--- **Ops** - Commander of Airwings, Brigades and Flotillas. -- -- **Main Features:** -- -- * Manages AIRWINGS, BRIGADEs and FLOTILLAs -- * Handles missions (AUFTRAG) and finds the best man for the job -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Commander -- @image OPS_Commander.png --- COMMANDER class. -- @type COMMANDER -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity level. -- @field #string lid Class id string for output to DCS log file. -- @field #table legions Table of legions which are commanded. -- @field #table missionqueue Mission queue. -- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff. -- @extends Core.Fsm#FSM --- Be surprised! -- -- === -- -- # The COMMANDER Concept -- -- A commander is the head of legions. He/she will find the best LEGIONs to perform an assigned AUFTRAG (mission). -- -- -- @field #COMMANDER COMMANDER = { ClassName = "COMMANDER", verbose = 0, legions = {}, missionqueue = {}, } --- COMMANDER class version. -- @field #string version COMMANDER.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Improve legion selection. Mostly done! -- TODO: Allow multiple Legions for one mission. -- TODO: Add ops transports. -- TODO: Find solution for missions, which require a transport. This is not as easy as it sounds since the selected mission assets restrict the possible transport assets. -- NOGO: Maybe it's possible to preselect the assets for the mission. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new COMMANDER object and start the FSM. -- @param #COMMANDER self -- @return #COMMANDER self function COMMANDER:New() -- Inherit everything from INTEL class. local self=BASE:Inherit(self, FSM:New()) --#COMMANDER -- Log ID. self.lid="COMMANDER | " -- Start state. self:SetStartState("NotReadyYet") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start COMMANDER. self:AddTransition("*", "Status", "*") -- Status report. self:AddTransition("*", "Stop", "Stopped") -- Stop COMMANDER. self:AddTransition("*", "MissionAssign", "*") -- Mission is assigned to a or multiple LEGIONs. self:AddTransition("*", "MissionCancel", "*") -- COMMANDER cancels a mission. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the COMMANDER. -- @function [parent=#COMMANDER] Start -- @param #COMMANDER self --- Triggers the FSM event "Start" after a delay. Starts the COMMANDER. -- @function [parent=#COMMANDER] __Start -- @param #COMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the COMMANDER. -- @param #COMMANDER self --- Triggers the FSM event "Stop" after a delay. Stops the COMMANDER. -- @function [parent=#COMMANDER] __Stop -- @param #COMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". -- @function [parent=#COMMANDER] Status -- @param #COMMANDER self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#COMMANDER] __Status -- @param #COMMANDER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "MissionAssign". -- @function [parent=#COMMANDER] MissionAssign -- @param #COMMANDER self -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionAssign" after a delay. -- @function [parent=#COMMANDER] __MissionAssign -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionAssign" event. -- @function [parent=#COMMANDER] OnAfterMissionAssign -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionCancel". -- @function [parent=#COMMANDER] MissionCancel -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionCancel" after a delay. -- @function [parent=#COMMANDER] __MissionCancel -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionCancel" event. -- @function [parent=#COMMANDER] OnAfterMissionCancel -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set verbosity level. -- @param #COMMANDER self -- @param #number VerbosityLevel Level of output (higher=more). Default 0. -- @return #COMMANDER self function COMMANDER:SetVerbosity(VerbosityLevel) self.verbose=VerbosityLevel or 0 return self end --- Add an AIRWING to the commander. -- @param #COMMANDER self -- @param Ops.AirWing#AIRWING Airwing The airwing to add. -- @return #COMMANDER self function COMMANDER:AddAirwing(Airwing) -- Add legion. self:AddLegion(Airwing) return self end --- Add a LEGION to the commander. -- @param #COMMANDER self -- @param Ops.Legion#LEGION Legion The legion to add. -- @return #COMMANDER self function COMMANDER:AddLegion(Legion) -- This legion is managed by the commander. Legion.commander=self -- Add to legions. table.insert(self.legions, Legion) return self end --- Add mission to mission queue. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. -- @return #COMMANDER self function COMMANDER:AddMission(Mission) Mission.commander=self Mission.statusCommander=AUFTRAG.Status.PLANNED table.insert(self.missionqueue, Mission) return self end --- Remove mission from queue. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. -- @return #COMMANDER self function COMMANDER:RemoveMission(Mission) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==Mission.auftragsnummer then self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status)) mission.commander=nil table.remove(self.missionqueue, i) break end end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. -- @param #COMMANDER self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function COMMANDER:onafterStart(From, Event, To) -- Short info. local text=string.format("Starting Commander") self:I(self.lid..text) -- Start attached legions. for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION if legion:GetState()=="NotReadyYet" then legion:Start() end end self:__Status(-1) end --- On after "Status" event. -- @param #COMMANDER self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function COMMANDER:onafterStatus(From, Event, To) -- FSM state. local fsmstate=self:GetState() -- Status. if self.verbose>=1 then local text=string.format("Status %s: Legions=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue) self:I(self.lid..text) end -- Check mission queue and assign one PLANNED mission. self:CheckMissionQueue() --- -- LEGIONS --- if self.verbose>=2 and #self.legions>0 then local text="Legions:" for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION local Nassets=legion:CountAssets() local Nastock=legion:CountAssets(true) text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", legion.alias, legion:GetState(), Nassets, Nastock) for _,aname in pairs(AUFTRAG.Type) do local na=legion:CountAssets(true, {aname}) local np=legion:CountPayloadsInStock({aname}) local nm=legion:CountAssetsOnMission({aname}) if na>0 or np>0 then text=text..string.format("\n - %s: assets=%d, payloads=%d, on mission=%d", aname, na, np, nm) end end end self:I(self.lid..text) if self.verbose>=3 then -- Count numbers local Ntotal=0 local Nspawned=0 local Nrequested=0 local Nreserved=0 local Nstock=0 local text="\n===========================================\n" text=text.."Assets:" for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT for _,_asset in pairs(cohort.assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem -- Text. text=text..string.format("\n- %s [UID=%d] Legion=%s, Cohort=%s: Spawned=%s, Requested=%s [RID=%s], Reserved=%s", asset.spawngroupname, asset.uid, legion.alias, cohort.name, tostring(asset.spawned), tostring(asset.requested), tostring(asset.rid), tostring(asset.isReserved)) if asset.spawned then Nspawned=Nspawned+1 end if asset.requested then Nrequested=Nrequested+1 end if asset.isReserved then Nreserved=Nreserved+1 end if not (asset.spawned or asset.requested or asset.isReserved) then Nstock=Nstock+1 end Ntotal=Ntotal+1 end end end text=text.."\n-------------------------------------------" text=text..string.format("\nNstock = %d", Nstock) text=text..string.format("\nNreserved = %d", Nreserved) text=text..string.format("\nNrequested = %d", Nrequested) text=text..string.format("\nNspawned = %d", Nspawned) text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved) text=text.."\n===========================================" self:I(self.lid..text) end end --- -- MISSIONS --- -- Mission queue. if self.verbose>=2 and #self.missionqueue>0 then local text="Mission queue:" for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG local target=mission:GetTargetName() or "unknown" text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) end self:I(self.lid..text) end self:__Status(-30) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "MissionAssign" event. Mission is added to a LEGION mission queue. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Legion#LEGION Legion The LEGION. -- @param Ops.Auftrag#AUFTRAG Mission The mission. function COMMANDER:onafterMissionAssign(From, Event, To, Legion, Mission) -- Debug info. self:I(self.lid..string.format("Assigning mission %s (%s) to legion %s", Mission.name, Mission.type, Legion.alias)) -- Set mission commander status to QUEUED as it is now queued at a legion. Mission.statusCommander=AUFTRAG.Status.QUEUED -- Add mission to legion. Legion:AddMission(Mission) -- Directly request the mission as the assets have already been selected. Legion:MissionRequest(Mission) end --- On after "MissionCancel" event. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. function COMMANDER:onafterMissionCancel(From, Event, To, Mission) -- Debug info. self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status)) -- Set commander status. Mission.statusCommander=AUFTRAG.Status.CANCELLED if Mission:IsPlanned() then -- Mission is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue. self:RemoveMission(Mission) else -- Legion will cancel mission. if #Mission.legions>0 then for _,_legion in pairs(Mission.legions) do local legion=_legion --Ops.Legion#LEGION -- TODO: Should check that this legions actually belongs to this commander. -- Legion will cancel the mission. legion:MissionCancel(Mission) end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check mission queue and assign ONE planned mission. -- @param #COMMANDER self function COMMANDER:CheckMissionQueue() -- TODO: Sort mission queue. wrt what? Threat level? -- Currently, we sort wrt to priority. So that should reflect the threat level of the mission target. -- Number of missions. local Nmissions=#self.missionqueue -- Treat special cases. if Nmissions==0 then return nil end -- Sort results table wrt prio and start time. local function _sort(a, b) local taskA=a --Ops.Auftrag#AUFTRAG local taskB=b --Ops.Auftrag#AUFTRAG return (taskA.prio=mission.nassets then for _,_asset in pairs(assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads) asset.score=asset.legion:CalculateAssetMissionScore(asset, mission, true) end --- Sort assets wrt to their mission score. Higher is better. local function optimize(assetA, assetB) return (assetA.score>assetB.score) end table.sort(assets, optimize) -- Remove distance parameter. local text=string.format("Optimized assets for %s mission:", mission.type) for i,Asset in pairs(assets) do local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem -- Score text. text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score) -- Nillify score. asset.score=nil -- Add assets to mission. if i<=mission.nassets then -- Add asset to mission. mission:AddAsset(Asset) -- Put into table. legions[asset.legion.alias]=asset.legion -- Number of assets requested from this legion. -- TODO: Check if this is really necessary as we do not go through the selection process. mission.Nassets=mission.Nassets or {} if mission.Nassets[asset.legion.alias] then mission.Nassets[asset.legion.alias]=mission.Nassets[asset.legion.alias]+1 else mission.Nassets[asset.legion.alias]=1 end else -- Return payload of asset (if any). if asset.payload then asset.legion:ReturnPayloadFromAsset(asset) end end end self:T2(self.lid..text) else self:T2(self.lid..string.format("Not enough assets available for mission")) end --- -- Assign Mission to Legions --- if legions then for _,_legion in pairs(legions) do local legion=_legion --Ops.Legion#LEGION -- Debug message. self:I(self.lid..string.format("Assigning mission %s [%s] to legion %s", mission:GetName(), mission:GetType(), legion.alias)) -- Add mission to legion. self:MissionAssign(legion, mission) end -- Only ONE mission is assigned. return end end -- if false then else --- -- Missions NOT in PLANNED state --- end end end --- Check all legions if they are able to do a specific mission type at a certain location with a given number of assets. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #table Table of LEGIONs that can do the mission and have at least one asset available right now. function COMMANDER:GetLegionsForMission(Mission) -- Table of legions that can do the mission. local legions={} -- Loop over all legions. for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION -- Count number of assets in stock. local Nassets=0 if legion:IsAirwing() then Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes) else Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission. end -- Has it assets that can? if Nassets>0 and false then -- Get coordinate of the target. local coord=Mission:GetTargetCoordinate() if coord then -- Distance from legion to target. local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate())) -- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6 local dist=UTILS.Round(distance/10, 0) -- Debug info. self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", legion.alias, Nassets, distance, dist)) -- Add legion to table of legions that can. table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets}) end end -- Add legion if it can provide at least 1 asset. if Nassets>0 then table.insert(legions, legion) end end return legions end --- Count assets of all assigned legions. -- @param #COMMANDER self -- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted. -- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types. -- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`. -- @return #number Amount of asset groups. function COMMANDER:CountAssets(InStock, MissionTypes, Attributes) local N=0 for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION N=N+legion:CountAssets(InStock, MissionTypes, Attributes) end return N end --- Count assets of all assigned legions. -- @param #COMMANDER self -- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted. -- @param #table Legions (Optional) Table of legions. Default is all legions. -- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types. -- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`. -- @return #number Amount of asset groups. function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes) -- Selected assets. local assets={} for _,_legion in pairs(Legions or self.legions) do local legion=_legion --Ops.Legion#LEGION --TODO Check if legion is running and maybe if runway is operational if air assets are requested. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT for _,_asset in pairs(cohort.assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem -- TODO: Check if repaired. -- TODO: currently we take only unspawned assets. if not (asset.spawned or asset.isReserved or asset.requested) then table.insert(assets, asset) end end end end return assets end --- Recruit assets for a given mission. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #boolean If `true` enough assets could be recruited. -- @return #table Legions that have recruited assets. function COMMANDER:RecruitAssets(Mission) env.info("FF recruit assets") -- The recruited assets. local Assets={} local legions=Mission.mylegions or self.legions local Legions={} for _,_legion in pairs(legions) do local legion=_legion --Ops.Legion#LEGION -- Number of payloads in stock per aircraft type. local Npayloads={} -- First get payloads for aircraft types of squadrons. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT if Npayloads[cohort.aircrafttype]==nil then Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999 self:I(self.lid..string.format("Got Npayloads=%d for type=%s", Npayloads[cohort.aircrafttype], cohort.aircrafttype)) end end -- Loops over cohorts. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT local npayloads=Npayloads[cohort.aircrafttype] if cohort:CanMission(Mission) and npayloads>0 then env.info("FF npayloads="..Npayloads[cohort.aircrafttype]) -- Recruit assets from squadron. local assets, npayloads=cohort:RecruitAssets(Mission, npayloads) Npayloads[cohort.aircrafttype]=npayloads env.info("FF npayloads="..Npayloads[cohort.aircrafttype]) for _,asset in pairs(assets) do table.insert(Assets, asset) end end end end -- Now we have a long list with assets. self:_OptimizeAssetSelection(Assets, Mission, false) for _,_asset in pairs(Assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem if asset.legion:IsAirwing() then -- Only assets that have no payload. Should be only spawned assets! if not asset.payload then -- Fetch payload for asset. This can be nil! asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, Mission.type, Mission.payloads) end end end -- Remove assets that dont have a payload. for i=#Assets,1,-1 do local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem if asset.legion:IsAirwing() and not asset.payload then table.remove(Assets, i) end end -- Now find the best asset for the given payloads. self:_OptimizeAssetSelection(Assets, Mission, true) local Nassets=Mission:GetRequiredAssets(self) if #Assets>=Nassets then --- -- Found enough assets --- -- Add assets to mission. for i=1,Nassets do local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type)) Mission:AddAsset(asset) Legions[asset.legion.alias]=asset.legion end -- Return payloads of not needed assets. for i=Nassets+1,#Assets do local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem if asset.legion:IsAirwing() and not asset.spawned then self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname)) asset.legion:ReturnPayloadFromAsset(asset) end end -- Found enough assets. return true, Legions else --- -- NOT enough assets --- -- Return payloads of assets. if self:IsAirwing() then for i=1,#Assets do local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem if asset.legion:IsAirwing() and not asset.spawned then self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname)) asset.legion:ReturnPayloadFromAsset(asset) end end end -- Not enough assets found. return false, {} end return nil, {} end --- Optimize chosen assets for the mission at hand. -- @param #COMMANDER self -- @param #table assets Table of (unoptimized) assets. -- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired. -- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached. function COMMANDER:_OptimizeAssetSelection(assets, Mission, includePayload) -- Get target position. local TargetVec2=Mission:GetTargetVec2() -- Calculate distance to mission target. local distmin=math.huge local distmax=0 for _,_asset in pairs(assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem if asset.spawned then local group=GROUP:FindByName(asset.spawngroupname) asset.dist=UTILS.VecDist2D(group:GetVec2(), TargetVec2) else asset.dist=UTILS.VecDist2D(asset.legion:GetVec2(), TargetVec2) end if asset.distdistmax then distmax=asset.dist end end -- Calculate the mission score of all assets. for _,_asset in pairs(assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem asset.score=asset.legion:CalculateAssetMissionScore(asset, Mission, includePayload) end --- Sort assets wrt to their mission score. Higher is better. local function optimize(a, b) local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem -- Higher score wins. If equal score ==> closer wins. -- TODO: Need to include the distance in a smarter way! return (assetA.score>assetB.score) or (assetA.score==assetB.score and assetA.dist