) self:I(self.lid..text) end -- Debug output. if self.verbose>=2 then -- Info on phases. local text="Phases:" for i,_phase in pairs(self.phases) do local phase=_phase --#OPERATION.Phase text=text..string.format("\n[%d] %s: status=%s", i, phase.name, tostring(phase.status)) end if text=="Phases:" then text=text.." None" end self:I(self.lid..text) end -- Next status update. self:__StatusUpdate(-30) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "PhaseChange" event. -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPERATION.Phase Phase The new phase. function OPERATION:onafterPhaseChange(From, Event, To, Phase) -- Previous phase (if any). local oldphase="None" if self.phase then self:SetPhaseStatus(self.phase, OPERATION.PhaseStatus.OVER) oldphase=self.phase.name end -- Debug message. self:T(self.lid..string.format("Phase change: %s --> %s", oldphase, Phase.name)) -- Set currently active phase. self.phase=Phase -- Phase is active. self:SetPhaseStatus(Phase, OPERATION.PhaseStatus.ACTIVE) end --- On after "Over" event. -- @param #OPERATION self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPERATION.Phase Phase The new phase. function OPERATION:onafterOver(From, Event, To) -- Debug message. self:T(self.lid..string.format("Operation is over!")) -- No active phase. self.phase=nil -- Set all phases to OVER. for _,_phase in pairs(self.phases) do local phase=_phase --#OPERATION.Phase self:SetPhaseStatus(phase, OPERATION.PhaseStatus.OVER) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check phases. -- @param #OPERATION self function OPERATION:_CheckPhases() -- Currently active phase. local phase=self:GetPhaseActive() -- Check if active phase is over if conditon over is defined. if phase and phase.conditionOver then local isOver=phase.conditionOver:Evaluate() if isOver then self:SetPhaseStatus(phase, OPERATION.PhaseStatus.OVER) end end -- If no current phase or current phase is over, get next phase. if phase==nil or phase.status==OPERATION.PhaseStatus.OVER then -- Get next phase. local Phase=self:GetPhaseNext() if Phase then -- Change phase to next one. self:PhaseChange(Phase) else -- No further phases defined ==> Operation is over. self:Over() end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------