--- **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 #table transportqueue Transport queue. -- @field Ops.Chief#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 = {}, transportqueue = {}, } --- COMMANDER class version. -- @field #string version COMMANDER.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Improve legion selection. Mostly done! -- 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. -- TODO: Add ops transports. -- DONE: Allow multiple Legions for one mission. -- 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. self:AddTransition("*", "TransportAssign", "*") -- Transport is assigned to a or multiple LEGIONs. self:AddTransition("*", "TransportCancel", "*") -- COMMANDER cancels a Transport. ------------------------ --- 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". Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission! -- @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. Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission! -- @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. --- Triggers the FSM event "TransportAssign". -- @function [parent=#COMMANDER] TransportAssign -- @param #COMMANDER self -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "TransportAssign" after a delay. -- @function [parent=#COMMANDER] __TransportAssign -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.Legion#LEGION Legion The Legion. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- On after "TransportAssign" event. -- @function [parent=#COMMANDER] OnAfterTransportAssign -- @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.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "TransportCancel". -- @function [parent=#COMMANDER] TransportCancel -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "TransportCancel" after a delay. -- @function [parent=#COMMANDER] __TransportCancel -- @param #COMMANDER self -- @param #number delay Delay in seconds. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- On after "TransportCancel" event. -- @function [parent=#COMMANDER] OnAfterTransportCancel -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. 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 an BRIGADE to the commander. -- @param #COMMANDER self -- @param Ops.Brigade#BRIGADE Brigade The brigade to add. -- @return #COMMANDER self function COMMANDER:AddBrigade(Brigade) -- Add legion. self:AddLegion(Brigade) 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 --- Add transport to queue. -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be added. -- @return #COMMANDER self function COMMANDER:AddOpsTransport(Transport) Transport.commander=self Transport.statusCommander=TRANSPORT.Status.PLANNED table.insert(self.transportqueue, Transport) 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 --- Remove transport from queue. -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be removed. -- @return #COMMANDER self function COMMANDER:RemoveTransport(Transport) for i,_transport in pairs(self.transportqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT if transport.uid==Transport.uid then self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", transport.uid, transport:GetState())) transport.commander=nil table.remove(self.transportqueue, 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() -- Check mission queue and assign one PLANNED mission --- -- 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 local state="In Stock" if asset.flightgroup then state=asset.flightgroup:GetState() local mission=legion:GetAssetCurrentMission(asset) if mission then state=state..string.format("Mission %s [%s]", mission:GetName(), mission:GetType()) end else if asset.spawned then env.info("FF ERROR: asset has opsgroup but is NOT spawned!") end if asset.requested and asset.isReserved then env.info("FF ERROR: asset is requested and reserved. Should not be both!") state="Reserved+Requested!" elseif asset.isReserved then state="Reserved" elseif asset.requested then state="Requested" end end -- Text. text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]", asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid)) 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 --- -- TRANSPORTS --- -- Transport queue. if self.verbose>=2 and #self.transportqueue>0 then local text="Transport queue:" for i,_transport in pairs(self.transportqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT text=text..string.format("\n[%d] UID=%d: status=%s", i, transport.uid, transport:GetState()) 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 and already requested. Needs assets to be added to the mission already. -- @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 --- On after "TransportAssign" event. Transport 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.OpsTransport#OPSTRANSPORT function COMMANDER:onafterTransportAssign(From, Event, To, Legion, Transport) -- Debug info. self:I(self.lid..string.format("Assigning transport %d to legion %s", Transport.uid, Legion.alias)) -- Set mission commander status to QUEUED as it is now queued at a legion. Transport.statusCommander=OPSTRANSPORT.Status.QUEUED -- Add mission to legion. Legion:AddOpsTransport(Transport) -- Directly request the mission as the assets have already been selected. Legion:TransportRequest(Transport) end --- On after "TransportCancel" event. -- @param #COMMANDER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. function COMMANDER:onafterTransportCancel(From, Event, To, Transport) -- Debug info. self:I(self.lid..string.format("Cancelling Transport UID=%d in status %s", Transport.uid, Transport:GetState())) -- Set commander status. Transport.statusCommander=OPSTRANSPORT.Status.CANCELLED if Transport:IsPlanned() then -- Transport is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue. self:RemoveTransport(Transport) else -- Legion will cancel mission. if #Transport.legions>0 then for _,_legion in pairs(Transport.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:TransportCancel(Transport) end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Mission Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- 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.prioweightGroup then weightGroup=weight end end env.info(string.format("FF mission requires transport for cargo weight %d", weightGroup)) -- Recruit transport assets. local TransportAvail, assetsTrans, legionsTrans=self:RecruitAssetsForTransport(mission.opstransport, weightGroup) if TransportAvail then env.info(string.format("FF Transport available with %d carrier assets", #assetsTrans)) -- Add cargo assets to transport. for _,_legion in pairs(legions) do local legion=_legion --Ops.Legion#LEGION -- Set pickup zone to spawn zone or airbase if the legion has one that is operational. local pickupzone=legion.spawnzone if legion.airbase and legion:IsRunwayOperational() then pickupzone=ZONE_AIRBASE:New(legion.airbasename, 4000) end -- Add TZC from legion spawn zone to deploy zone. local tpz=mission.opstransport:AddTransportZoneCombo(pickupzone, mission.opstransport:GetDeployZone()) mission.opstransport:SetEmbarkZone(legion.spawnzone, tpz) -- Add cargo assets to transport. for _,_asset in pairs(assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem if asset.legion.alias==legion.alias then mission.opstransport:AddAssetCargo(asset, tpz) end end end -- Add carrier assets. for _,_asset in pairs(assetsTrans) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem mission.opstransport:AddAsset(asset) end -- Assign TRANSPORT to legions. This also sends the request for the assets. for _,_legion in pairs(legionsTrans) do local legion=_legion --Ops.Legion#LEGION self:TransportAssign(legion, mission.opstransport) end else -- Uncrecruit transport assets. LEGION.UnRecruitAssets(assetsTrans) end end end -- Escort and transport must be available (or not required). if EscortAvail and TransportAvail then -- Assign mission to legion(s). 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 else -- Recruited assets but no requested escort available. Unrecruit assets! LEGION.UnRecruitAssets(assets, mission) end -- Only ONE mission is assigned. return end else --- -- Missions NOT in PLANNED state --- end end 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 Recruited assets. -- @return #table Legions that have recruited assets. function COMMANDER:RecruitAssetsForMission(Mission) -- Debug info. env.info(string.format("FF recruiting assets for mission %s [%s]", Mission:GetName(), Mission:GetType())) -- Cohorts. local Cohorts=Mission.squadrons if not Cohorts then Cohorts={} for _,_legion in pairs(Mission.specialLegions or self.legions) do local legion=_legion --Ops.Legion#LEGION -- Loops over cohorts. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end end -- Number of required assets. local NreqMin, NreqMax=Mission:GetRequiredAssets() -- Target position. local TargetVec2=Mission:GetTargetVec2() -- Special payloads. local Payloads=Mission.payloads -- Recruite assets. local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil) return recruited, assets, legions end --- Recruit assets performing an escort mission for a given asset. -- @param #COMMANDER self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Assets Table of assets. -- @return #boolean If `true`, enough assets could be recruited or no escort was required in the first place. function COMMANDER:RecruitAssetsForEscort(Mission, Assets) -- Cohorts. local Cohorts=Mission.squadrons if not Cohorts then Cohorts={} for _,_legion in pairs(Mission.specialLegions or self.legions) do local legion=_legion --Ops.Legion#LEGION -- Loops over cohorts. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end end -- Is an escort requested in the first place? if Mission.NescortMin and Mission.NescortMax and (Mission.NescortMin>0 or Mission.NescortMax>0) then -- Debug info. self:I(self.lid..string.format("Reqested escort for mission %s [%s]. Required assets=%d-%d", Mission:GetName(), Mission:GetType(), Mission.NescortMin,Mission.NescortMax)) -- Escorts for each asset. local Escorts={} local EscortAvail=true for _,_asset in pairs(Assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem -- Recruit escort asset for the mission asset. local Erecruited, eassets, elegions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.ESCORT, nil, Mission.NescortMin, Mission.NescortMax) if Erecruited then Escorts[asset.spawngroupname]={EscortLegions=elegions, EscortAssets=eassets} else -- Could not find escort for this asset ==> Escort not possible ==> Break the loop. EscortAvail=false break end end -- ALL escorts could be recruited. if EscortAvail then local N=0 for groupname,value in pairs(Escorts) do local Elegions=value.EscortLegions local Eassets=value.EscortAssets for _,_legion in pairs(Elegions) do local legion=_legion --Ops.Legion#LEGION -- Create and ESCORT mission for this asset. local escort=AUFTRAG:NewESCORT(groupname) -- Reserve assts and add to mission. for _,_asset in pairs(Eassets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem asset.isReserved=true escort:AddAsset(asset) N=N+1 end -- Assign mission to legion. self:MissionAssign(legion, escort) end end -- Debug info. self:I(self.lid..string.format("Recruited %d escort assets for mission %s [%s]", N, Mission:GetName(), Mission:GetType())) -- Yup! return true else -- Debug info. self:I(self.lid..string.format("Could not get at least one escort for mission %s [%s]! Unrecruit all recruited assets", Mission:GetName(), Mission:GetType())) -- Could not get at least one escort. Unrecruit all recruited ones. for groupname,value in pairs(Escorts) do local Eassets=value.EscortAssets LEGION.UnRecruitAssets(Eassets) end -- No,no! return false end else -- No escort required. return true end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Transport Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check transport queue and assign ONE planned transport. -- @param #COMMANDER self function COMMANDER:CheckTransportQueue() -- Number of missions. local Ntransports=#self.transportqueue -- Treat special cases. if Ntransports==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.prio0 then for _,_opsgroup in pairs(cargoOpsGroups) do local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP local weight=opsgroup:GetWeightTotal() if weight>weightGroup then weightGroup=weight end end end if weightGroup>0 then -- Recruite assets from legions. local recruited, assets, legions=self:RecruitAssetsForTransport(transport, weightGroup) if recruited then -- Add asset to transport. for _,_asset in pairs(assets) do local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem transport:AddAsset(asset) end -- Assign transport to legion(s). for _,_legion in pairs(legions) do local legion=_legion --Ops.Legion#LEGION -- Debug message. self:I(self.lid..string.format("Assigning transport UID=%d to legion %s", transport.uid, legion.alias)) -- Add mission to legion. self:TransportAssign(legion, transport) end -- Only ONE transport is assigned. return else -- Not recruited. LEGION.UnRecruitAssets(assets) end end else --- -- Missions NOT in PLANNED state --- end end end --- Recruit assets for a given OPS transport. -- @param #COMMANDER self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport. -- @return #boolean If `true`, enough assets could be recruited. -- @return #table Recruited assets. -- @return #table Legions that have recruited assets. function COMMANDER:RecruitAssetsForTransport(Transport, CargoWeight) if weightGroup==0 then -- No cargo groups! return false, {}, {} end -- Cohorts. local Cohorts={} for _,_legion in pairs(self.legions) do local legion=_legion --Ops.Legion#LEGION -- Check that runway is operational. local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true if legion:IsRunning() and Runway then -- Loops over cohorts. for _,_cohort in pairs(legion.cohorts) do local cohort=_cohort --Ops.Cohort#COHORT table.insert(Cohorts, cohort) end end end -- Target is the deploy zone. local TargetVec2=Transport:GetDeployZone():GetVec2() -- Number of required carriers. local NreqMin,NreqMax=Transport:GetRequiredCarriers() -- Recruit assets and legions. local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, CargoWeight) return recruited, assets, legions end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- 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 --- 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 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------