--- **Ops** - Airwing Warehouse. -- -- **Main Features:** -- -- * Manage squadrons. -- * Launch A2A and A2G missions (AUFTRAG) -- -- -- === -- -- ## Example Missions: -- -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/Airwing). -- -- === -- -- ### Author: **funkyfranky** -- -- === -- @module Ops.Airwing -- @image OPS_AirWing.png --- AIRWING class. -- @type AIRWING -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity of output. -- @field #string lid Class id string for output to DCS log file. -- @field #table menu Table of menu items. -- @field #table squadrons Table of squadrons. -- @field #table missionqueue Mission queue table. -- @field #table payloads Playloads for specific aircraft and mission types. -- @field #number payloadcounter Running index of payloads. -- @field Core.Set#SET_ZONE zonesetCAP Set of CAP zones. -- @field Core.Set#SET_ZONE zonesetTANKER Set of TANKER zones. -- @field Core.Set#SET_ZONE zonesetAWACS Set of AWACS zones. -- @field Core.Set#SET_ZONE zonesetRECON Set of RECON zones. -- @field #number nflightsCAP Number of CAP flights constantly in the air. -- @field #number nflightsAWACS Number of AWACS flights constantly in the air. -- @field #number nflightsTANKERboom Number of TANKER flights with BOOM constantly in the air. -- @field #number nflightsTANKERprobe Number of TANKER flights with PROBE constantly in the air. -- @field #number nflightsRescueHelo Number of Rescue helo flights constantly in the air. -- @field #number nflightsRecon Number of Recon flights constantly in the air. -- @field #table pointsCAP Table of CAP points. -- @field #table pointsTANKER Table of Tanker points. -- @field #table pointsAWACS Table of AWACS points. -- @field #table pointsRecon Table of RECON points. -- @field #boolean markpoints Display markers on the F10 map. -- @field Ops.Airboss#AIRBOSS airboss Airboss attached to this wing. -- -- @field Ops.RescueHelo#RESCUEHELO rescuehelo The rescue helo. -- @field Ops.RecoveryTanker#RECOVERYTANKER recoverytanker The recoverytanker. -- -- @field #string takeoffType Take of type. -- @field #boolean despawnAfterLanding Aircraft are despawned after landing. -- @field #boolean despawnAfterHolding Aircraft are despawned after holding. -- @field #boolean capOptionPatrolRaceTrack Use closer patrol race track or standard orbit auftrag. -- @field #number capFormation If capOptionPatrolRaceTrack is true, set the formation, also. -- @field #number capOptionVaryStartTime If set, vary mission start time for CAP missions generated random between capOptionVaryStartTime and capOptionVaryEndTime -- @field #number capOptionVaryEndTime If set, vary mission start time for CAP missions generated random between capOptionVaryStartTime and capOptionVaryEndTime -- -- @extends Ops.Legion#LEGION --- *I fly because it releases my mind from the tyranny of petty things.* -- Antoine de Saint-Exupery -- -- === -- -- # The AIRWING Concept -- -- An AIRWING consists of multiple SQUADRONS. These squadrons "live" in a WAREHOUSE, i.e. a physical structure that is connected to an airbase (airdrome, FRAP or ship). -- For an airwing to be operational, it needs airframes, weapons/fuel and an airbase. -- -- # Create an Airwing -- -- ## Constructing the Airwing -- -- airwing=AIRWING:New("Warehouse Batumi", "8th Fighter Wing") -- airwing:Start() -- -- The first parameter specified the warehouse, i.e. the static building housing the airwing (or the name of the aircraft carrier). The second parameter is optional -- and sets an alias. -- -- ## Adding Squadrons -- -- At this point the airwing does not have any assets (aircraft). In order to add these, one needs to first define SQUADRONS. -- -- VFA151=SQUADRON:New("F-14 Group", 8, "VFA-151 (Vigilantes)") -- VFA151:AddMissionCapability({AUFTRAG.Type.GCICAP, AUFTRAG.Type.INTERCEPT}) -- -- airwing:AddSquadron(VFA151) -- -- This adds eight Tomcat groups beloning to VFA-151 to the airwing. This squadron has the ability to perform combat air patrols and intercepts. -- -- ## Adding Payloads -- -- Adding pure airframes is not enough. The aircraft also need weapons (and fuel) for certain missions. These must be given to the airwing from template groups -- defined in the Mission Editor. -- -- -- F-14 payloads for CAP and INTERCEPT. Phoenix are first, sparrows are second choice. -- airwing:NewPayload(GROUP:FindByName("F-14 Payload AIM-54C"), 2, {AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.GCICAP}, 80) -- airwing:NewPayload(GROUP:FindByName("F-14 Payload AIM-7M"), 20, {AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.GCICAP}) -- -- This will add two AIM-54C and 20 AIM-7M payloads. -- -- If the airwing gets an intercept or patrol mission assigned, it will first use the AIM-54s. Once these are consumed, the AIM-7s are attached to the aircraft. -- -- When an airwing does not have a payload for a certain mission type, the mission cannot be carried out. -- -- You can set the number of payloads to "unlimited" by setting its quantity to -1. -- -- # Adding Missions -- -- Various mission types can be added easily via the AUFTRAG class. -- -- Once you created an AUFTRAG you can add it to the AIRWING with the :AddMission(mission) function. -- -- This mission will be put into the AIRWING queue. Once the mission start time is reached and all resources (airframes and payloads) are available, the mission is started. -- If the mission stop time is over (and the mission is not finished), it will be cancelled and removed from the queue. This applies also to mission that were not even -- started. -- -- -- @field #AIRWING AIRWING = { ClassName = "AIRWING", verbose = 0, lid = nil, menu = nil, payloads = {}, payloadcounter = 0, pointsCAP = {}, pointsTANKER = {}, pointsAWACS = {}, pointsRecon = {}, markpoints = false, capOptionPatrolRaceTrack = false, capFormation = nil, capOptionVaryStartTime = nil, capOptionVaryEndTime = nil, } --- Payload data. -- @type AIRWING.Payload -- @field #number uid Unique payload ID. -- @field #string unitname Name of the unit this pylon was extracted from. -- @field #string aircrafttype Type of aircraft, which can use this payload. -- @field #table capabilities Mission types and performances for which this payload can be used. -- @field #table pylons Pylon data extracted for the unit template. -- @field #number navail Number of available payloads of this type. -- @field #boolean unlimited If true, this payload is unlimited and does not get consumed. --- Patrol data. -- @type AIRWING.PatrolData -- @field #string type Type name. -- @field Core.Point#COORDINATE coord Patrol coordinate. -- @field #number altitude Altitude in feet. -- @field #number heading Heading in degrees. -- @field #number leg Leg length in NM. -- @field #number speed Speed in knots. -- @field #number refuelsystem Refueling system type: `0=Unit.RefuelingSystem.BOOM_AND_RECEPTACLE`, `1=Unit.RefuelingSystem.PROBE_AND_DROGUE`. -- @field #number noccupied Number of flights on this patrol point. -- @field Wrapper.Marker#MARKER marker F10 marker. -- @field #boolean IsZonePoint flag for using a (moving) zone as point for patrol etc. -- @field Core.Zone#ZONE_BASE patrolzone in case Patrol coordinate was handed as zone, store here. --- Patrol zone. -- @type AIRWING.PatrolZone -- @field Core.Zone#ZONE zone Zone. -- @field #number altitude Altitude in feet. -- @field #number heading Heading in degrees. -- @field #number leg Leg length in NM. -- @field #number speed Speed in knots. -- @field Ops.Auftrag#AUFTRAG mission Mission assigned. -- @field Wrapper.Marker#MARKER marker F10 marker. --- AWACS zone. -- @type AIRWING.AwacsZone -- @field Core.Zone#ZONE zone Zone. -- @field #number altitude Altitude in feet. -- @field #number heading Heading in degrees. -- @field #number leg Leg length in NM. -- @field #number speed Speed in knots. -- @field Ops.Auftrag#AUFTRAG mission Mission assigned. -- @field Wrapper.Marker#MARKER marker F10 marker. --- Tanker zone. -- @type AIRWING.TankerZone -- @field #number refuelsystem Refueling system type: `0=Unit.RefuelingSystem.BOOM_AND_RECEPTACLE`, `1=Unit.RefuelingSystem.PROBE_AND_DROGUE`. -- @extends #AIRWING.PatrolZone --- AIRWING class version. -- @field #string version AIRWING.version="0.9.7" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Check that airbase has enough parking spots if a request is BIG. -- DONE: Allow (moving) zones as base for patrol points. -- DONE: Spawn in air ==> Needs WAREHOUSE update. -- DONE: Spawn hot. -- DONE: Make special request to transfer squadrons to anther airwing (or warehouse). -- DONE: Add squadrons to warehouse. -- DONE: Build mission queue. -- DONE: Find way to start missions. -- DONE: Check if missions are done/cancelled. -- DONE: Payloads as resources. -- DONE: Define CAP zones. -- DONE: Define TANKER zones for refuelling. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new AIRWING class object for a specific aircraft carrier unit. -- @param #AIRWING self -- @param #string warehousename Name of the warehouse static or unit object representing the warehouse. -- @param #string airwingname Name of the air wing, e.g. "AIRWING-8". -- @return #AIRWING self function AIRWING:New(warehousename, airwingname) -- Inherit everything from LEGION class. local self=BASE:Inherit(self, LEGION:New(warehousename, airwingname)) -- #AIRWING -- Nil check. if not self then BASE:E(string.format("ERROR: Could not find warehouse %s!", warehousename)) return nil end -- Set some string id for output to DCS.log file. self.lid=string.format("AIRWING %s | ", self.alias) -- Defaults: self.nflightsCAP=0 self.nflightsAWACS=0 self.nflightsRecon=0 self.nflightsTANKERboom=0 self.nflightsTANKERprobe=0 self.nflightsRecoveryTanker=0 self.nflightsRescueHelo=0 self.markpoints=false -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "FlightOnMission", "*") -- A FLIGHTGROUP was send on a Mission (AUFTRAG). ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the AIRWING. Initializes parameters and starts event handlers. -- @function [parent=#AIRWING] Start -- @param #AIRWING self --- Triggers the FSM event "Start" after a delay. Starts the AIRWING. Initializes parameters and starts event handlers. -- @function [parent=#AIRWING] __Start -- @param #AIRWING self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the AIRWING and all its event handlers. -- @param #AIRWING self --- Triggers the FSM event "Stop" after a delay. Stops the AIRWING and all its event handlers. -- @function [parent=#AIRWING] __Stop -- @param #AIRWING self -- @param #number delay Delay in seconds. --- Triggers the FSM event "FlightOnMission". -- @function [parent=#AIRWING] FlightOnMission -- @param #AIRWING self -- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FLIGHTGROUP on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "FlightOnMission" after a delay. -- @function [parent=#AIRWING] __FlightOnMission -- @param #AIRWING self -- @param #number delay Delay in seconds. -- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FLIGHTGROUP on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "FlightOnMission" event. -- @function [parent=#AIRWING] OnAfterFlightOnMission -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FLIGHTGROUP on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add a squadron to the air wing. -- @param #AIRWING self -- @param Ops.Squadron#SQUADRON Squadron The squadron object. -- @return #AIRWING self function AIRWING:AddSquadron(Squadron) -- Add squadron to airwing. table.insert(self.cohorts, Squadron) -- Add assets to squadron. self:AddAssetToSquadron(Squadron, Squadron.Ngroups) -- Tanker and AWACS get unlimited payloads. if Squadron.attribute==GROUP.Attribute.AIR_AWACS then self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.AWACS) elseif Squadron.attribute==GROUP.Attribute.AIR_TANKER then self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.TANKER) end -- Relocate mission. self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.RELOCATECOHORT, 0) -- Set airwing to squadron. Squadron:SetAirwing(self) -- Start squadron. if Squadron:IsStopped() then Squadron:Start() end return self end --- Add a **new** payload to the airwing resources. -- @param #AIRWING self -- @param Wrapper.Unit#UNIT Unit The unit, the payload is extracted from. Can also be given as *#string* name of the unit. -- @param #number Npayloads Number of payloads to add to the airwing resources. Default 99 (which should be enough for most scenarios). Set to -1 for unlimited. -- @param #table MissionTypes Mission types this payload can be used for. -- @param #number Performance A number between 0 (worst) and 100 (best) to describe the performance of the loadout for the given mission types. Default is 50. -- @return #AIRWING.Payload The payload table or nil if the unit does not exist. function AIRWING:NewPayload(Unit, Npayloads, MissionTypes, Performance) -- Default performance. Performance=Performance or 50 if type(Unit)=="string" then local name=Unit Unit=UNIT:FindByName(name) if not Unit then Unit=GROUP:FindByName(name) end end if Unit then -- If a GROUP object was given, get the first unit. if Unit:IsInstanceOf("GROUP") then Unit=Unit:GetUnit(1) end -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end -- Create payload. local payload={} --#AIRWING.Payload payload.uid=self.payloadcounter payload.unitname=Unit:GetName() payload.aircrafttype=Unit:GetTypeName() payload.pylons=Unit:GetTemplatePayload() -- Set the number of available payloads. self:SetPayloadAmount(payload, Npayloads) -- Payload capabilities. payload.capabilities={} for _,missiontype in pairs(MissionTypes) do local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=missiontype capability.Performance=Performance table.insert(payload.capabilities, capability) end -- Add ORBIT for all. if not AUFTRAG.CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=AUFTRAG.Type.ORBIT capability.Performance=50 table.insert(payload.capabilities, capability) end -- Add RELOCATION for all. if not AUFTRAG.CheckMissionType(AUFTRAG.Type.RELOCATECOHORT, MissionTypes) then local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=AUFTRAG.Type.RELOCATECOHORT capability.Performance=50 table.insert(payload.capabilities, capability) end -- Info self:T(self.lid..string.format("Adding new payload from unit %s for aircraft type %s: ID=%d, N=%d (unlimited=%s), performance=%d, missions: %s", payload.unitname, payload.aircrafttype, payload.uid, payload.navail, tostring(payload.unlimited), Performance, table.concat(MissionTypes, ", "))) -- Add payload table.insert(self.payloads, payload) -- Increase counter self.payloadcounter=self.payloadcounter+1 return payload end self:E(self.lid.."ERROR: No UNIT found to create PAYLOAD!") return nil end --- Set the number of payload available. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table created by the `:NewPayload` function. -- @param #number Navailable Number of payloads available to the airwing resources. Default 99 (which should be enough for most scenarios). Set to -1 for unlimited. -- @return #AIRWING self function AIRWING:SetPayloadAmount(Payload, Navailable) Navailable=Navailable or 99 if Payload then Payload.unlimited=Navailable<0 if Payload.unlimited then Payload.navail=1 else Payload.navail=Navailable end end return self end --- Increase or decrease the amount of available payloads. Unlimited playloads first need to be set to a limited number with the `SetPayloadAmount` function. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table created by the `:NewPayload` function. -- @param #number N Number of payloads to be added. Use negative number to decrease amount. Default 1. -- @return #AIRWING self function AIRWING:IncreasePayloadAmount(Payload, N) N=N or 1 if Payload and Payload.navail>=0 then -- Increase/decrease amount. Payload.navail=Payload.navail+N -- Ensure playload does not drop below 0. Payload.navail=math.max(Payload.navail, 0) end return self end --- Get amount of payloads available for a given playload. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table created by the `:NewPayload` function. -- @return #number Number of payloads available. Unlimited payloads will return -1. function AIRWING:GetPayloadAmount(Payload) return Payload.navail end --- Get capabilities of a given playload. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload data table. -- @return #table Capabilities. function AIRWING:GetPayloadCapabilities(Payload) return Payload.capabilities end --- Add a mission capability to an existing payload. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table to which the capability should be added. -- @param #table MissionTypes Mission types to be added. -- @param #number Performance A number between 0 (worst) and 100 (best) to describe the performance of the loadout for the given mission types. Default is 50. -- @return #AIRWING self function AIRWING:AddPayloadCapability(Payload, MissionTypes, Performance) -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end Payload.capabilities=Payload.capabilities or {} for _,missiontype in pairs(MissionTypes) do local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=missiontype capability.Performance=Performance --TODO: check that capability does not already exist! table.insert(Payload.capabilities, capability) end return self end --- Fetch a payload from the airwing resources for a given unit and mission type. -- The payload with the highest priority is preferred. -- @param #AIRWING self -- @param #string UnitType The type of the unit. -- @param #string MissionType The mission type. -- @param #table Payloads Specific payloads only to be considered. -- @return #AIRWING.Payload Payload table or *nil*. function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads) -- Quick check if we have any payloads. if not self.payloads or #self.payloads==0 then self:T(self.lid.."WARNING: No payloads in stock!") return nil end -- Debug. if self.verbose>=4 then self:I(self.lid..string.format("Looking for payload for unit type=%s and mission type=%s", UnitType, MissionType)) for i,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload local performance=self:GetPayloadPeformance(payload, MissionType) self:I(self.lid..string.format("[%d] Payload type=%s navail=%d unlimited=%s", i, payload.aircrafttype, payload.navail, tostring(payload.unlimited))) end end --- Sort payload wrt the following criteria: -- 1) Highest performance is the main selection criterion. -- 2) If payloads have the same performance, unlimited payloads are preferred over limited ones. -- 3) If payloads have the same performance _and_ are limited, the more abundant one is preferred. local function sortpayloads(a,b) local pA=a --#AIRWING.Payload local pB=b --#AIRWING.Payload if a and b then -- I had the case that a or b were nil even though the self.payloads table was looking okay. Very strange! Seems to be solved by pre-selecting valid payloads. local performanceA=self:GetPayloadPeformance(a, MissionType) local performanceB=self:GetPayloadPeformance(b, MissionType) return (performanceA>performanceB) or (performanceA==performanceB and a.unlimited==true and b.unlimited~=true) or (performanceA==performanceB and a.unlimited==true and b.unlimited==true and a.navail>b.navail) elseif not a then self:I(self.lid..string.format("FF ERROR in sortpayloads: a is nil")) return false elseif not b then self:I(self.lid..string.format("FF ERROR in sortpayloads: b is nil")) return true else self:I(self.lid..string.format("FF ERROR in sortpayloads: a and b are nil")) return false end end local function _checkPayloads(payload) if Payloads then for _,Payload in pairs(Payloads) do if Payload.uid==payload.uid then return true end end else -- Payload was not specified. return nil end return false end -- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available. local payloads={} for _,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload local specialpayload=_checkPayloads(payload) local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities) local goforit = specialpayload or (specialpayload==nil and compatible) if payload.aircrafttype==UnitType and payload.navail>0 and goforit then table.insert(payloads, payload) end end -- Debug. if self.verbose>=4 then self:I(self.lid..string.format("Sorted payloads for mission type %s and aircraft type=%s:", MissionType, UnitType)) for _,_payload in ipairs(self.payloads) do local payload=_payload --#AIRWING.Payload if payload.aircrafttype==UnitType and AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities) then local performace=self:GetPayloadPeformance(payload, MissionType) self:I(self.lid..string.format("- %s payload for %s: avail=%d performace=%d", MissionType, payload.aircrafttype, payload.navail, performace)) end end end -- Cases: if #payloads==0 then -- No payload available. self:T(self.lid..string.format("WARNING: Could not find a payload for airframe %s mission type %s!", UnitType, MissionType)) return nil elseif #payloads==1 then -- Only one payload anyway. local payload=payloads[1] --#AIRWING.Payload if not payload.unlimited then payload.navail=payload.navail-1 end return payload else -- Sort payloads. table.sort(payloads, sortpayloads) local payload=payloads[1] --#AIRWING.Payload if not payload.unlimited then payload.navail=payload.navail-1 end return payload end end --- Return payload from asset back to stock. -- @param #AIRWING self -- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The squadron asset. function AIRWING:ReturnPayloadFromAsset(asset) local payload=asset.payload if payload then -- Increase count if not unlimited. if not payload.unlimited then payload.navail=payload.navail+1 end -- Remove asset payload. asset.payload=nil else self:E(self.lid.."ERROR: asset had no payload attached!") end end --- Add asset group(s) to squadron. -- @param #AIRWING self -- @param Ops.Squadron#SQUADRON Squadron The squadron object. -- @param #number Nassets Number of asset groups to add. -- @return #AIRWING self function AIRWING:AddAssetToSquadron(Squadron, Nassets) if Squadron then -- Get the template group of the squadron. local Group=GROUP:FindByName(Squadron.templatename) if Group then -- Debug text. local text=string.format("Adding asset %s to squadron %s", Group:GetName(), Squadron.name) self:T(self.lid..text) -- Add assets to airwing warehouse. self:AddAsset(Group, Nassets, nil, nil, nil, nil, Squadron.skill, Squadron.livery, Squadron.name) else self:E(self.lid.."ERROR: Group does not exist!") end else self:E(self.lid.."ERROR: Squadron does not exit!") end return self end --- Get squadron by name. -- @param #AIRWING self -- @param #string SquadronName Name of the squadron, e.g. "VFA-37". -- @return Ops.Squadron#SQUADRON The squadron object. function AIRWING:GetSquadron(SquadronName) local squad=self:_GetCohort(SquadronName) return squad end --- Get squadron of an asset. -- @param #AIRWING self -- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The squadron asset. -- @return Ops.Squadron#SQUADRON The squadron object. function AIRWING:GetSquadronOfAsset(Asset) return self:GetSquadron(Asset.squadname) end --- Remove asset from squadron. -- @param #AIRWING self -- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The squad asset. function AIRWING:RemoveAssetFromSquadron(Asset) local squad=self:GetSquadronOfAsset(Asset) if squad then squad:DelAsset(Asset) end end --- Set number of CAP flights constantly carried out. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberCAP(n) self.nflightsCAP=n or 1 return self end --- Set CAP flight formation. -- @param #AIRWING self -- @param #number Formation Formation to take, e.g. ENUMS.Formation.FixedWing.Trail.Close, also see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_option_formation). -- @return #AIRWING self function AIRWING:SetCAPFormation(Formation) self.capFormation = Formation return self end --- Set CAP close race track.We'll utilize the AUFTRAG PatrolRaceTrack instead of a standard race track orbit task. -- @param #AIRWING self -- @param #boolean OnOff If true, switch this on, else switch off. Off by default. -- @return #AIRWING self function AIRWING:SetCapCloseRaceTrack(OnOff) self.capOptionPatrolRaceTrack = OnOff return self end --- Set CAP mission start to vary randomly between Start end End seconds. -- @param #AIRWING self -- @param #number Start -- @param #number End -- @return #AIRWING self function AIRWING:SetCapStartTimeVariation(Start, End) self.capOptionVaryStartTime = Start or 5 self.capOptionVaryEndTime = End or 60 return self end --- Set number of TANKER flights with Boom constantly in the air. -- @param #AIRWING self -- @param #number Nboom Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberTankerBoom(Nboom) self.nflightsTANKERboom=Nboom or 1 return self end --- Set markers on the map for Patrol Points. -- @param #AIRWING self -- @param #boolean onoff Set to true to switch markers on. -- @return #AIRWING self function AIRWING:ShowPatrolPointMarkers(onoff) if onoff then self.markpoints = true else self.markpoints = false end return self end --- Set number of TANKER flights with Probe constantly in the air. -- @param #AIRWING self -- @param #number Nprobe Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberTankerProbe(Nprobe) self.nflightsTANKERprobe=Nprobe or 1 return self end --- Set number of AWACS flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberAWACS(n) self.nflightsAWACS=n or 1 return self end --- Set number of RECON flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberRecon(n) self.nflightsRecon=n or 1 return self end --- Set number of Rescue helo flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberRescuehelo(n) self.nflightsRescueHelo=n or 1 return self end --- -- @param #AIRWING self -- @param #AIRWING.PatrolData point Patrol point table. -- @return #string Marker text. function AIRWING:_PatrolPointMarkerText(point) local text=string.format("%s Occupied=%d, \nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts", point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed) return text end --- Update marker of the patrol point. -- @param #AIRWING self -- @param #AIRWING.PatrolData point Patrol point table. function AIRWING:UpdatePatrolPointMarker(point) if self and self.markpoints then -- sometimes there's a direct call from #OPSGROUP local text=string.format("%s Occupied=%d\nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts", point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed) if point.IsZonePoint and point.IsZonePoint == true and point.patrolzone then -- update position local Coordinate = point.patrolzone:GetCoordinate() point.marker:UpdateCoordinate(Coordinate) point.marker:UpdateText(text, 1.5) else point.marker:UpdateText(text, 1) end end end --- Create a new generic patrol point. -- @param #AIRWING self -- @param #string Type Patrol point type, e.g. "CAP" or "AWACS". Default "Unknown". -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone). -- @param #number Altitude Orbit altitude in feet. Default random between Angels 10 and 20. -- @param #number Heading Heading in degrees. Default random (0, 360] degrees. -- @param #number LegLength Length of race-track orbit in NM. Default 15 NM. -- @param #number Speed Orbit speed in knots. Default 350 knots. -- @param #number RefuelSystem Refueling system: 0=Boom, 1=Probe. Default nil=any. -- @return #AIRWING.PatrolData Patrol point table. function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegLength, RefuelSystem) local patrolpoint={} --#AIRWING.PatrolData patrolpoint.type=Type or "Unknown" patrolpoint.coord=Coordinate or self:GetCoordinate():Translate(UTILS.NMToMeters(math.random(10, 15)), math.random(360)) if Coordinate:IsInstanceOf("ZONE_BASE") then patrolpoint.IsZonePoint = true patrolpoint.patrolzone = Coordinate patrolpoint.coord = patrolpoint.patrolzone:GetCoordinate() else patrolpoint.IsZonePoint = false end patrolpoint.heading=Heading or math.random(360) patrolpoint.leg=LegLength or 15 patrolpoint.altitude=Altitude or math.random(10,20)*1000 patrolpoint.speed=Speed or 350 patrolpoint.noccupied=0 patrolpoint.refuelsystem=RefuelSystem if self.markpoints then patrolpoint.marker=MARKER:New(Coordinate, "New Patrol Point"):ToAll() self:UpdatePatrolPointMarker(patrolpoint) end return patrolpoint end --- Add a patrol Point for CAP missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone). -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @return #AIRWING self function AIRWING:AddPatrolPointCAP(Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint=self:NewPatrolPoint("CAP", Coordinate, Altitude, Speed, Heading, LegLength) table.insert(self.pointsCAP, patrolpoint) return self end --- Add a patrol Point for RECON missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone). -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @return #AIRWING self function AIRWING:AddPatrolPointRecon(Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint=self:NewPatrolPoint("RECON", Coordinate, Altitude, Speed, Heading, LegLength) table.insert(self.pointsRecon, patrolpoint) return self end --- Add a patrol Point for TANKER missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone). -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @param #number RefuelSystem Set refueling system of tanker: 0=boom, 1=probe. Default any (=nil). -- @return #AIRWING self function AIRWING:AddPatrolPointTANKER(Coordinate, Altitude, Speed, Heading, LegLength, RefuelSystem) local patrolpoint=self:NewPatrolPoint("Tanker", Coordinate, Altitude, Speed, Heading, LegLength, RefuelSystem) table.insert(self.pointsTANKER, patrolpoint) return self end --- Add a patrol Point for AWACS missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone). -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @return #AIRWING self function AIRWING:AddPatrolPointAWACS(Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint=self:NewPatrolPoint("AWACS", Coordinate, Altitude, Speed, Heading, LegLength) table.insert(self.pointsAWACS, patrolpoint) return self end --- Set airboss of this wing. He/she will take care that no missions are launched if the carrier is recovering. -- @param #AIRWING self -- @param Ops.Airboss#AIRBOSS airboss The AIRBOSS object. -- @return #AIRWING self function AIRWING:SetAirboss(airboss) self.airboss=airboss return self end --- Set takeoff type. All assets of this airwing will be spawned with this takeoff type. -- Spawning on runways is not supported. -- @param #AIRWING self -- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air. -- @return #AIRWING self function AIRWING:SetTakeoffType(TakeoffType) TakeoffType=TakeoffType or "Cold" if TakeoffType:lower()=="hot" then self.takeoffType=COORDINATE.WaypointType.TakeOffParkingHot elseif TakeoffType:lower()=="cold" then self.takeoffType=COORDINATE.WaypointType.TakeOffParking elseif TakeoffType:lower()=="air" then self.takeoffType=COORDINATE.WaypointType.TurningPoint else self.takeoffType=COORDINATE.WaypointType.TakeOffParking end return self end --- Set takeoff type cold (default). All assets of this squadron will be spawned with engines off (cold). -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetTakeoffCold() self:SetTakeoffType("Cold") return self end --- Set takeoff type hot. All assets of this squadron will be spawned with engines on (hot). -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetTakeoffHot() self:SetTakeoffType("Hot") return self end --- Set takeoff type air. All assets of this squadron will be spawned in air above the airbase. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetTakeoffAir() self:SetTakeoffType("Air") return self end --- Set the aircraft of the AirWing to land straight in. -- @param #AIRWING self -- @return #FLIGHTGROUP self function AIRWING:SetLandingStraightIn() self.OptionLandingStraightIn = true return self end --- Set the aircraft of the AirWing to land in pairs for groups > 1 aircraft. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetLandingForcePair() self.OptionLandingForcePair = true return self end --- Set the aircraft of the AirWing to NOT land in pairs. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetLandingRestrictPair() self.OptionLandingRestrictPair = true return self end --- Set the aircraft of the AirWing to land after overhead break. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetLandingOverheadBreak() self.OptionLandingOverheadBreak = true return self end --- [Helicopter] Set the aircraft of the AirWing to prefer vertical takeoff and landing. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:SetOptionPreferVerticalLanding() self.OptionPreferVerticalLanding = true return self end --- Set despawn after landing. Aircraft will be despawned after the landing event. -- Can help to avoid DCS AI taxiing issues. -- @param #AIRWING self -- @param #boolean Switch If `true` (default), activate despawn after landing. -- @return #AIRWING self function AIRWING:SetDespawnAfterLanding(Switch) if Switch then self.despawnAfterLanding=Switch else self.despawnAfterLanding=true end return self end --- Set despawn after holding. Aircraft will be despawned when they arrive at their holding position at the airbase. -- Can help to avoid DCS AI taxiing issues. -- @param #AIRWING self -- @param #boolean Switch If `true` (default), activate despawn after landing. -- @return #AIRWING self function AIRWING:SetDespawnAfterHolding(Switch) if Switch then self.despawnAfterHolding=Switch else self.despawnAfterHolding=true end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Start AIRWING FSM. -- @param #AIRWING self function AIRWING:onafterStart(From, Event, To) -- Start parent Warehouse. self:GetParent(self, AIRWING).onafterStart(self, From, Event, To) -- Info. self:I(self.lid..string.format("Starting AIRWING v%s", AIRWING.version)) end --- Update status. -- @param #AIRWING self function AIRWING:onafterStatus(From, Event, To) -- Status of parent Warehouse. self:GetParent(self).onafterStatus(self, From, Event, To) local fsmstate=self:GetState() -- Check CAP missions. self:CheckCAP() -- Check TANKER missions. self:CheckTANKER() -- Check AWACS missions. self:CheckAWACS() -- Check Rescue Helo missions. self:CheckRescuhelo() -- Check Recon missions. self:CheckRECON() -- Display tactival overview. self:_TacticalOverview() ---------------- -- Transport --- ---------------- -- Check transport queue. self:CheckTransportQueue() -------------- -- Mission --- -------------- -- Check mission queue. self:CheckMissionQueue() -- General info: if self.verbose>=1 then -- Count missions not over yet. local Nmissions=self:CountMissionsInQueue() -- Count ALL payloads in stock. If any payload is unlimited, this gives 999. local Npayloads=self:CountPayloadsInStock(AUFTRAG.Type) -- Assets tot local Npq, Np, Nq=self:CountAssetsOnMission() local assets=string.format("%d (OnMission: Total=%d, Active=%d, Queued=%d)", self:CountAssets(), Npq, Np, Nq) -- Output. local text=string.format("%s: Missions=%d, Payloads=%d (%d), Squads=%d, Assets=%s", fsmstate, Nmissions, Npayloads, #self.payloads, #self.cohorts, assets) self:I(self.lid..text) end ------------------ -- Mission Info -- ------------------ if self.verbose>=2 then local text=string.format("Missions Total=%d:", #self.missionqueue) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end local assets=string.format("%d/%d", mission:CountOpsGroups(), mission:GetNumberOfRequiredAssets()) local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage()) local mystatus=mission:GetLegionStatus(self) text=text..string.format("\n[%d] %s %s: Status=%s [%s], Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mystatus, mission.status, prio, assets, target) end self:I(self.lid..text) end ------------------- -- Squadron Info -- ------------------- if self.verbose>=3 then local text="Squadrons:" for i,_squadron in pairs(self.cohorts) do local squadron=_squadron --Ops.Squadron#SQUADRON local callsign=squadron.callsignName and UTILS.GetCallsignName(squadron.callsignName) or "N/A" local modex=squadron.modex and squadron.modex or -1 local skill=squadron.skill and tostring(squadron.skill) or "N/A" -- Squadron text text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", squadron.name, squadron:GetState(), squadron.aircrafttype, squadron:CountAssets(true), #squadron.assets, callsign, modex, skill) end self:I(self.lid..text) end end --- Get patrol data. -- @param #AIRWING self -- @param #table PatrolPoints Patrol data points. -- @param #number RefuelSystem If provided, only return points with the specific refueling system. -- @return #AIRWING.PatrolData Patrol point data table. function AIRWING:_GetPatrolData(PatrolPoints, RefuelSystem) -- Sort wrt lowest number of flights on this point. local function sort(a,b) return a.noccupied0 then -- Sort data wrt number of flights at that point. table.sort(PatrolPoints, sort) for _,_patrolpoint in pairs(PatrolPoints) do local patrolpoint=_patrolpoint --#AIRWING.PatrolData if patrolpoint.IsZonePoint and patrolpoint.IsZonePoint == true and patrolpoint.patrolzone then -- update patrolpoint.coord = patrolpoint.patrolzone:GetCoordinate() end if (RefuelSystem and patrolpoint.refuelsystem and RefuelSystem==patrolpoint.refuelsystem) or RefuelSystem==nil or patrolpoint.refuelsystem==nil then return patrolpoint end end end -- Return a new point. return self:NewPatrolPoint() end --- Check how many CAP missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckCAP() local Ncap=0 -- Count CAP missions. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() and (mission.type==AUFTRAG.Type.GCICAP or mission.type == AUFTRAG.Type.PATROLRACETRACK) and mission.patroldata then Ncap=Ncap+1 end end for i=1,self.nflightsCAP-Ncap do local patrol=self:_GetPatrolData(self.pointsCAP) local altitude=patrol.altitude+1000*patrol.noccupied local missionCAP = nil -- Ops.Auftrag#AUFTRAG if self.capOptionPatrolRaceTrack then missionCAP=AUFTRAG:NewPATROL_RACETRACK(patrol.coord,altitude,patrol.speed,patrol.heading,patrol.leg, self.capFormation) else missionCAP=AUFTRAG:NewGCICAP(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg) end if self.capOptionVaryStartTime then local ClockStart = math.random(self.capOptionVaryStartTime, self.capOptionVaryEndTime) missionCAP:SetTime(ClockStart) end missionCAP.patroldata=patrol patrol.noccupied=patrol.noccupied+1 if self.markpoints then self:UpdatePatrolPointMarker(patrol) end self:AddMission(missionCAP) end return self end --- Check how many RECON missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckRECON() local Ncap=0 -- Count CAP missions. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() and mission.type==AUFTRAG.Type.RECON and mission.patroldata then Ncap=Ncap+1 end end --self:I(self.lid.."Number of active RECON Missions: "..Ncap) for i=1,self.nflightsRecon-Ncap do --self:I(self.lid.."Creating RECON Missions: "..i) local patrol=self:_GetPatrolData(self.pointsRecon) local altitude=patrol.altitude --+1000*patrol.noccupied local ZoneSet = SET_ZONE:New() local Zone = ZONE_RADIUS:New(self.alias.." Recon "..math.random(1,10000),patrol.coord:GetVec2(),UTILS.NMToMeters(patrol.leg/2)) ZoneSet:AddZone(Zone) if self.Debug then Zone:DrawZone(self.coalition,{0,0,1},Alpha,FillColor,FillAlpha,2,true) end local missionRECON=AUFTRAG:NewRECON(ZoneSet,patrol.speed,patrol.altitude,true) missionRECON.patroldata=patrol missionRECON.categories={AUFTRAG.Category.AIRCRAFT} patrol.noccupied=patrol.noccupied+1 if self.markpoints then self:UpdatePatrolPointMarker(patrol) end self:AddMission(missionRECON) end return self end --- Check how many TANKER missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckTANKER() local Nboom=0 local Nprob=0 -- Count tanker missions. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() and mission.type==AUFTRAG.Type.TANKER and mission.patroldata then if mission.refuelSystem==Unit.RefuelingSystem.BOOM_AND_RECEPTACLE then Nboom=Nboom+1 elseif mission.refuelSystem==Unit.RefuelingSystem.PROBE_AND_DROGUE then Nprob=Nprob+1 end end end -- Check missing boom tankers. for i=1,self.nflightsTANKERboom-Nboom do local patrol=self:_GetPatrolData(self.pointsTANKER) local altitude=patrol.altitude+1000*patrol.noccupied local mission=AUFTRAG:NewTANKER(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg, Unit.RefuelingSystem.BOOM_AND_RECEPTACLE) mission.patroldata=patrol patrol.noccupied=patrol.noccupied+1 if self.markpoints then self:UpdatePatrolPointMarker(patrol) end self:AddMission(mission) end -- Check missing probe tankers. for i=1,self.nflightsTANKERprobe-Nprob do local patrol=self:_GetPatrolData(self.pointsTANKER) local altitude=patrol.altitude+1000*patrol.noccupied local mission=AUFTRAG:NewTANKER(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg, Unit.RefuelingSystem.PROBE_AND_DROGUE) mission.patroldata=patrol patrol.noccupied=patrol.noccupied+1 if self.markpoints then self:UpdatePatrolPointMarker(patrol) end self:AddMission(mission) end return self end --- Check how many AWACS missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckAWACS() local N=0 --self:CountMissionsInQueue({AUFTRAG.Type.AWACS}) -- Count AWACS missions. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() and mission.type==AUFTRAG.Type.AWACS and mission.patroldata then N=N+1 end end for i=1,self.nflightsAWACS-N do local patrol=self:_GetPatrolData(self.pointsAWACS) local altitude=patrol.altitude+1000*patrol.noccupied local mission=AUFTRAG:NewAWACS(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg) mission.patroldata=patrol patrol.noccupied=patrol.noccupied+1 if self.markpoints then self:UpdatePatrolPointMarker(patrol) end self:AddMission(mission) end return self end --- Check how many Rescue helos are currently in the air. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckRescuhelo() local N=self:CountMissionsInQueue({AUFTRAG.Type.RESCUEHELO}) if self.airbase then local name=self.airbase:GetName() local carrier=UNIT:FindByName(name) for i=1,self.nflightsRescueHelo-N do local mission=AUFTRAG:NewRESCUEHELO(carrier) self:AddMission(mission) end end return self end --- Check how many AWACS missions are assigned and add number of missing missions. -- @param #AIRWING self -- @param Ops.FlightGroup#FLIGHTGROUP flightgroup The flightgroup. -- @return Functional.Warehouse#WAREHOUSE.Assetitem The tanker asset. function AIRWING:GetTankerForFlight(flightgroup) local tankers=self:GetAssetsOnMission(AUFTRAG.Type.TANKER) if #tankers>0 then local tankeropt={} for _,_tanker in pairs(tankers) do local tanker=_tanker --Functional.Warehouse#WAREHOUSE.Assetitem -- Check that donor and acceptor use the same refuelling system. if flightgroup.refueltype and flightgroup.refueltype==tanker.flightgroup.tankertype then local tankercoord=tanker.flightgroup.group:GetCoordinate() local assetcoord=flightgroup.group:GetCoordinate() local dist=assetcoord:Get2DDistance(tankercoord) -- Ensure that the flight does not find itself. Asset could be a tanker! if dist>5 then table.insert(tankeropt, {tanker=tanker, dist=dist}) end end end -- Sort tankers wrt to distance. table.sort(tankeropt, function(a,b) return a.dist0 then return tankeropt[1].tanker else return nil end end return nil end --- Add the ability to call back an Ops.AWACS#AWACS object with an FSM call "FlightOnMission(FlightGroup, Mission)". -- @param #AIRWING self -- @param Ops.AWACS#AWACS ConnectecdAwacs -- @return #AIRWING self function AIRWING:SetUsingOpsAwacs(ConnectecdAwacs) self:I(self.lid .. "Added AWACS Object: "..ConnectecdAwacs:GetName() or "unknown") self.UseConnectedOpsAwacs = true self.ConnectedOpsAwacs = ConnectecdAwacs return self end --- Remove the ability to call back an Ops.AWACS#AWACS object with an FSM call "FlightOnMission(FlightGroup, Mission)". -- @param #AIRWING self -- @return #AIRWING self function AIRWING:RemoveUsingOpsAwacs() self:I(self.lid .. "Reomve AWACS Object: "..self.ConnectedOpsAwacs:GetName() or "unknown") self.UseConnectedOpsAwacs = false return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "FlightOnMission". -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup Ops flight group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The requested mission. function AIRWING:onafterFlightOnMission(From, Event, To, FlightGroup, Mission) -- Debug info. self:T(self.lid..string.format("Group %s on %s mission %s", FlightGroup:GetName(), Mission:GetType(), Mission:GetName())) if self.UseConnectedOpsAwacs and self.ConnectedOpsAwacs then self.ConnectedOpsAwacs:__FlightOnMission(2,FlightGroup,Mission) end -- Landing Options if self.OptionLandingForcePair then FlightGroup:SetOptionLandingForcePair() elseif self.OptionLandingOverheadBreak then FlightGroup:SetOptionLandingOverheadBreak() elseif self.OptionLandingRestrictPair then FlightGroup:SetOptionLandingRestrictPair() elseif self.OptionLandingStraightIn then FlightGroup:SetOptionLandingStraightIn() end -- Landing Options Helo if self.OptionPreferVerticalLanding then FlightGroup:SetOptionPreferVertical() end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Count payloads in stock. -- @param #AIRWING self -- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`. -- @param #table UnitTypes Types of units. -- @param #table Payloads Specific payloads to be counted only. -- @return #number Count of available payloads in stock. function AIRWING:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads) if MissionTypes then if type(MissionTypes)=="string" then MissionTypes={MissionTypes} end end if UnitTypes then if type(UnitTypes)=="string" then UnitTypes={UnitTypes} end end local function _checkUnitTypes(payload) if UnitTypes then for _,unittype in pairs(UnitTypes) do if unittype==payload.aircrafttype then return true end end else -- Unit type was not specified. return true end return false end local function _checkPayloads(payload) if Payloads then for _,Payload in pairs(Payloads) do if Payload.uid==payload.uid then return true end end else -- Payload was not specified. return nil end return false end local n=0 for _,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload for _,MissionType in pairs(MissionTypes) do local specialpayload=_checkPayloads(payload) local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities) local goforit = specialpayload or (specialpayload==nil and compatible) if goforit and _checkUnitTypes(payload) then if payload.unlimited then -- Payload is unlimited. Return a BIG number. return 999 else n=n+payload.navail end end end end return n end --- Get payload performance for a given type of misson type. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table. -- @param #string MissionType Type of mission. -- @return #number Performance or -1. function AIRWING:GetPayloadPeformance(Payload, MissionType) if Payload then for _,Capability in pairs(Payload.capabilities) do local capability=Capability --Ops.Auftrag#AUFTRAG.Capability if capability.MissionType==MissionType then return capability.Performance end end else self:E(self.lid.."ERROR: Payload is nil!") end return -1 end --- Get mission types a payload can perform. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table. -- @return #table Mission types. function AIRWING:GetPayloadMissionTypes(Payload) local missiontypes={} for _,Capability in pairs(Payload.capabilities) do local capability=Capability --Ops.Auftrag#AUFTRAG.Capability table.insert(missiontypes, capability.MissionType) end return missiontypes end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------