--- **Ops** - Brigade Warehouse. -- -- **Main Features:** -- -- * Manage platoons -- * Carry out ARTY and PATROLZONE missions (AUFTRAG) -- * Define rearming zones -- -- === -- -- ### Author: **funkyfranky** -- -- @module Ops.Brigade -- @image OPS_Brigade.png --- BRIGADE class. -- @type BRIGADE -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity of output. -- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.RearmingZone`. -- @field Core.Set#SET_ZONE retreatZones Retreat zone set. -- @extends Ops.Legion#LEGION --- Be surprised! -- -- === -- -- # The BRIGADE Concept -- -- An BRIGADE consists of multiple PLATOONS. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed. -- -- -- @field #BRIGADE BRIGADE = { ClassName = "BRIGADE", verbose = 0, rearmingZones = {}, } --- Rearming Zone. -- @type BRIGADE.RearmingZone -- @field Core.Zone#ZONE zone The zone. -- @field #boolean occupied If `true`, a rearming truck is present in the zone. -- @field Wrapper.Marker#MARKER marker F10 marker. --- BRIGADE class version. -- @field #string version BRIGADE.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform. -- TODO: Rearming zones. -- TODO: Retreat zones. -- DONE: Add weapon range. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new BRIGADE class object. -- @param #BRIGADE self -- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse. -- @param #string BrigadeName Name of the brigade. -- @return #BRIGADE self function BRIGADE:New(WarehouseName, BrigadeName) -- Inherit everything from LEGION class. local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE -- 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("BRIGADE %s | ", self.alias) -- Defaults self:SetRetreatZones() -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG). ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers. -- @function [parent=#BRIGADE] Start -- @param #BRIGADE self --- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers. -- @function [parent=#BRIGADE] __Start -- @param #BRIGADE self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers. -- @param #BRIGADE self --- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers. -- @function [parent=#BRIGADE] __Stop -- @param #BRIGADE self -- @param #number delay Delay in seconds. --- Triggers the FSM event "ArmyOnMission". -- @function [parent=#BRIGADE] ArmyOnMission -- @param #BRIGADE self -- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "ArmyOnMission" after a delay. -- @function [parent=#BRIGADE] __ArmyOnMission -- @param #BRIGADE self -- @param #number delay Delay in seconds. -- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "ArmyOnMission" event. -- @function [parent=#BRIGADE] OnAfterArmyOnMission -- @param #BRIGADE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add a platoon to the brigade. -- @param #BRIGADE self -- @param Ops.Platoon#PLATOON Platoon The platoon object. -- @return #BRIGADE self function BRIGADE:AddPlatoon(Platoon) -- Add platoon to brigade. table.insert(self.cohorts, Platoon) -- Add assets to platoon. self:AddAssetToPlatoon(Platoon, Platoon.Ngroups) -- Set brigade of platoon. Platoon:SetBrigade(self) -- Start platoon. if Platoon:IsStopped() then Platoon:Start() end return self end --- Add asset group(s) to platoon. -- @param #BRIGADE self -- @param Ops.Platoon#PLATOON Platoon The platoon object. -- @param #number Nassets Number of asset groups to add. -- @return #BRIGADE self function BRIGADE:AddAssetToPlatoon(Platoon, Nassets) if Platoon then -- Get the template group of the platoon. local Group=GROUP:FindByName(Platoon.templatename) if Group then -- Debug text. local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name) self:T(self.lid..text) -- Add assets to airwing warehouse. self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name) else self:E(self.lid.."ERROR: Group does not exist!") end else self:E(self.lid.."ERROR: Platoon does not exit!") end return self end --- Define a set of retreat zones. -- @param #BRIGADE self -- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones. -- @return #BRIGADE self function BRIGADE:SetRetreatZones(RetreatZoneSet) self.retreatZones=RetreatZoneSet or SET_ZONE:New() return self end --- Add a retreat zone. -- @param #BRIGADE self -- @param Core.Zone#ZONE RetreatZone Retreat zone. -- @return #BRIGADE self function BRIGADE:AddRetreatZone(RetreatZone) self.retreatZones:AddZone(RetreatZone) return self end --- Get retreat zones. -- @param #BRIGADE self -- @return Core.Set#SET_ZONE Set of retreat zones. function BRIGADE:GetRetreatZones() return self.retreatZones end --- Add a patrol Point for CAP missions. -- @param #BRIGADE self -- @param Core.Zone#ZONE Rearming zone. -- @return #AIRWING self function BRIGADE:AddRearmingZone(RearmingZone) local rearmingzone={} --#BRIGADE.RearmingZone rearmingzone.zone=RearmingZone rearmingzone.occupied=false rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition()) table.insert(self.rearmingZones, rearmingzone) return self end --- Get platoon by name. -- @param #BRIGADE self -- @param #string PlatoonName Name of the platoon. -- @return Ops.Platoon#PLATOON The Platoon object. function BRIGADE:GetPlatoon(PlatoonName) local platoon=self:_GetCohort(PlatoonName) return platoon end --- Get platoon of an asset. -- @param #BRIGADE self -- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset. -- @return Ops.Platoon#PLATOON The platoon object. function BRIGADE:GetPlatoonOfAsset(Asset) local platoon=self:GetPlatoon(Asset.squadname) return platoon end --- Remove asset from platoon. -- @param #BRIGADE self -- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset. function BRIGADE:RemoveAssetFromPlatoon(Asset) local platoon=self:GetPlatoonOfAsset(Asset) if platoon then platoon:DelAsset(Asset) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Start BRIGADE FSM. -- @param #BRIGADE self function BRIGADE:onafterStart(From, Event, To) -- Start parent Warehouse. self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To) -- Info. self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version)) end --- Update status. -- @param #BRIGADE self function BRIGADE:onafterStatus(From, Event, To) -- Status of parent Warehouse. self:GetParent(self).onafterStatus(self, From, Event, To) -- FSM state. local fsmstate=self:GetState() -- General info: if self.verbose>=1 then -- Count missions not over yet. local Nmissions=self:CountMissionsInQueue() -- Asset count. local Npq, Np, Nq=self:CountAssetsOnMission() -- Asset string. 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, Platoons=%d, Assets=%s", fsmstate, Nmissions, #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.nassets) local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage()) text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target) end self:I(self.lid..text) end -------------------- -- Transport Info -- -------------------- if self.verbose>=2 then local text=string.format("Transports Total=%d:", #self.transportqueue) for i,_transport in pairs(self.transportqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier) text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers) end self:I(self.lid..text) end ------------------- -- Platoon Info -- ------------------- if self.verbose>=3 then local text="Platoons:" for i,_platoon in pairs(self.cohorts) do local platoon=_platoon --Ops.Platoon#PLATOON local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A" local modex=platoon.modex and platoon.modex or -1 local skill=platoon.skill and tostring(platoon.skill) or "N/A" -- Platoon text. text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill) end self:I(self.lid..text) end ---------------- -- Transport --- ---------------- -- Check if any transports should be cancelled. --self:_CheckTransports() -- Get next mission. local transport=self:_GetNextTransport() -- Request mission execution. if transport then self:TransportRequest(transport) end -------------- -- Mission --- -------------- -- Check if any missions should be cancelled. self:_CheckMissions() -- Get next mission. local mission=self:_GetNextMission() -- Request mission execution. if mission then self:MissionRequest(mission) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "ArmyOnMission". -- @param #BRIGADE self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The requested mission. function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission) -- Debug info. self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName())) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------