--- **Ops** - Generic group enhancement. -- -- This class is **not** meant to be used itself by the end user. It contains common functionalities of derived classes for air, ground and sea. -- -- === -- -- ### Author: **funkyfranky** -- -- === -- @module Ops.OpsGroup -- @image OPS_OpsGroup.png --- OPSGROUP class. -- @type OPSGROUP -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity level. 0=silent. -- @field #string lid Class id string for output to DCS log file. -- @field #string groupname Name of the group. -- @field Wrapper.Group#GROUP group Group object. -- @field DCS#Group dcsgroup The DCS group object. -- @field DCS#Controller controller The DCS controller of the group. -- @field DCS#Template template Template table of the group. -- @field #table elements Table of elements, i.e. units of the group. -- @field #boolean isLateActivated Is the group late activated. -- @field #boolean isUncontrolled Is the group uncontrolled. -- @field #boolean isFlightgroup Is a FLIGHTGROUP. -- @field #boolean isArmygroup Is an ARMYGROUP. -- @field #boolean isNavygroup Is a NAVYGROUP. -- @field #boolean isHelo If true, this is a helicopter group. -- @field #boolean isVTOL If true, this is capable of Vertical TakeOff and Landing (VTOL). -- @field #boolean isSubmarine If true, this is a submarine group. -- @field #boolean isAI If true, group is purely AI. -- @field #boolean isDestroyed If true, the whole group was destroyed. -- @field #boolean isDead If true, the whole group is dead. -- @field #table waypoints Table of waypoints. -- @field #table waypoints0 Table of initial waypoints. -- @field #boolean useMEtasks If `true`, use tasks set in the ME. Default `false`. -- @field Wrapper.Airbase#AIRBASE homebase The home base of the flight group. -- @field Wrapper.Airbase#AIRBASE destbase The destination base of the flight group. -- @field Wrapper.Airbase#AIRBASE currbase The current airbase of the flight group, i.e. where it is currently located or landing at. -- @field Core.Zone#ZONE homezone The home zone of the flight group. Set when spawn happens in air. -- @field Core.Zone#ZONE destzone The destination zone of the flight group. Set when final waypoint is in air. -- @field #number currentwp Current waypoint index. This is the index of the last passed waypoint. -- @field #boolean adinfinitum Resume route at first waypoint when final waypoint is reached. -- @field #number Twaiting Abs. mission time stamp when the group was ordered to wait. -- @field #number dTwait Time to wait in seconds. Default `nil` (for ever). -- @field #table taskqueue Queue of tasks. -- @field #number taskcounter Running number of task ids. -- @field #number taskcurrent ID of current task. If 0, there is no current task assigned. -- @field #table taskenroute Enroute task of the group. -- @field #table taskpaused Paused tasks. -- @field #table missionqueue Queue of missions. -- @field #number currentmission The ID (auftragsnummer) of the currently assigned AUFTRAG. -- @field Core.Set#SET_UNIT detectedunits Set of detected units. -- @field Core.Set#SET_GROUP detectedgroups Set of detected groups. -- @field #string attribute Generalized attribute. -- @field #number speedMax Max speed in km/h. -- @field #number speedCruise Cruising speed in km/h. -- @field #number speedWp Speed to the next waypoint in m/s. -- @field #boolean isMobile If `true`, group is mobile (speed > 1 m/s) -- @field #boolean passedfinalwp Group has passed the final waypoint. -- @field #number wpcounter Running number counting waypoints. -- @field Core.Set#SET_ZONE checkzones Set of zones. -- @field Core.Set#SET_ZONE inzones Set of zones in which the group is currently in. -- @field Core.Timer#TIMER timerStatus Timer for status update. -- @field Core.Timer#TIMER timerCheckZone Timer for check zones. -- @field Core.Timer#TIMER timerQueueUpdate Timer for queue updates. -- @field #boolean groupinitialized If true, group parameters were initialized. -- @field #boolean detectionOn If true, detected units of the group are analyzed. -- @field #table pausedmissions Paused missions. -- @field #number Ndestroyed Number of destroyed units. -- @field #number Nkills Number kills of this groups. -- @field #number Nhit Number of hits taken. -- -- @field #boolean rearmOnOutOfAmmo If `true`, group will go to rearm once it runs out of ammo. -- -- @field Ops.Legion#LEGION legion Legion the group belongs to. -- @field Ops.Cohort#COHORT cohort Cohort the group belongs to. -- -- @field Core.Point#COORDINATE coordinate Current coordinate. -- -- @field DCS#Vec3 position Position of the group at last status check. -- @field DCS#Vec3 positionLast Backup of last position vec to monitor changes. -- @field #number heading Heading of the group at last status check. -- @field #number headingLast Backup of last heading to monitor changes. -- @field DCS#Vec3 orientX Orientation at last status check. -- @field DCS#Vec3 orientXLast Backup of last orientation to monitor changes. -- @field #number traveldist Distance traveled in meters. This is a lower bound. -- @field #number traveltime Time. -- -- @field Core.Astar#ASTAR Astar path finding. -- @field #boolean ispathfinding If true, group is on pathfinding route. -- -- @field #boolean engagedetectedOn If `true`, auto engage detected targets. -- @field #number engagedetectedRmax Max range in NM. Only detected targets within this radius from the group will be engaged. Default is 25 NM. -- @field #table engagedetectedTypes Types of target attributes that will be engaged. See [DCS enum attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). Default "All". -- @field Core.Set#SET_ZONE engagedetectedEngageZones Set of zones in which targets are engaged. Default is anywhere. -- @field Core.Set#SET_ZONE engagedetectedNoEngageZones Set of zones in which targets are *not* engaged. Default is nowhere. -- -- @field #OPSGROUP.Radio radio Current radio settings. -- @field #OPSGROUP.Radio radioDefault Default radio settings. -- @field Core.RadioQueue#RADIOQUEUE radioQueue Radio queue. -- -- @field #OPSGROUP.Beacon tacan Current TACAN settings. -- @field #OPSGROUP.Beacon tacanDefault Default TACAN settings. -- -- @field #OPSGROUP.Beacon icls Current ICLS settings. -- @field #OPSGROUP.Beacon iclsDefault Default ICLS settings. -- -- @field #OPSGROUP.Option option Current optional settings. -- @field #OPSGROUP.Option optionDefault Default option settings. -- -- @field #OPSGROUP.Callsign callsign Current callsign settings. -- @field #OPSGROUP.Callsign callsignDefault Default callsign settings. -- @field #string callsignName Callsign name. -- @field #string callsignAlias Callsign alias. -- -- @field #OPSGROUP.Spot spot Laser and IR spot. -- -- @field #OPSGROUP.Ammo ammo Initial ammount of ammo. -- @field #OPSGROUP.WeaponData weaponData Weapon data table with key=BitType. -- -- @field #OPSGROUP.Element carrier Carrier the group is loaded into as cargo. -- @field #OPSGROUP carrierGroup Carrier group transporting this group as cargo. -- @field #OPSGROUP.MyCarrier mycarrier Carrier group for this group. -- @field #table cargoqueue Table containing cargo groups to be transported. -- @field #table cargoBay Table containing OPSGROUP loaded into this group. -- @field Ops.OpsTransport#OPSTRANSPORT cargoTransport Current cargo transport assignment. -- @field Ops.OpsTransport#OPSTRANSPORT.TransportZoneCombo cargoTZC Transport zone combo (pickup, deploy etc.) currently used. -- @field #string cargoStatus Cargo status of this group acting as cargo. -- @field #number cargoTransportUID Unique ID of the transport assignment this cargo group is associated with. -- @field #string carrierStatus Carrier status of this group acting as cargo carrier. -- @field #OPSGROUP.CarrierLoader carrierLoader Carrier loader parameters. -- @field #OPSGROUP.CarrierLoader carrierUnloader Carrier unloader parameters. -- -- @field #boolean useSRS Use SRS for transmissions. -- @field Sound.SRS#MSRS msrs MOOSE SRS wrapper. -- -- @extends Core.Fsm#FSM --- *A small group of determined and like-minded people can change the course of history.* -- Mahatma Gandhi -- -- === -- -- # The OPSGROUP Concept -- -- The OPSGROUP class contains common functions used by other classes such as FLIGHTGROUP, NAVYGROUP and ARMYGROUP. -- Those classes inherit everything of this class and extend it with features specific to their unit category. -- -- This class is **NOT** meant to be used by the end user itself. -- -- -- @field #OPSGROUP OPSGROUP = { ClassName = "OPSGROUP", verbose = 0, lid = nil, groupname = nil, group = nil, template = nil, isLateActivated = nil, waypoints = nil, waypoints0 = nil, currentwp = 1, elements = {}, taskqueue = {}, taskcounter = nil, taskcurrent = nil, taskenroute = nil, taskpaused = {}, missionqueue = {}, currentmission = nil, detectedunits = {}, detectedgroups = {}, attribute = nil, checkzones = nil, inzones = nil, groupinitialized = nil, wpcounter = 1, radio = {}, option = {}, optionDefault = {}, tacan = {}, icls = {}, callsign = {}, Ndestroyed = 0, Nkills = 0, Nhit = 0, weaponData = {}, cargoqueue = {}, cargoBay = {}, mycarrier = {}, carrierLoader = {}, carrierUnloader = {}, useMEtasks = false, pausedmissions = {}, } --- OPS group element. -- @type OPSGROUP.Element -- @field #string name Name of the element, i.e. the unit. -- @field #string status The element status. See @{#OPSGROUP.ElementStatus}. -- @field Wrapper.Unit#UNIT unit The UNIT object. -- @field Wrapper.Group#GROUP group The GROUP object. -- @field DCS#Unit DCSunit The DCS unit object. -- @field DCS#Controller controller The DCS controller of the unit. -- @field #boolean ai If true, element is AI. -- @field #string skill Skill level. -- @field #string playerName Name of player if this is a client. -- @field #number Nhit Number of times the element was hit. -- -- @field Core.Zone#ZONE_POLYGON_BASE zoneBoundingbox Bounding box zone of the element unit. -- @field Core.Zone#ZONE_POLYGON_BASE zoneLoad Loading zone. -- @field Core.Zone#ZONE_POLYGON_BASE zoneUnload Unloading zone. -- -- @field #string typename Type name. -- @field #number category Aircraft category. -- @field #string categoryname Aircraft category name. -- -- @field #number size Size (max of length, width, height) in meters. -- @field #number length Length of element in meters. -- @field #number width Width of element in meters. -- @field #number height Height of element in meters. -- -- @field DCS#Vec3 vec3 Last known 3D position vector. -- @field DCS#Vec3 orientX Last known ordientation vector in the direction of the nose X. -- @field #number heading Last known heading in degrees. -- -- @field #number life0 Initial life points. -- @field #number life Life points when last updated. -- @field #number damage Damage of element in percent. -- -- @field DCS#Object.Desc descriptors Descriptors table. -- @field #number weightEmpty Empty weight in kg. -- @field #number weightMaxTotal Max. total weight in kg. -- @field #number weightMaxCargo Max. cargo weight in kg. -- @field #number weightCargo Current cargo weight in kg. -- @field #number weight Current weight including cargo in kg. -- @field #table cargoBay Cargo bay. -- -- @field #string modex Tail number. -- @field Wrapper.Client#CLIENT client The client if element is occupied by a human player. -- @field #table pylons Table of pylons. -- @field #number fuelmass Mass of fuel in kg. -- @field #string callsign Call sign, e.g. "Uzi 1-1". -- @field Wrapper.Airbase#AIRBASE.ParkingSpot parking The parking spot table the element is parking on. --- Status of group element. -- @type OPSGROUP.ElementStatus -- @field #string INUTERO Element was not spawned yet or its status is unknown so far. -- @field #string SPAWNED Element was spawned into the world. -- @field #string PARKING Element is parking after spawned on ramp. -- @field #string ENGINEON Element started its engines. -- @field #string TAXIING Element is taxiing after engine startup. -- @field #string TAKEOFF Element took of after takeoff event. -- @field #string AIRBORNE Element is airborne. Either after takeoff or after air start. -- @field #string LANDING Element is landing. -- @field #string LANDED Element landed and is taxiing to its parking spot. -- @field #string ARRIVED Element arrived at its parking spot and shut down its engines. -- @field #string DEAD Element is dead after it crashed, pilot ejected or pilot dead events. OPSGROUP.ElementStatus={ INUTERO="inutero", SPAWNED="spawned", PARKING="parking", ENGINEON="engineon", TAXIING="taxiing", TAKEOFF="takeoff", AIRBORNE="airborne", LANDING="landing", LANDED="landed", ARRIVED="arrived", DEAD="dead", } --- Status of group. -- @type OPSGROUP.GroupStatus -- @field #string INUTERO Not spawned yet or its status is unknown so far. -- @field #string PARKING Parking after spawned on ramp. -- @field #string TAXIING Taxiing after engine startup. -- @field #string AIRBORNE Element is airborne. Either after takeoff or after air start. -- @field #string LANDING Landing. -- @field #string LANDED Landed and is taxiing to its parking spot. -- @field #string ARRIVED Arrived at its parking spot and shut down its engines. -- @field #string DEAD Element is dead after it crashed, pilot ejected or pilot dead events. OPSGROUP.GroupStatus={ INUTERO="InUtero", PARKING="Parking", TAXIING="Taxiing", AIRBORNE="Airborne", INBOUND="Inbound", LANDING="Landing", LANDED="Landed", ARRIVED="Arrived", DEAD="Dead", } --- Ops group task status. -- @type OPSGROUP.TaskStatus -- @field #string SCHEDULED Task is scheduled. -- @field #string EXECUTING Task is being executed. -- @field #string PAUSED Task is paused. -- @field #string DONE Task is done. OPSGROUP.TaskStatus={ SCHEDULED="scheduled", EXECUTING="executing", PAUSED="paused", DONE="done", } --- Ops group task status. -- @type OPSGROUP.TaskType -- @field #string SCHEDULED Task is scheduled and will be executed at a given time. -- @field #string WAYPOINT Task is executed at a specific waypoint. OPSGROUP.TaskType={ SCHEDULED="scheduled", WAYPOINT="waypoint", } --- Task structure. -- @type OPSGROUP.Task -- @field #string type Type of task: either SCHEDULED or WAYPOINT. -- @field #boolean ismission This is an AUFTRAG task. -- @field #number id Task ID. Running number to get the task. -- @field #number prio Priority. -- @field #number time Abs. mission time when to execute the task. -- @field #table dcstask DCS task structure. -- @field #string description Brief text which describes the task. -- @field #string status Task status. -- @field #number duration Duration before task is cancelled in seconds. Default never. -- @field #number timestamp Abs. mission time, when task was started. -- @field #number waypoint Waypoint index if task is a waypoint task. -- @field Core.UserFlag#USERFLAG stopflag If flag is set to 1 (=true), the task is stopped. -- @field #number backupROE Rules of engagement that are restored once the task is over. --- Option data. -- @type OPSGROUP.Option -- @field #number ROE Rule of engagement. -- @field #number ROT Reaction on threat. -- @field #number Alarm Alarm state. -- @field #number Formation Formation. -- @field #boolean EPLRS data link. -- @field #boolean Disperse Disperse under fire. -- @field #boolean Emission Emission on/off. -- @field #boolean Invisible Invisible on/off. -- @field #boolean Immortal Immortal on/off. --- Beacon data. -- @type OPSGROUP.Beacon -- @field #number Channel Channel. -- @field #number Morse Morse Code. -- @field #string Band Band "X" or "Y" for TACAN beacon. -- @field #string BeaconName Name of the unit acting as beacon. -- @field Wrapper.Unit#UNIT BeaconUnit Unit object acting as beacon. -- @field #boolean On If true, beacon is on, if false, beacon is turned off. If nil, has not been used yet. --- Radio data. -- @type OPSGROUP.Radio -- @field #number Freq Frequency -- @field #number Modu Modulation. -- @field #boolean On If true, radio is on, if false, radio is turned off. If nil, has not been used yet. --- Callsign data. -- @type OPSGROUP.Callsign -- @field #number NumberSquad Squadron number corresponding to a name like "Uzi". -- @field #number NumberGroup Group number. First number after name, e.g. "Uzi-**1**-1". -- @field #string NameSquad Name of the squad, e.g. "Uzi". --- Weapon range data. -- @type OPSGROUP.WeaponData -- @field #number BitType Type of weapon. -- @field #number RangeMin Min range in meters. -- @field #number RangeMax Max range in meters. -- @field #number ReloadTime Time to reload in seconds. --- Laser and IR spot data. -- @type OPSGROUP.Spot -- @field #boolean CheckLOS If true, check LOS to target. -- @field #boolean IRon If true, turn IR pointer on. -- @field #number dt Update time interval in seconds. -- @field DCS#Spot Laser Laser spot. -- @field DCS#Spot IR Infra-red spot. -- @field #number Code Laser code. -- @field Wrapper.Group#GROUP TargetGroup The target group. -- @field Wrapper.Positionable#POSITIONABLE TargetUnit The current target unit. -- @field Core.Point#COORDINATE Coordinate where the spot is pointing. -- @field #number TargetType Type of target: 0=coordinate, 1=static, 2=unit, 3=group. -- @field #boolean On If true, the laser is on. -- @field #boolean Paused If true, laser is paused. -- @field #boolean lostLOS If true, laser lost LOS. -- @field #OPSGROUP.Element element The element of the group that is lasing. -- @field DCS#Vec3 vec3 The 3D positon vector of the laser (and IR) spot. -- @field DCS#Vec3 offset Local offset of the laser source. -- @field DCS#Vec3 offsetTarget Offset of the target. -- @field Core.Timer#TIMER timer Spot timer. --- Ammo data. -- @type OPSGROUP.Ammo -- @field #number Total Total amount of ammo. -- @field #number Guns Amount of gun shells. -- @field #number Bombs Amount of bombs. -- @field #number Rockets Amount of rockets. -- @field #number Torpedos Amount of torpedos. -- @field #number Missiles Amount of missiles. -- @field #number MissilesAA Amount of air-to-air missiles. -- @field #number MissilesAG Amount of air-to-ground missiles. -- @field #number MissilesAS Amount of anti-ship missiles. -- @field #number MissilesCR Amount of cruise missiles. -- @field #number MissilesBM Amount of ballistic missiles. -- @field #number MissilesSA Amount of surfe-to-air missiles. --- Spawn point data. -- @type OPSGROUP.Spawnpoint -- @field Core.Point#COORDINATE Coordinate Coordinate where to spawn -- @field Wrapper.Airbase#AIRBASE Airport Airport where to spawn. -- @field #table TerminalIDs Terminal IDs, where to spawn the group. It is a table of `#number`s because a group can consist of multiple units. --- Waypoint data. -- @type OPSGROUP.Waypoint -- @field #number uid Waypoint's unit id, which is a running number. -- @field #number speed Speed in m/s. -- @field #number alt Altitude in meters. For submaries use negative sign for depth. -- @field #string action Waypoint action (turning point, etc.). Ground groups have the formation here. -- @field #table task Waypoint DCS task combo. -- @field #string type Waypoint type. -- @field #string name Waypoint description. Shown in the F10 map. -- @field #number x Waypoint x-coordinate. -- @field #number y Waypoint y-coordinate. -- @field #number detour Signifies that this waypoint is not part of the normal route: 0=Hold, 1=Resume Route. -- @field #boolean intowind If true, this waypoint is a turn into wind route point. -- @field #boolean astar If true, this waypint was found by A* pathfinding algorithm. -- @field #boolean temp If true, this is a temporary waypoint and will be deleted when passed. Also the passing waypoint FSM event is not triggered. -- @field #number npassed Number of times a groups passed this waypoint. -- @field Core.Point#COORDINATE coordinate Waypoint coordinate. -- @field Core.Point#COORDINATE roadcoord Closest point to road. -- @field #number roaddist Distance to closest point on road. -- @field Wrapper.Marker#MARKER marker Marker on the F10 map. -- @field #string formation Ground formation. Similar to action but on/off road. -- @field #number missionUID Mission UID (Auftragsnr) this waypoint belongs to. --- Cargo Carrier status. -- @type OPSGROUP.CarrierStatus -- @field #string NOTCARRIER This group is not a carrier yet. -- @field #string PICKUP Carrier is on its way to pickup cargo. -- @field #string LOADING Carrier is loading cargo. -- @field #string LOADED Carrier has loaded cargo. -- @field #string TRANSPORTING Carrier is transporting cargo. -- @field #string UNLOADING Carrier is unloading cargo. OPSGROUP.CarrierStatus={ NOTCARRIER="not carrier", PICKUP="pickup", LOADING="loading", LOADED="loaded", TRANSPORTING="transporting", UNLOADING="unloading", } --- Cargo status. -- @type OPSGROUP.CargoStatus -- @field #string AWAITING Group is awaiting carrier. -- @field #string NOTCARGO This group is no cargo yet. -- @field #string ASSIGNED Cargo is assigned to a carrier. -- @field #string BOARDING Cargo is boarding a carrier. -- @field #string LOADED Cargo is loaded into a carrier. OPSGROUP.CargoStatus={ AWAITING="Awaiting carrier", NOTCARGO="not cargo", ASSIGNED="assigned to carrier", BOARDING="boarding", LOADED="loaded", } --- Cargo carrier loader parameters. -- @type OPSGROUP.CarrierLoader -- @field #string type Loader type "Front", "Back", "Left", "Right", "All". -- @field #number length Length of (un-)loading zone in meters. -- @field #number width Width of (un-)loading zone in meters. --- Data of the carrier that has loaded this group. -- @type OPSGROUP.MyCarrier -- @field #OPSGROUP group The carrier group. -- @field #OPSGROUP.Element element The carrier element. -- @field #boolean reserved If `true`, the carrier has caro space reserved for me. --- Element cargo bay data. -- @type OPSGROUP.MyCargo -- @field #OPSGROUP group The cargo group. -- @field #boolean reserved If `true`, the cargo bay space is reserved but cargo has not actually been loaded yet. --- Cargo group data. -- @type OPSGROUP.CargoGroup -- @field #OPSGROUP opsgroup The cargo opsgroup. -- @field #boolean delivered If `true`, group was delivered. -- @field #boolean disembarkActivation If `true`, group is activated. If `false`, group is late activated. -- @field #string status Status of the cargo group. Not used yet. --- OpsGroup version. -- @field #string version OPSGROUP.version="0.7.9" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: AI on/off. -- TODO: F10 menu. -- TODO: Add pseudo function. -- TODO: Afterburner restrict. -- TODO: What more options? -- TODO: Shot events? -- TODO: Marks to add waypoints/tasks on-the-fly. -- DONE: Invisible/immortal. -- DONE: Emission on/off -- DONE: Damage? -- DONE: Options EPLRS ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new OPSGROUP class object. -- @param #OPSGROUP self -- @param Wrapper.Group#GROUP group The GROUP object. Can also be given by its group name as `#string`. -- @return #OPSGROUP self function OPSGROUP:New(group) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #OPSGROUP -- Get group and group name. if type(group)=="string" then self.groupname=group self.group=GROUP:FindByName(self.groupname) else self.group=group self.groupname=group:GetName() end -- Set some string id for output to DCS.log file. self.lid=string.format("OPSGROUP %s | ", tostring(self.groupname)) -- Check if group exists. if self.group then if not self:IsExist() then self:T(self.lid.."ERROR: GROUP does not exist! Returning nil") return nil end end -- Set the template. self:_SetTemplate() -- Set DCS group and controller. self.dcsgroup=self:GetDCSGroup() self.controller=self.dcsgroup:getController() -- Category. self.category=self.dcsgroup:getCategory() if self.category==Group.Category.GROUND then self.isArmygroup=true elseif self.category==Group.Category.TRAIN then self.isArmygroup=true self.isTrain=true elseif self.category==Group.Category.SHIP then self.isNavygroup=true elseif self.category==Group.Category.AIRPLANE then self.isFlightgroup=true elseif self.category==Group.Category.HELICOPTER then self.isFlightgroup=true self.isHelo=true else end -- Set gen attribute. self.attribute=self.group:GetAttribute() local units=self.group:GetUnits() if units then local masterunit=units[1] --Wrapper.Unit#UNIT -- Get Descriptors. self.descriptors=masterunit:GetDesc() -- Set type name. self.actype=masterunit:GetTypeName() -- Is this a submarine. self.isSubmarine=masterunit:HasAttribute("Submarines") -- Has this a datalink? self.isEPLRS=masterunit:HasAttribute("Datalink") if self:IsFlightgroup() then self.rangemax=self.descriptors.range and self.descriptors.range*1000 or 500*1000 self.ceiling=self.descriptors.Hmax self.tankertype=select(2, masterunit:IsTanker()) self.refueltype=select(2, masterunit:IsRefuelable()) --env.info("DCS Unit BOOM_AND_RECEPTACLE="..tostring(Unit.RefuelingSystem.BOOM_AND_RECEPTACLE)) --env.info("DCS Unit PROBE_AND_DROGUE="..tostring(Unit.RefuelingSystem.PROBE_AND_DROGUE)) end end -- Init set of detected units. self.detectedunits=SET_UNIT:New() -- Init set of detected groups. self.detectedgroups=SET_GROUP:New() -- Init inzone set. self.inzones=SET_ZONE:New() -- Set Default altitude. self:SetDefaultAltitude() -- Laser. self.spot={} self.spot.On=false self.spot.timer=TIMER:New(self._UpdateLaser, self) self.spot.Coordinate=COORDINATE:New(0, 0, 0) self:SetLaser(1688, true, false, 0.5) -- Cargo. self.cargoStatus=OPSGROUP.CargoStatus.NOTCARGO self.carrierStatus=OPSGROUP.CarrierStatus.NOTCARRIER self:SetCarrierLoaderAllAspect() self:SetCarrierUnloaderAllAspect() -- Init task counter. self.taskcurrent=0 self.taskcounter=0 -- Start state. self:SetStartState("InUtero") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("InUtero", "Spawned", "Spawned") -- The whole group was spawned. self:AddTransition("*", "Respawn", "InUtero") -- Respawn group. self:AddTransition("*", "Dead", "InUtero") -- The whole group is dead and goes back to mummy. self:AddTransition("*", "InUtero", "InUtero") -- Deactivated group goes back to mummy. self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. self:AddTransition("*", "Hit", "*") -- Someone in the group was hit. self:AddTransition("*", "Damaged", "*") -- Someone in the group took damage. self:AddTransition("*", "Destroyed", "*") -- The whole group is dead. self:AddTransition("*", "UpdateRoute", "*") -- Update route of group. self:AddTransition("*", "PassingWaypoint", "*") -- Group passed a waypoint. self:AddTransition("*", "PassedFinalWaypoint", "*") -- Group passed the waypoint. self:AddTransition("*", "GotoWaypoint", "*") -- Group switches to a specific waypoint. self:AddTransition("*", "Wait", "*") -- Group will wait for further orders. self:AddTransition("*", "DetectedUnit", "*") -- Unit was detected (again) in this detection cycle. self:AddTransition("*", "DetectedUnitNew", "*") -- Add a newly detected unit to the detected units set. self:AddTransition("*", "DetectedUnitKnown", "*") -- A known unit is still detected. self:AddTransition("*", "DetectedUnitLost", "*") -- Group lost a detected target. self:AddTransition("*", "DetectedGroup", "*") -- Unit was detected (again) in this detection cycle. self:AddTransition("*", "DetectedGroupNew", "*") -- Add a newly detected unit to the detected units set. self:AddTransition("*", "DetectedGroupKnown", "*") -- A known unit is still detected. self:AddTransition("*", "DetectedGroupLost", "*") -- Group lost a detected target group. self:AddTransition("*", "OutOfAmmo", "*") -- Group is completely out of ammo. self:AddTransition("*", "OutOfGuns", "*") -- Group is out of gun shells. self:AddTransition("*", "OutOfRockets", "*") -- Group is out of rockets. self:AddTransition("*", "OutOfBombs", "*") -- Group is out of bombs. self:AddTransition("*", "OutOfMissiles", "*") -- Group is out of missiles. self:AddTransition("*", "OutOfTorpedos", "*") -- Group is out of torpedos. self:AddTransition("*", "OutOfMissilesAA", "*") -- Group is out of A2A (air) missiles. self:AddTransition("*", "OutOfMissilesAG", "*") -- Group is out of A2G (ground) missiles. self:AddTransition("*", "OutOfMissilesAS", "*") -- Group is out of A2S (ship) missiles. self:AddTransition("*", "EnterZone", "*") -- Group entered a certain zone. self:AddTransition("*", "LeaveZone", "*") -- Group leaves a certain zone. self:AddTransition("*", "LaserOn", "*") -- Turn laser on. self:AddTransition("*", "LaserOff", "*") -- Turn laser off. self:AddTransition("*", "LaserCode", "*") -- Switch laser code. self:AddTransition("*", "LaserPause", "*") -- Turn laser off temporarily. self:AddTransition("*", "LaserResume", "*") -- Turn laser back on again if it was paused. self:AddTransition("*", "LaserLostLOS", "*") -- Lasing element lost line of sight. self:AddTransition("*", "LaserGotLOS", "*") -- Lasing element got line of sight. self:AddTransition("*", "TaskExecute", "*") -- Group will execute a task. self:AddTransition("*", "TaskPause", "*") -- Pause current task. Not implemented yet! self:AddTransition("*", "TaskCancel", "*") -- Cancel current task. self:AddTransition("*", "TaskDone", "*") -- Task is over. self:AddTransition("*", "MissionStart", "*") -- Mission is started. self:AddTransition("*", "MissionExecute", "*") -- Mission execution began. self:AddTransition("*", "MissionCancel", "*") -- Cancel current mission. self:AddTransition("*", "PauseMission", "*") -- Pause the current mission. self:AddTransition("*", "UnpauseMission", "*") -- Unpause the the paused mission. self:AddTransition("*", "MissionDone", "*") -- Mission is over. self:AddTransition("*", "ElementInUtero", "*") -- An element is in utero again. self:AddTransition("*", "ElementSpawned", "*") -- An element was spawned. self:AddTransition("*", "ElementDestroyed", "*") -- An element was destroyed. self:AddTransition("*", "ElementDead", "*") -- An element is dead. self:AddTransition("*", "ElementDamaged", "*") -- An element was damaged. self:AddTransition("*", "ElementHit", "*") -- An element was hit. self:AddTransition("*", "Board", "*") -- Group is ordered to board the carrier. self:AddTransition("*", "Embarked", "*") -- Group was loaded into a cargo carrier. self:AddTransition("*", "Disembarked", "*") -- Group was unloaded from a cargo carrier. self:AddTransition("*", "Pickup", "*") -- Carrier and is on route to pick up cargo. self:AddTransition("*", "Loading", "*") -- Carrier is loading cargo. self:AddTransition("*", "Load", "*") -- Carrier loads cargo into carrier. self:AddTransition("*", "Loaded", "*") -- Carrier loaded cargo into carrier. self:AddTransition("*", "LoadingDone", "*") -- Carrier loaded all assigned/possible cargo into carrier. self:AddTransition("*", "Transport", "*") -- Carrier is transporting cargo. self:AddTransition("*", "Unloading", "*") -- Carrier is unloading the cargo. self:AddTransition("*", "Unload", "*") -- Carrier unloads a cargo group. self:AddTransition("*", "Unloaded", "*") -- Carrier unloaded a cargo group. self:AddTransition("*", "UnloadingDone", "*") -- Carrier unloaded all its current cargo. self:AddTransition("*", "Delivered", "*") -- Carrier delivered ALL cargo of the transport assignment. self:AddTransition("*", "TransportCancel", "*") -- Cancel (current) transport. self:AddTransition("*", "HoverStart", "*") -- Helo group is hovering self:AddTransition("*", "HoverEnd", "*") -- Helo group is flying on ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Stop". Stops the OPSGROUP and all its event handlers. -- @function [parent=#OPSGROUP] Stop -- @param #OPSGROUP self --- Triggers the FSM event "Stop" after a delay. Stops the OPSGROUP and all its event handlers. -- @function [parent=#OPSGROUP] __Stop -- @param #OPSGROUP self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". -- @function [parent=#OPSGROUP] Status -- @param #OPSGROUP self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#OPSGROUP] __Status -- @param #OPSGROUP self -- @param #number delay Delay in seconds. --- Triggers the FSM event "MissionStart". -- @function [parent=#OPSGROUP] MissionStart -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionStart" after a delay. -- @function [parent=#OPSGROUP] __MissionStart -- @param #OPSGROUP self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionStart" event. -- @function [parent=#OPSGROUP] OnAfterMissionStart -- @param #OPSGROUP 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 "MissionExecute". -- @function [parent=#OPSGROUP] MissionExecute -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionExecute" after a delay. -- @function [parent=#OPSGROUP] __MissionExecute -- @param #OPSGROUP self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionExecute" event. -- @function [parent=#OPSGROUP] OnAfterMissionExecute -- @param #OPSGROUP 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 "MissionCancel". -- @function [parent=#OPSGROUP] MissionCancel -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionCancel" after a delay. -- @function [parent=#OPSGROUP] __MissionCancel -- @param #OPSGROUP self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionCancel" event. -- @function [parent=#OPSGROUP] OnAfterMissionCancel -- @param #OPSGROUP 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 "MissionDone". -- @function [parent=#OPSGROUP] MissionDone -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionDone" after a delay. -- @function [parent=#OPSGROUP] __MissionDone -- @param #OPSGROUP self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionDone" event. -- @function [parent=#OPSGROUP] OnAfterMissionDone -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "HoverStart" event. -- @function [parent=#OPSGROUP] OnAfterHoverStart -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On after "HoverEnd" event. -- @function [parent=#OPSGROUP] OnAfterHoverEnd -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- Triggers the FSM event "TransportCancel". -- @function [parent=#OPSGROUP] TransportCancel -- @param #OPSGROUP self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "TransportCancel" after a delay. -- @function [parent=#OPSGROUP] __TransportCancel -- @param #OPSGROUP self -- @param #number delay Delay in seconds. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- On after "TransportCancel" event. -- @function [parent=#OPSGROUP] OnAfterTransportCancel -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- TODO: Add pseudo functions. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Get coalition. -- @param #OPSGROUP self -- @return #number Coalition side of carrier. function OPSGROUP:GetCoalition() return self.group:GetCoalition() end --- Returns the absolute (average) life points of the group. -- @param #OPSGROUP self -- @param #OPSGROUP.Element Element (Optional) Only get life points of this element. -- @return #number Life points. If group contains more than one element, the average is given. -- @return #number Initial life points. function OPSGROUP:GetLifePoints(Element) local life=0 local life0=0 if Element then local unit=Element.unit if unit then life=unit:GetLife() life0=unit:GetLife0() life=math.min(life, life0) -- Some units have more life than life0 returns! end else for _,element in pairs(self.elements) do local l,l0=self:GetLifePoints(element) life=life+l life0=life+l0 end end return life, life0 end --- Get generalized attribute. -- @param #OPSGROUP self -- @return #string Generalized attribute. function OPSGROUP:GetAttribute() return self.attribute end --- Set verbosity level. -- @param #OPSGROUP self -- @param #number VerbosityLevel Level of output (higher=more). Default 0. -- @return #OPSGROUP self function OPSGROUP:SetVerbosity(VerbosityLevel) self.verbose=VerbosityLevel or 0 return self end --- Set legion this ops group belongs to. -- @param #OPSGROUP self -- @param Ops.Legion#LEGION Legion The Legion. -- @return #OPSGROUP self function OPSGROUP:_SetLegion(Legion) self:T2(self.lid..string.format("Adding opsgroup to legion %s", Legion.alias)) self.legion=Legion return self end --- Set default cruise speed. -- @param #OPSGROUP self -- @param #number Speed Speed in knots. -- @return #OPSGROUP self function OPSGROUP:SetDefaultSpeed(Speed) if Speed then self.speedCruise=UTILS.KnotsToKmph(Speed) end return self end --- Get default cruise speed. -- @param #OPSGROUP self -- @return #number Cruise speed (>0) in knots. function OPSGROUP:GetSpeedCruise() local speed=UTILS.KmphToKnots(self.speedCruise or self.speedMax*0.7) return speed end --- Set default cruise altitude. -- @param #OPSGROUP self -- @param #number Altitude Altitude in feet. Default is 10,000 ft for airplanes and 1,500 feet for helicopters. -- @return #OPSGROUP self function OPSGROUP:SetDefaultAltitude(Altitude) if Altitude then self.altitudeCruise=UTILS.FeetToMeters(Altitude) else if self:IsFlightgroup() then if self.isHelo then self.altitudeCruise=UTILS.FeetToMeters(1500) else self.altitudeCruise=UTILS.FeetToMeters(10000) end else self.altitudeCruise=0 end end return self end --- Get default cruise speed. -- @param #OPSGROUP self -- @return #number Cruise altitude in feet. function OPSGROUP:GetCruiseAltitude() local alt=UTILS.MetersToFeet(self.altitudeCruise) return alt end --- Set current altitude. -- @param #OPSGROUP self -- @param #number Altitude Altitude in feet. Default is 10,000 ft for airplanes and 1,500 feet for helicopters. -- @param #boolean Keep If `true` the group will maintain that speed on passing waypoints. If `nil` or `false` the group will return to the speed as defined by their route. -- @return #OPSGROUP self function OPSGROUP:SetAltitude(Altitude, Keep, RadarAlt) if Altitude then Altitude=UTILS.FeetToMeters(Altitude) else if self:IsFlightgroup() then if self.isHelo then Altitude=UTILS.FeetToMeters(1500) else Altitude=UTILS.FeetToMeters(10000) end else Altitude=0 end end local AltType="BARO" if RadarAlt then AltType="RADIO" end if self.controller then self.controller:setAltitude(Altitude, Keep, AltType) end return self end --- Set current altitude. -- @param #OPSGROUP self -- @return #number Altitude in feet. function OPSGROUP:GetAltitude() local alt=0 if self.group then alt=self.group:GetAltitude() alt=UTILS.MetersToFeet(alt) end return alt end --- Set current speed. -- @param #OPSGROUP self -- @param #number Speed Speed in knots. Default is 70% of max speed. -- @param #boolean Keep If `true` the group will maintain that speed on passing waypoints. If `nil` or `false` the group will return to the speed as defined by their route. -- @param #boolean AltCorrected If `true`, use altitude corrected indicated air speed. -- @return #OPSGROUP self function OPSGROUP:SetSpeed(Speed, Keep, AltCorrected) if Speed then else Speed=UTILS.KmphToKnots(self.speedMax) end if AltCorrected then local altitude=self:GetAltitude() Speed=UTILS.KnotsToAltKIAS(Speed, altitude) end Speed=UTILS.KnotsToMps(Speed) if self.controller then self.controller:setSpeed(Speed, Keep) end return self end --- Set detection on or off. -- If detection is on, detected targets of the group will be evaluated and FSM events triggered. -- @param #OPSGROUP self -- @param #boolean Switch If `true`, detection is on. If `false` or `nil`, detection is off. Default is off. -- @return #OPSGROUP self function OPSGROUP:SetDetection(Switch) self:T(self.lid..string.format("Detection is %s", tostring(Switch))) self.detectionOn=Switch return self end --- Get DCS group object. -- @param #OPSGROUP self -- @return DCS#Group DCS group object. function OPSGROUP:GetDCSObject() return self.dcsgroup end --- Set detection on or off. -- If detection is on, detected targets of the group will be evaluated and FSM events triggered. -- @param #OPSGROUP self -- @param Wrapper.Positionable#POSITIONABLE TargetObject The target object. -- @param #boolean KnowType Make type known. -- @param #boolean KnowDist Make distance known. -- @param #number Delay Delay in seconds before the target is known. -- @return #OPSGROUP self function OPSGROUP:KnowTarget(TargetObject, KnowType, KnowDist, Delay) if Delay and Delay>0 then -- Delayed call. self:ScheduleOnce(Delay, OPSGROUP.KnowTarget, self, TargetObject, KnowType, KnowDist, 0) else if TargetObject:IsInstanceOf("GROUP") then TargetObject=TargetObject:GetUnit(1) elseif TargetObject:IsInstanceOf("OPSGROUP") then TargetObject=TargetObject.group:GetUnit(1) end -- Get the DCS object. local object=TargetObject:GetDCSObject() for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.controller then element.controller:knowTarget(object, true, true) --self:T(self.lid..string.format("Element %s should now know target %s", element.name, TargetObject:GetName())) end end -- Debug info. self:T(self.lid..string.format("We should now know target %s", TargetObject:GetName())) end return self end --- Check if target is detected. -- @param #OPSGROUP self -- @param Wrapper.Positionable#POSITIONABLE TargetObject The target object. -- @return #boolean If `true`, target was detected. function OPSGROUP:IsTargetDetected(TargetObject) local objects={} if TargetObject:IsInstanceOf("GROUP") then for _,unit in pairs(TargetObject:GetUnits()) do table.insert(objects, unit:GetDCSObject()) end elseif TargetObject:IsInstanceOf("OPSGROUP") then for _,unit in pairs(TargetObject.group:GetUnits()) do table.insert(objects, unit:GetDCSObject()) end elseif TargetObject:IsInstanceOf("UNIT") or TargetObject:IsInstanceOf("STATIC") then table.insert(objects, TargetObject:GetDCSObject()) end for _,object in pairs(objects or {}) do -- Check group controller. local detected, visible, lastTime, type, distance, lastPos, lastVel = self.controller:isTargetDetected(object, 1, 2, 4, 8, 16, 32) --env.info(self.lid..string.format("Detected target %s: %s", TargetObject:GetName(), tostring(detected))) if detected then return true end -- Check all elements. for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.controller then -- Check. local detected, visible, lastTime, type, distance, lastPos, lastVel= element.controller:isTargetDetected(object, 1, 2, 4, 8, 16, 32) --env.info(self.lid..string.format("Element %s detected target %s: %s", element.name, TargetObject:GetName(), tostring(detected))) if detected then return true end end end end return false end --- Check if a given coordinate is in weapon range. -- @param #OPSGROUP self -- @param Core.Point#COORDINATE TargetCoord Coordinate of the target. -- @param #number WeaponBitType Weapon type. -- @param Core.Point#COORDINATE RefCoord Reference coordinate. -- @return #boolean If `true`, coordinate is in range. function OPSGROUP:InWeaponRange(TargetCoord, WeaponBitType, RefCoord) RefCoord=RefCoord or self:GetCoordinate() local dist=TargetCoord:Get2DDistance(RefCoord) if WeaponBitType then local weapondata=self:GetWeaponData(WeaponBitType) if weapondata then if dist>=weapondata.RangeMin and dist<=weapondata.RangeMax then return true else return false end end else for _,_weapondata in pairs(self.weaponData or {}) do local weapondata=_weapondata --#OPSGROUP.WeaponData if dist>=weapondata.RangeMin and dist<=weapondata.RangeMax then return true end end return false end return nil end --- Get a coordinate, which is in weapon range. -- @param #OPSGROUP self -- @param Core.Point#COORDINATE TargetCoord Coordinate of the target. -- @param #number WeaponBitType Weapon type. -- @param Core.Point#COORDINATE RefCoord Reference coordinate. -- @return Core.Point#COORDINATE Coordinate in weapon range function OPSGROUP:GetCoordinateInRange(TargetCoord, WeaponBitType, RefCoord) local coordInRange=nil --Core.Point#COORDINATE RefCoord=RefCoord or self:GetCoordinate() -- Get weapon range. local weapondata=self:GetWeaponData(WeaponBitType) if weapondata then -- Heading to target. local heading=RefCoord:HeadingTo(TargetCoord) -- Distance to target. local dist=RefCoord:Get2DDistance(TargetCoord) -- Check if we are within range. if dist>weapondata.RangeMax then local d=(dist-weapondata.RangeMax)*1.05 -- New waypoint coord. coordInRange=RefCoord:Translate(d, heading) -- Debug info. self:T(self.lid..string.format("Out of max range = %.1f km for weapon %s", weapondata.RangeMax/1000, tostring(WeaponBitType))) elseif dist=ThreatLevelMin and threatlevel<=ThreatLevelMax then if threatlevellevelmax then threat=unit levelmax=threatlevel end end return threat, levelmax end --- Enable to automatically engage detected targets. -- @param #OPSGROUP self -- @param #number RangeMax Max range in NM. Only detected targets within this radius from the group will be engaged. Default is 25 NM. -- @param #table TargetTypes Types of target attributes that will be engaged. See [DCS enum attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). Default "All". -- @param Core.Set#SET_ZONE EngageZoneSet Set of zones in which targets are engaged. Default is anywhere. -- @param Core.Set#SET_ZONE NoEngageZoneSet Set of zones in which targets are *not* engaged. Default is nowhere. -- @return #OPSGROUP self function OPSGROUP:SetEngageDetectedOn(RangeMax, TargetTypes, EngageZoneSet, NoEngageZoneSet) -- Ensure table. if TargetTypes then if type(TargetTypes)~="table" then TargetTypes={TargetTypes} end else TargetTypes={"All"} end -- Ensure SET_ZONE if ZONE is provided. if EngageZoneSet and EngageZoneSet:IsInstanceOf("ZONE_BASE") then local zoneset=SET_ZONE:New():AddZone(EngageZoneSet) EngageZoneSet=zoneset end if NoEngageZoneSet and NoEngageZoneSet:IsInstanceOf("ZONE_BASE") then local zoneset=SET_ZONE:New():AddZone(NoEngageZoneSet) NoEngageZoneSet=zoneset end -- Set parameters. self.engagedetectedOn=true self.engagedetectedRmax=UTILS.NMToMeters(RangeMax or 25) self.engagedetectedTypes=TargetTypes self.engagedetectedEngageZones=EngageZoneSet self.engagedetectedNoEngageZones=NoEngageZoneSet -- Debug info. self:T(self.lid..string.format("Engage detected ON: Rmax=%d NM", UTILS.MetersToNM(self.engagedetectedRmax))) -- Ensure detection is ON or it does not make any sense. self:SetDetection(true) return self end --- Disable to automatically engage detected targets. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:SetEngageDetectedOff() self:T(self.lid..string.format("Engage detected OFF")) self.engagedetectedOn=false return self end --- Set that group is going to rearm once it runs out of ammo. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:SetRearmOnOutOfAmmo() self.rearmOnOutOfAmmo=true return self end --- Set that group is retreating once it runs out of ammo. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:SetRetreatOnOutOfAmmo() self.retreatOnOutOfAmmo=true return self end --- Set that group is return to legion once it runs out of ammo. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:SetReturnOnOutOfAmmo() self.rtzOnOutOfAmmo=true return self end --- Check if an element of the group has line of sight to a coordinate. -- @param #OPSGROUP self -- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS. -- @param #OPSGROUP.Element Element The (optinal) element. If not given, all elements are checked. -- @param DCS#Vec3 OffsetElement Offset vector of the element. -- @param DCS#Vec3 OffsetCoordinate Offset vector of the coordinate. -- @return #boolean If `true`, there is line of sight to the specified coordinate. function OPSGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate) -- Target vector. local Vec3=Coordinate:GetVec3() -- Optional offset. if OffsetCoordinate then Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate) end --- Function to check LoS for an element of the group. local function checklos(element) local vec3=element.unit:GetVec3() if OffsetElement then vec3=UTILS.VecAdd(vec3, OffsetElement) end local _los=land.isVisible(vec3, Vec3) --self:I({los=_los, source=vec3, target=Vec3}) return _los end if Element then local los=checklos(Element) return los else for _,element in pairs(self.elements) do -- Get LoS of this element. local los=checklos(element) if los then return true end end return false end return nil end --- Get MOOSE GROUP object. -- @param #OPSGROUP self -- @return Wrapper.Group#GROUP Moose group object. function OPSGROUP:GetGroup() return self.group end --- Get the group name. -- @param #OPSGROUP self -- @return #string Group name. function OPSGROUP:GetName() return self.groupname end --- Get DCS GROUP object. -- @param #OPSGROUP self -- @return DCS#Group DCS group object. function OPSGROUP:GetDCSGroup() local DCSGroup=Group.getByName(self.groupname) return DCSGroup end --- Get MOOSE UNIT object. -- @param #OPSGROUP self -- @param #number UnitNumber Number of the unit in the group. Default first unit. -- @return Wrapper.Unit#UNIT The MOOSE UNIT object. function OPSGROUP:GetUnit(UnitNumber) local DCSUnit=self:GetDCSUnit(UnitNumber) if DCSUnit then local unit=UNIT:Find(DCSUnit) return unit end return nil end --- Get DCS GROUP object. -- @param #OPSGROUP self -- @param #number UnitNumber Number of the unit in the group. Default first unit. -- @return DCS#Unit DCS group object. function OPSGROUP:GetDCSUnit(UnitNumber) local DCSGroup=self:GetDCSGroup() if DCSGroup then local unit=DCSGroup:getUnit(UnitNumber or 1) return unit end return nil end --- Get DCS units. -- @param #OPSGROUP self -- @return #list DCS units. function OPSGROUP:GetDCSUnits() local DCSGroup=self:GetDCSGroup() if DCSGroup then local units=DCSGroup:getUnits() return units end return nil end --- Get current 2D position vector of the group. -- @param #OPSGROUP self -- @param #string UnitName (Optional) Get position of a specifc unit of the group. Default is the first existing unit in the group. -- @return DCS#Vec2 Vector with x,y components. function OPSGROUP:GetVec2(UnitName) local vec3=self:GetVec3(UnitName) if vec3 then local vec2={x=vec3.x, y=vec3.z} return vec2 end return nil end --- Get current 3D position vector of the group. -- @param #OPSGROUP self -- @param #string UnitName (Optional) Get position of a specifc unit of the group. Default is the first existing unit in the group. -- @return DCS#Vec3 Vector with x,y,z components. function OPSGROUP:GetVec3(UnitName) local vec3=nil --DCS#Vec3 -- First check if this group is loaded into a carrier local carrier=self:_GetMyCarrierElement() if carrier and carrier.status~=OPSGROUP.ElementStatus.DEAD and self:IsLoaded() then local unit=carrier.unit if unit and unit:IsAlive()~=nil then vec3=unit:GetVec3() return vec3 end end if self:IsExist() then local unit=nil --DCS#Unit if UnitName then unit=Unit.getByName(UnitName) else unit=self:GetDCSUnit() end if unit then local vec3=unit:getPoint() return vec3 end end -- Return last known position. if self.position then return self.position end return nil end --- Get current coordinate of the group. If the current position cannot be determined, the last known position is returned. -- @param #OPSGROUP self -- @param #boolean NewObject Create a new coordiante object. -- @param #string UnitName (Optional) Get position of a specifc unit of the group. Default is the first existing unit in the group. -- @return Core.Point#COORDINATE The coordinate (of the first unit) of the group. function OPSGROUP:GetCoordinate(NewObject, UnitName) local vec3=self:GetVec3(UnitName) or self.position --DCS#Vec3 if vec3 then self.coordinate=self.coordinate or COORDINATE:New(0,0,0) self.coordinate.x=vec3.x self.coordinate.y=vec3.y self.coordinate.z=vec3.z if NewObject then local coord=COORDINATE:NewFromCoordinate(self.coordinate) return coord else return self.coordinate end else self:T(self.lid.."WARNING: Cannot get coordinate!") end return nil end --- Get current velocity of the group. -- @param #OPSGROUP self -- @param #string UnitName (Optional) Get heading of a specific unit of the group. Default is from the first existing unit in the group. -- @return #number Velocity in m/s. function OPSGROUP:GetVelocity(UnitName) if self:IsExist() then local unit=nil --DCS#Unit if UnitName then unit=Unit.getByName(UnitName) else unit=self:GetDCSUnit() end if unit then local velvec3=unit:getVelocity() local vel=UTILS.VecNorm(velvec3) return vel else self:T(self.lid.."WARNING: Unit does not exist. Cannot get velocity!") end else self:T(self.lid.."WARNING: Group does not exist. Cannot get velocity!") end return nil end --- Get current heading of the group or (optionally) of a specific unit of the group. -- @param #OPSGROUP self -- @param #string UnitName (Optional) Get heading of a specific unit of the group. Default is from the first existing unit in the group. -- @return #number Current heading of the group in degrees. function OPSGROUP:GetHeading(UnitName) if self:IsExist() then local unit=nil --DCS#Unit if UnitName then unit=Unit.getByName(UnitName) else unit=self:GetDCSUnit() end if unit then local pos=unit:getPosition() local heading=math.atan2(pos.x.z, pos.x.x) if heading<0 then heading=heading+ 2*math.pi end heading=math.deg(heading) return heading end else self:T(self.lid.."WARNING: Group does not exist. Cannot get heading!") end return nil end --- Get current orientation of the group. -- @param #OPSGROUP self -- @param #string UnitName (Optional) Get orientation of a specific unit of the group. Default is the first existing unit of the group. -- @return DCS#Vec3 Orientation X parallel to where the "nose" is pointing. -- @return DCS#Vec3 Orientation Y pointing "upwards". -- @return DCS#Vec3 Orientation Z perpendicular to the "nose". function OPSGROUP:GetOrientation(UnitName) if self:IsExist() then local unit=nil --DCS#Unit if UnitName then unit=Unit.getByName(UnitName) else unit=self:GetDCSUnit() end if unit then local pos=unit:getPosition() return pos.x, pos.y, pos.z end else self:T(self.lid.."WARNING: Group does not exist. Cannot get orientation!") end return nil end --- Get current "X" orientation of the first unit in the group. -- @param #OPSGROUP self -- @param #string UnitName (Optional) Get orientation of a specific unit of the group. Default is the first existing unit of the group. -- @return DCS#Vec3 Orientation X parallel to where the "nose" is pointing. function OPSGROUP:GetOrientationX(UnitName) local X,Y,Z=self:GetOrientation(UnitName) return X end --- Check if task description is unique. -- @param #OPSGROUP self -- @param #string description Task destription -- @return #boolean If true, no other task has the same description. function OPSGROUP:CheckTaskDescriptionUnique(description) -- Loop over tasks in queue for _,_task in pairs(self.taskqueue) do local task=_task --#OPSGROUP.Task if task.description==description then return false end end return true end --- Despawn a unit of the group. A "Remove Unit" event is generated by default. -- @param #OPSGROUP self -- @param #string UnitName Name of the unit -- @param #number Delay Delay in seconds before the group will be despawned. Default immediately. -- @param #boolean NoEventRemoveUnit If true, no event "Remove Unit" is generated. -- @return #OPSGROUP self function OPSGROUP:DespawnUnit(UnitName, Delay, NoEventRemoveUnit) -- Debug info. self:T(self.lid.."Despawn element "..tostring(UnitName)) -- Get element. local element=self:GetElementByName(UnitName) if element then -- Get DCS unit object. local DCSunit=Unit.getByName(UnitName) if DCSunit then -- Despawn unit. DCSunit:destroy() -- Element goes back in utero. self:ElementInUtero(element) if not NoEventRemoveUnit then self:CreateEventRemoveUnit(timer.getTime(), DCSunit) end end end end --- Despawn an element/unit of the group. -- @param #OPSGROUP self -- @param #OPSGROUP.Element Element The element that will be despawned. -- @param #number Delay Delay in seconds before the element will be despawned. Default immediately. -- @param #boolean NoEventRemoveUnit If true, no event "Remove Unit" is generated. -- @return #OPSGROUP self function OPSGROUP:DespawnElement(Element, Delay, NoEventRemoveUnit) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.DespawnElement, self, Element, 0, NoEventRemoveUnit) else if Element then -- Get DCS unit object. local DCSunit=Unit.getByName(Element.name) if DCSunit then -- Destroy object. DCSunit:destroy() -- Create a remove unit event. if not NoEventRemoveUnit then self:CreateEventRemoveUnit(timer.getTime(), DCSunit) end end end end return self end --- Despawn the group. The whole group is despawned and a "`Remove Unit`" event is generated for all current units of the group. -- If no `Remove Unit` event should be generated, the second optional parameter needs to be set to `true`. -- If this group belongs to an AIRWING, BRIGADE or FLEET, it will be added to the warehouse stock if the `NoEventRemoveUnit` parameter is `false` or `nil`. -- @param #OPSGROUP self -- @param #number Delay Delay in seconds before the group will be despawned. Default immediately. -- @param #boolean NoEventRemoveUnit If `true`, **no** event "Remove Unit" is generated. -- @return #OPSGROUP self function OPSGROUP:Despawn(Delay, NoEventRemoveUnit) if Delay and Delay>0 then self.scheduleIDDespawn=self:ScheduleOnce(Delay, OPSGROUP.Despawn, self, 0, NoEventRemoveUnit) else -- Debug info. self:T(self.lid..string.format("Despawning Group!")) -- DCS group obejct. local DCSGroup=self:GetDCSGroup() if DCSGroup then -- Clear any task ==> makes DCS crash! --self.group:ClearTasks() -- Get all units. local units=self:GetDCSUnits() for i=1,#units do local unit=units[i] if unit then local name=unit:getName() if name then -- Despawn the unit. self:DespawnUnit(name, 0, NoEventRemoveUnit) end end end end end return self end --- Return group back to the legion it belongs to. -- Group is despawned and added back to the stock. -- @param #OPSGROUP self -- @param #number Delay Delay in seconds before the group will be despawned. Default immediately -- @return #OPSGROUP self function OPSGROUP:ReturnToLegion(Delay) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.ReturnToLegion, self) else if self.legion then -- Add asset back. self:T(self.lid..string.format("Adding asset back to LEGION")) self.legion:AddAsset(self.group, 1) else self:E(self.lid..string.format("ERROR: Group does not belong to a LEGION!")) end end return self end --- Destroy a unit of the group. A *Unit Lost* for aircraft or *Dead* event for ground/naval units is generated. -- @param #OPSGROUP self -- @param #string UnitName Name of the unit which should be destroyed. -- @param #number Delay Delay in seconds before the group will be destroyed. Default immediately. -- @return #OPSGROUP self function OPSGROUP:DestroyUnit(UnitName, Delay) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.DestroyUnit, self, UnitName, 0) else local unit=Unit.getByName(UnitName) if unit then -- Create a "Unit Lost" event. local EventTime=timer.getTime() if self:IsFlightgroup() then self:CreateEventUnitLost(EventTime, unit) else self:CreateEventDead(EventTime, unit) end -- Despawn unit. unit:destroy() end end end --- Destroy group. The whole group is despawned and a *Unit Lost* for aircraft or *Dead* event for ground/naval units is generated for all current units. -- @param #OPSGROUP self -- @param #number Delay Delay in seconds before the group will be destroyed. Default immediately. -- @return #OPSGROUP self function OPSGROUP:Destroy(Delay) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.Destroy, self, 0) else -- Get all units. local units=self:GetDCSUnits() if units then -- Create a "Unit Lost" event. for _,unit in pairs(units) do if unit then self:DestroyUnit(unit:getName()) end end end end return self end --- Activate a *late activated* group. -- @param #OPSGROUP self -- @param #number delay (Optional) Delay in seconds before the group is activated. Default is immediately. -- @return #OPSGROUP self function OPSGROUP:Activate(delay) if delay and delay>0 then self:T2(self.lid..string.format("Activating late activated group in %d seconds", delay)) self:ScheduleOnce(delay, OPSGROUP.Activate, self) else if self:IsAlive()==false then self:T(self.lid.."Activating late activated group") self.group:Activate() self.isLateActivated=false elseif self:IsAlive()==true then self:T(self.lid.."WARNING: Activating group that is already activated") else self:T(self.lid.."ERROR: Activating group that is does not exist!") end end return self end --- Deactivate the group. Group will be respawned in late activated state. -- @param #OPSGROUP self -- @param #number delay (Optional) Delay in seconds before the group is deactivated. Default is immediately. -- @return #OPSGROUP self function OPSGROUP:Deactivate(delay) if delay and delay>0 then self:ScheduleOnce(delay, OPSGROUP.Deactivate, self) else if self:IsAlive()==true then self.template.lateActivation=true local template=UTILS.DeepCopy(self.template) self:_Respawn(0, template) end end return self end --- Self destruction of group. An explosion is created at the position of each element. -- @param #OPSGROUP self -- @param #number Delay Delay in seconds. Default now. -- @param #number ExplosionPower (Optional) Explosion power in kg TNT. Default 100 kg. -- @return #OPSGROUP self function OPSGROUP:SelfDestruction(Delay, ExplosionPower) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.SelfDestruction, self, 0, ExplosionPower) else -- Loop over all elements. for i,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element local unit=element.unit if unit and unit:IsAlive() then unit:Explode(ExplosionPower or 100) end end end return self end --- Use SRS Simple-Text-To-Speech for transmissions. -- @param #OPSGROUP self -- @param #string PathToSRS Path to SRS directory. -- @param #string Gender Gender: "male" or "female" (default). -- @param #string Culture Culture, e.g. "en-GB" (default). -- @param #string Voice Specific voice. Overrides `Gender` and `Culture`. -- @param #number Port SRS port. Default 5002. -- @param #string PathToGoogleKey Full path to the google credentials JSON file, e.g. `"C:\Users\myUsername\Downloads\key.json"`. -- @param #string Label Label of the SRS comms for the SRS Radio overlay. Defaults to "ROBOT". No spaces allowed! -- @param #number Volume Volume to be set, 0.0 = silent, 1.0 = loudest. Defaults to 1.0 -- @return #OPSGROUP self function OPSGROUP:SetSRS(PathToSRS, Gender, Culture, Voice, Port, PathToGoogleKey, Label, Volume) self.useSRS=true self.msrs=MSRS:New(PathToSRS, self.frequency, self.modulation) self.msrs:SetGender(Gender) self.msrs:SetCulture(Culture) self.msrs:SetVoice(Voice) self.msrs:SetPort(Port) self.msrs:SetLabel(Label) if PathToGoogleKey then self.msrs:SetGoogle(PathToGoogleKey) end self.msrs:SetCoalition(self:GetCoalition()) self.msrs:SetVolume(Volume) return self end --- Send a radio transmission via SRS Text-To-Speech. -- @param #OPSGROUP self -- @param #string Text Text of transmission. -- @param #number Delay Delay in seconds before the transmission is started. -- @param #boolean SayCallsign If `true`, the callsign is prepended to the given text. Default `false`. -- @param #number Frequency Override sender frequency, helpful when you need multiple radios from the same sender. Default is the frequency set for the OpsGroup. -- @return #OPSGROUP self function OPSGROUP:RadioTransmission(Text, Delay, SayCallsign, Frequency) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.RadioTransmission, self, Text, 0, SayCallsign) else if self.useSRS and self.msrs then local freq, modu, radioon=self:GetRadio() if Frequency then self.msrs:SetFrequencies(Frequency) else self.msrs:SetFrequencies(freq) end self.msrs:SetModulations(modu) if SayCallsign then local callsign=self:GetCallsignName() Text=string.format("%s, %s", callsign, Text) end -- Debug info. self:T(self.lid..string.format("Radio transmission on %.3f MHz %s: %s", freq, UTILS.GetModulationName(modu), Text)) self.msrs:PlayText(Text) end end return self end --- Set that this carrier is an all aspect loader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierLoaderAllAspect(Length, Width) self.carrierLoader.type="front" self.carrierLoader.length=Length or 50 self.carrierLoader.width=Width or 20 return self end --- Set that this carrier is a front loader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierLoaderFront(Length, Width) self.carrierLoader.type="front" self.carrierLoader.length=Length or 50 self.carrierLoader.width=Width or 20 return self end --- Set that this carrier is a back loader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierLoaderBack(Length, Width) self.carrierLoader.type="back" self.carrierLoader.length=Length or 50 self.carrierLoader.width=Width or 20 return self end --- Set that this carrier is a starboard (right side) loader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierLoaderStarboard(Length, Width) self.carrierLoader.type="right" self.carrierLoader.length=Length or 50 self.carrierLoader.width=Width or 20 return self end --- Set that this carrier is a port (left side) loader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierLoaderPort(Length, Width) self.carrierLoader.type="left" self.carrierLoader.length=Length or 50 self.carrierLoader.width=Width or 20 return self end --- Set that this carrier is an all aspect unloader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierUnloaderAllAspect(Length, Width) self.carrierUnloader.type="front" self.carrierUnloader.length=Length or 50 self.carrierUnloader.width=Width or 20 return self end --- Set that this carrier is a front unloader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierUnloaderFront(Length, Width) self.carrierUnloader.type="front" self.carrierUnloader.length=Length or 50 self.carrierUnloader.width=Width or 20 return self end --- Set that this carrier is a back unloader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierUnloaderBack(Length, Width) self.carrierUnloader.type="back" self.carrierUnloader.length=Length or 50 self.carrierUnloader.width=Width or 20 return self end --- Set that this carrier is a starboard (right side) unloader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierUnloaderStarboard(Length, Width) self.carrierUnloader.type="right" self.carrierUnloader.length=Length or 50 self.carrierUnloader.width=Width or 20 return self end --- Set that this carrier is a port (left side) unloader. -- @param #OPSGROUP self -- @param #number Length Length of loading zone in meters. Default 50 m. -- @param #number Width Width of loading zone in meters. Default 20 m. -- @return #OPSGROUP self function OPSGROUP:SetCarrierUnloaderPort(Length, Width) self.carrierUnloader.type="left" self.carrierUnloader.length=Length or 50 self.carrierUnloader.width=Width or 20 return self end --- Check if group is currently inside a zone. -- @param #OPSGROUP self -- @param Core.Zone#ZONE Zone The zone. -- @return #boolean If true, group is in this zone function OPSGROUP:IsInZone(Zone) local vec2=self:GetVec2() local is=false if vec2 then is=Zone:IsVec2InZone(vec2) else self:T3(self.lid.."WARNING: Cannot get vec2 at IsInZone()!") end return is end --- Get 2D distance to a coordinate. -- @param #OPSGROUP self -- @param Core.Point#COORDINATE Coordinate. Can also be a DCS#Vec2 or DCS#Vec3. -- @return #number Distance in meters. function OPSGROUP:Get2DDistance(Coordinate) local a=self:GetVec2() local b={} if Coordinate.z then b.x=Coordinate.x b.y=Coordinate.z else b.x=Coordinate.x b.y=Coordinate.y end local dist=UTILS.VecDist2D(a, b) return dist end --- Check if this is a FLIGHTGROUP. -- @param #OPSGROUP self -- @return #boolean If true, this is an airplane or helo group. function OPSGROUP:IsFlightgroup() return self.isFlightgroup end --- Check if this is a ARMYGROUP. -- @param #OPSGROUP self -- @return #boolean If true, this is a ground group. function OPSGROUP:IsArmygroup() return self.isArmygroup end --- Check if this is a NAVYGROUP. -- @param #OPSGROUP self -- @return #boolean If true, this is a ship group. function OPSGROUP:IsNavygroup() return self.isNavygroup end --- Check if group is exists. -- @param #OPSGROUP self -- @return #boolean If true, the group exists or false if the group does not exist. If nil, the DCS group could not be found. function OPSGROUP:IsExist() local DCSGroup=self:GetDCSGroup() if DCSGroup then local exists=DCSGroup:isExist() return exists end return nil end --- Check if group is activated. -- @param #OPSGROUP self -- @return #boolean If true, the group exists or false if the group does not exist. If nil, the DCS group could not be found. function OPSGROUP:IsActive() if self.group then local active=self.group:IsActive() return active end return nil end --- Check if group is alive. -- @param #OPSGROUP self -- @return #boolean *true* if group is exists and is activated, *false* if group is exist but is NOT activated. *nil* otherwise, e.g. the GROUP object is *nil* or the group is not spawned yet. function OPSGROUP:IsAlive() if self.group then local alive=self.group:IsAlive() return alive end return nil end --- Check if this group is currently "late activated" and needs to be "activated" to appear in the mission. -- @param #OPSGROUP self -- @return #boolean Is this the group late activated? function OPSGROUP:IsLateActivated() return self.isLateActivated end --- Check if group is in state in utero. Note that dead groups are also in utero but will return `false` here. -- @param #OPSGROUP self -- @return #boolean If true, group is not spawned yet. function OPSGROUP:IsInUtero() local is=self:Is("InUtero") and not self:IsDead() return is end --- Check if group is in state spawned. -- @param #OPSGROUP self -- @return #boolean If true, group is spawned. function OPSGROUP:IsSpawned() local is=self:Is("Spawned") return is end --- Check if group is dead. Could be destroyed or despawned. FSM state of dead group is `InUtero` though. -- @param #OPSGROUP self -- @return #boolean If true, all units/elements of the group are dead. function OPSGROUP:IsDead() return self.isDead end --- Check if group was destroyed. -- @param #OPSGROUP self -- @return #boolean If true, all units/elements of the group were destroyed. function OPSGROUP:IsDestroyed() return self.isDestroyed end --- Check if FSM is stopped. -- @param #OPSGROUP self -- @return #boolean If true, FSM state is stopped. function OPSGROUP:IsStopped() local is=self:Is("Stopped") return is end --- Check if this group is currently "uncontrolled" and needs to be "started" to begin its route. -- @param #OPSGROUP self -- @return #boolean If true, this group uncontrolled. function OPSGROUP:IsUncontrolled() return self.isUncontrolled end --- Check if this group has passed its final waypoint. -- @param #OPSGROUP self -- @return #boolean If true, this group has passed the final waypoint. function OPSGROUP:HasPassedFinalWaypoint() return self.passedfinalwp end --- Check if the group is currently rearming or on its way to the rearming place. -- @param #OPSGROUP self -- @return #boolean If true, group is rearming. function OPSGROUP:IsRearming() local rearming=self:Is("Rearming") or self:Is("Rearm") return rearming end --- Check if the group is completely out of ammo. -- @param #OPSGROUP self -- @return #boolean If `true`, group is out-of-ammo. function OPSGROUP:IsOutOfAmmo() return self.outofAmmo end --- Check if the group is out of bombs. -- @param #OPSGROUP self -- @return #boolean If `true`, group is out of bombs. function OPSGROUP:IsOutOfBombs() return self.outofBombs end --- Check if the group is out of guns. -- @param #OPSGROUP self -- @return #boolean If `true`, group is out of guns. function OPSGROUP:IsOutOfGuns() return self.outofGuns end --- Check if the group is out of missiles. -- @param #OPSGROUP self -- @return #boolean If `true`, group is out of missiles. function OPSGROUP:IsOutOfMissiles() return self.outofMissiles end --- Check if the group is out of torpedos. -- @param #OPSGROUP self -- @return #boolean If `true`, group is out of torpedos. function OPSGROUP:IsOutOfTorpedos() return self.outofTorpedos end --- Check if the group has currently switched a LASER on. -- @param #OPSGROUP self -- @return #boolean If true, LASER of the group is on. function OPSGROUP:IsLasing() return self.spot.On end --- Check if the group is currently retreating or retreated. -- @param #OPSGROUP self -- @return #boolean If true, group is retreating or retreated. function OPSGROUP:IsRetreating() local is=self:is("Retreating") or self:is("Retreated") return is end --- Check if the group is retreated (has reached its retreat zone). -- @param #OPSGROUP self -- @return #boolean If true, group is retreated. function OPSGROUP:IsRetreated() local is=self:is("Retreated") return is end --- Check if the group is currently returning to a zone. -- @param #OPSGROUP self -- @return #boolean If true, group is returning. function OPSGROUP:IsReturning() local is=self:is("Returning") return is end --- Check if the group is engaging another unit or group. -- @param #OPSGROUP self -- @return #boolean If true, group is engaging. function OPSGROUP:IsEngaging() local is=self:is("Engaging") return is end --- Check if group is currently waiting. -- @param #OPSGROUP self -- @return #boolean If true, group is currently waiting. function OPSGROUP:IsWaiting() if self.Twaiting then return true end return false end --- Check if the group is not a carrier yet. -- @param #OPSGROUP self -- @return #boolean If true, group is not a carrier. function OPSGROUP:IsNotCarrier() return self.carrierStatus==OPSGROUP.CarrierStatus.NOTCARRIER end --- Check if the group is a carrier. -- @param #OPSGROUP self -- @return #boolean If true, group is a carrier. function OPSGROUP:IsCarrier() return not self:IsNotCarrier() end --- Check if the group is picking up cargo. -- @param #OPSGROUP self -- @return #boolean If true, group is picking up. function OPSGROUP:IsPickingup() return self.carrierStatus==OPSGROUP.CarrierStatus.PICKUP end --- Check if the group is loading cargo. -- @param #OPSGROUP self -- @return #boolean If true, group is loading. function OPSGROUP:IsLoading() return self.carrierStatus==OPSGROUP.CarrierStatus.LOADING end --- Check if the group is transporting cargo. -- @param #OPSGROUP self -- @return #boolean If true, group is transporting. function OPSGROUP:IsTransporting() return self.carrierStatus==OPSGROUP.CarrierStatus.TRANSPORTING end --- Check if the group is unloading cargo. -- @param #OPSGROUP self -- @return #boolean If true, group is unloading. function OPSGROUP:IsUnloading() return self.carrierStatus==OPSGROUP.CarrierStatus.UNLOADING end --- Check if the group is assigned as cargo. -- @param #OPSGROUP self -- @param #boolean CheckTransport If `true` or `nil`, also check if cargo is associated with a transport assignment. If not, we consider it not cargo. -- @return #boolean If true, group is cargo. function OPSGROUP:IsCargo(CheckTransport) return not self:IsNotCargo(CheckTransport) end --- Check if the group is **not** cargo. -- @param #OPSGROUP self -- @param #boolean CheckTransport If `true` or `nil`, also check if cargo is associated with a transport assignment. If not, we consider it not cargo. -- @return #boolean If true, group is *not* cargo. function OPSGROUP:IsNotCargo(CheckTransport) local notcargo=self.cargoStatus==OPSGROUP.CargoStatus.NOTCARGO if notcargo then -- Not cargo. return true else -- Is cargo (e.g. loaded or boarding) if CheckTransport then -- Check if transport UID was set. if self.cargoTransportUID==nil then return true else -- Some transport UID was assigned. return false end else -- Is cargo. return false end end return notcargo end --- Check if awaiting a transport. -- @param #OPSGROUP self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- @return #OPSGROUP self function OPSGROUP:_AddMyLift(Transport) self.mylifts=self.mylifts or {} self.mylifts[Transport.uid]=true return self end --- Remove my lift. -- @param #OPSGROUP self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- @return #OPSGROUP self function OPSGROUP:_DelMyLift(Transport) if self.mylifts then self.mylifts[Transport.uid]=nil end return self end --- Check if awaiting a transport lift. -- @param #OPSGROUP self -- @param Ops.OpsTransport#OPSTRANSPORT Transport (Optional) The transport. -- @return #boolean If true, group is awaiting transport lift.. function OPSGROUP:IsAwaitingLift(Transport) if self.mylifts then for uid,iswaiting in pairs(self.mylifts) do if Transport==nil or Transport.uid==uid then if iswaiting==true then return true end end end end return false end --- Get paused mission. -- @param #OPSGROUP self -- @return Ops.Auftrag#AUFTRAG Paused mission or nil. function OPSGROUP:_GetPausedMission() if self.pausedmissions and #self.pausedmissions>0 then for _,mid in pairs(self.pausedmissions) do if mid then local mission=self:GetMissionByID(mid) if mission and mission:IsNotOver() then return mission end end end end return nil end --- Count paused mission. -- @param #OPSGROUP self -- @return #number Number of paused missions. function OPSGROUP:_CountPausedMissions() local N=0 if self.pausedmissions and #self.pausedmissions>0 then for _,mid in pairs(self.pausedmissions) do local mission=self:GetMissionByID(mid) if mission and mission:IsNotOver() then N=N+1 end end end return N end --- Remove paused mission from the table. -- @param #OPSGROUP self -- @param #number AuftragsNummer Mission ID of the paused mission to remove. -- @return #OPSGROUP self function OPSGROUP:_RemovePausedMission(AuftragsNummer) if self.pausedmissions and #self.pausedmissions>0 then for i=#self.pausedmissions,1,-1 do local mid=self.pausedmissions[i] if mid==AuftragsNummer then table.remove(self.pausedmissions, i) return self end end end return self end --- Check if the group is currently boarding a carrier. -- @param #OPSGROUP self -- @param #string CarrierGroupName (Optional) Additionally check if group is boarding this particular carrier group. -- @return #boolean If true, group is boarding. function OPSGROUP:IsBoarding(CarrierGroupName) if CarrierGroupName then local carrierGroup=self:_GetMyCarrierGroup() if carrierGroup and carrierGroup.groupname~=CarrierGroupName then return false end end return self.cargoStatus==OPSGROUP.CargoStatus.BOARDING end --- Check if the group is currently loaded into a carrier. -- @param #OPSGROUP self -- @param #string CarrierGroupName (Optional) Additionally check if group is loaded into a particular carrier group(s). -- @return #boolean If true, group is loaded. function OPSGROUP:IsLoaded(CarrierGroupName) if CarrierGroupName then if type(CarrierGroupName)~="table" then CarrierGroupName={CarrierGroupName} end for _,CarrierName in pairs(CarrierGroupName) do local carrierGroup=self:_GetMyCarrierGroup() if carrierGroup and carrierGroup.groupname==CarrierName then return true end end return false end return self.cargoStatus==OPSGROUP.CargoStatus.LOADED end --- Check if the group is currently busy doing something. -- -- * Boarding -- * Rearming -- * Returning -- * Pickingup, Loading, Transporting, Unloading -- * Engageing -- -- @param #OPSGROUP self -- @return #boolean If `true`, group is busy. function OPSGROUP:IsBusy() if self:IsBoarding() then return true end if self:IsRearming() then return true end if self:IsReturning() then return true end -- Busy as carrier? if self:IsPickingup() or self:IsLoading() or self:IsTransporting() or self:IsUnloading() then return true end if self:IsEngaging() then return true end return false end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Waypoint Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Get the waypoints. -- @param #OPSGROUP self -- @return #table Table of all waypoints. function OPSGROUP:GetWaypoints() return self.waypoints end --- Mark waypoints on F10 map. -- @param #OPSGROUP self -- @param #number Duration Duration in seconds how long the waypoints are displayed before they are automatically removed. Default is that they are never removed. -- @return #OPSGROUP self function OPSGROUP:MarkWaypoints(Duration) for i,_waypoint in pairs(self.waypoints or {}) do local waypoint=_waypoint --#OPSGROUP.Waypoint local text=string.format("Waypoint ID=%d of %s", waypoint.uid, self.groupname) text=text..string.format("\nSpeed=%.1f kts, Alt=%d ft (%s)", UTILS.MpsToKnots(waypoint.speed), UTILS.MetersToFeet(waypoint.alt), "BARO") if waypoint.marker then if waypoint.marker.text~=text then waypoint.marker.text=text end else waypoint.marker=MARKER:New(waypoint.coordinate, text):ToCoalition(self:GetCoalition()) end end if Duration then self:RemoveWaypointMarkers(Duration) end return self end --- Remove waypoints markers on the F10 map. -- @param #OPSGROUP self -- @param #number Delay Delay in seconds before the markers are removed. Default is immediately. -- @return #OPSGROUP self function OPSGROUP:RemoveWaypointMarkers(Delay) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.RemoveWaypointMarkers, self) else for i,_waypoint in pairs(self.waypoints or {}) do local waypoint=_waypoint --#OPSGROUP.Waypoint if waypoint.marker then waypoint.marker:Remove() end end end return self end --- Get the waypoint from its unique ID. -- @param #OPSGROUP self -- @param #number uid Waypoint unique ID. -- @return #OPSGROUP.Waypoint Waypoint data. function OPSGROUP:GetWaypointByID(uid) for _,_waypoint in pairs(self.waypoints or {}) do local waypoint=_waypoint --#OPSGROUP.Waypoint if waypoint.uid==uid then return waypoint end end return nil end --- Get the waypoint from its index. -- @param #OPSGROUP self -- @param #number index Waypoint index. -- @return #OPSGROUP.Waypoint Waypoint data. function OPSGROUP:GetWaypointByIndex(index) for i,_waypoint in pairs(self.waypoints) do local waypoint=_waypoint --#OPSGROUP.Waypoint if i==index then return waypoint end end return nil end --- Get the waypoint UID from its index, i.e. its current position in the waypoints table. -- @param #OPSGROUP self -- @param #number index Waypoint index. -- @return #number Unique waypoint ID. function OPSGROUP:GetWaypointUIDFromIndex(index) for i,_waypoint in pairs(self.waypoints) do local waypoint=_waypoint --#OPSGROUP.Waypoint if i==index then return waypoint.uid end end return nil end --- Get the waypoint index (its position in the current waypoints table). -- @param #OPSGROUP self -- @param #number uid Waypoint unique ID. -- @return #OPSGROUP.Waypoint Waypoint data. function OPSGROUP:GetWaypointIndex(uid) if uid then for i,_waypoint in pairs(self.waypoints or {}) do local waypoint=_waypoint --#OPSGROUP.Waypoint if waypoint.uid==uid then return i end end end return nil end --- Get next waypoint index. -- @param #OPSGROUP self -- @param #boolean cyclic If `true`, return first waypoint if last waypoint was reached. Default is patrol ad infinitum value set. -- @param #number i Waypoint index from which the next index is returned. Default is the last waypoint passed. -- @return #number Next waypoint index. function OPSGROUP:GetWaypointIndexNext(cyclic, i) -- If not specified, we take the adinititum value. if cyclic==nil then cyclic=self.adinfinitum end -- Total number of waypoints. local N=#self.waypoints -- Default is currentwp. i=i or self.currentwp -- If no next waypoint exists, because the final waypoint was reached, we return the last waypoint. local n=math.min(i+1, N) -- If last waypoint was reached, the first waypoint is the next in line. if cyclic and i==N then n=1 end return n end --- Get current waypoint index. This is the index of the last passed waypoint. -- @param #OPSGROUP self -- @return #number Current waypoint index. function OPSGROUP:GetWaypointIndexCurrent() return self.currentwp or 1 end --- Get waypoint index after waypoint with given ID. So if the waypoint has index 3 it will return 4. -- @param #OPSGROUP self -- @param #number uid Unique ID of the waypoint. Default is new waypoint index after the last current one. -- @return #number Index after waypoint with given ID. function OPSGROUP:GetWaypointIndexAfterID(uid) local index=self:GetWaypointIndex(uid) if index then return index+1 else return #self.waypoints+1 end end --- Get waypoint. -- @param #OPSGROUP self -- @param #number indx Waypoint index. -- @return #OPSGROUP.Waypoint Waypoint table. function OPSGROUP:GetWaypoint(indx) return self.waypoints[indx] end --- Get final waypoint. -- @param #OPSGROUP self -- @return #OPSGROUP.Waypoint Final waypoint table. function OPSGROUP:GetWaypointFinal() return self.waypoints[#self.waypoints] end --- Get next waypoint. -- @param #OPSGROUP self -- @param #boolean cyclic If true, return first waypoint if last waypoint was reached. -- @return #OPSGROUP.Waypoint Next waypoint table. function OPSGROUP:GetWaypointNext(cyclic) local n=self:GetWaypointIndexNext(cyclic) return self.waypoints[n] end --- Get current waypoint. -- @param #OPSGROUP self -- @return #OPSGROUP.Waypoint Current waypoint table. function OPSGROUP:GetWaypointCurrent() return self.waypoints[self.currentwp] end --- Get current waypoint UID. -- @param #OPSGROUP self -- @return #number Current waypoint UID. function OPSGROUP:GetWaypointCurrentUID() local wp=self:GetWaypointCurrent() if wp then return wp.uid end return nil end --- Get coordinate of next waypoint of the group. -- @param #OPSGROUP self -- @param #boolean cyclic If true, return first waypoint if last waypoint was reached. -- @return Core.Point#COORDINATE Coordinate of the next waypoint. function OPSGROUP:GetNextWaypointCoordinate(cyclic) -- Get next waypoint local waypoint=self:GetWaypointNext(cyclic) return waypoint.coordinate end --- Get waypoint coordinates. -- @param #OPSGROUP self -- @param #number index Waypoint index. -- @return Core.Point#COORDINATE Coordinate of the next waypoint. function OPSGROUP:GetWaypointCoordinate(index) local waypoint=self:GetWaypoint(index) if waypoint then return waypoint.coordinate end return nil end --- Get waypoint speed. -- @param #OPSGROUP self -- @param #number indx Waypoint index. -- @return #number Speed set at waypoint in knots. function OPSGROUP:GetWaypointSpeed(indx) local waypoint=self:GetWaypoint(indx) if waypoint then return UTILS.MpsToKnots(waypoint.speed) end return nil end --- Get unique ID of waypoint. -- @param #OPSGROUP self -- @param #OPSGROUP.Waypoint waypoint The waypoint data table. -- @return #number Unique ID. function OPSGROUP:GetWaypointUID(waypoint) return waypoint.uid end --- Get unique ID of waypoint given its index. -- @param #OPSGROUP self -- @param #number indx Waypoint index. -- @return #number Unique ID. function OPSGROUP:GetWaypointID(indx) local waypoint=self:GetWaypoint(indx) if waypoint then return waypoint.uid end return nil end --- Returns a non-zero speed to the next waypoint (even if the waypoint speed is zero). -- @param #OPSGROUP self -- @param #number indx Waypoint index. -- @return #number Speed to next waypoint (>0) in knots. function OPSGROUP:GetSpeedToWaypoint(indx) local speed=self:GetWaypointSpeed(indx) if speed<=0.01 then speed=self:GetSpeedCruise() end return speed end --- Get distance to waypoint. -- @param #OPSGROUP self -- @param #number indx Waypoint index. Default is the next waypoint. -- @return #number Distance in meters. function OPSGROUP:GetDistanceToWaypoint(indx) local dist=0 if #self.waypoints>0 then indx=indx or self:GetWaypointIndexNext() local wp=self:GetWaypoint(indx) if wp then local coord=self:GetCoordinate() dist=coord:Get2DDistance(wp.coordinate) end end return dist end --- Get time to waypoint based on current velocity. -- @param #OPSGROUP self -- @param #number indx Waypoint index. Default is the next waypoint. -- @return #number Time in seconds. If velocity is 0 function OPSGROUP:GetTimeToWaypoint(indx) local s=self:GetDistanceToWaypoint(indx) local v=self:GetVelocity() local t=s/v if t==math.inf then return 365*24*60*60 elseif t==math.nan then return 0 else return t end end --- Returns the currently expected speed. -- @param #OPSGROUP self -- @return #number Expected speed in m/s. function OPSGROUP:GetExpectedSpeed() if self:IsHolding() or self:Is("Rearming") or self:IsWaiting() or self:IsRetreated() then return 0 else return self.speedWp or 0 end end --- Remove a waypoint with a ceratin UID. -- @param #OPSGROUP self -- @param #number uid Waypoint UID. -- @return #OPSGROUP self function OPSGROUP:RemoveWaypointByID(uid) local index=self:GetWaypointIndex(uid) if index then self:RemoveWaypoint(index) end return self end --- Remove a waypoint. -- @param #OPSGROUP self -- @param #number wpindex Waypoint number. -- @return #OPSGROUP self function OPSGROUP:RemoveWaypoint(wpindex) if self.waypoints then -- The waypoitn to be removed. local wp=self:GetWaypoint(wpindex) -- Is this a temporary waypoint. local istemp=wp.temp or wp.detour or wp.astar or wp.missionUID -- Number of waypoints before delete. local N=#self.waypoints -- Always keep at least one waypoint. if N==1 then self:T(self.lid..string.format("ERROR: Cannot remove waypoint with index=%d! It is the only waypoint and a group needs at least ONE waypoint", wpindex)) return self end -- Check that wpindex is not larger than the number of waypoints in the table. if wpindex>N then self:T(self.lid..string.format("ERROR: Cannot remove waypoint with index=%d as there are only N=%d waypoints!", wpindex, N)) return self end -- Remove waypoint marker. if wp and wp.marker then wp.marker:Remove() end -- Remove waypoint. table.remove(self.waypoints, wpindex) -- Number of waypoints after delete. local n=#self.waypoints -- Debug info. self:T(self.lid..string.format("Removing waypoint UID=%d [temp=%s]: index=%d [currentwp=%d]. N %d-->%d", wp.uid, tostring(istemp), wpindex, self.currentwp, N, n)) -- Waypoint was not reached yet. if wpindex > self.currentwp then --- -- Removed a FUTURE waypoint --- -- TODO: patrol adinfinitum. Not sure this is handled correctly. If patrol adinfinitum and we have now only one WP left, we should at least go back. -- Could be that the waypoint we are currently moving to was the LAST waypoint. Then we now passed the final waypoint. if self.currentwp>=n and not (self.adinfinitum or istemp) then self:_PassedFinalWaypoint(true, "Removed FUTURE waypoint we are currently moving to and that was the LAST waypoint") end -- Check if group is done. self:_CheckGroupDone(1) else --- -- Removed a waypoint ALREADY PASSED --- -- If an already passed waypoint was deleted, we do not need to update the route. -- If current wp = 1 it stays 1. Otherwise decrease current wp. if self.currentwp==1 then if self.adinfinitum then self.currentwp=#self.waypoints else self.currentwp=1 end else self.currentwp=self.currentwp-1 end end end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DCS Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Event function handling the birth of a unit. -- @param #OPSGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function OPSGROUP:OnEventBirth(EventData) -- Check that this is the right group. if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then local unit=EventData.IniUnit local group=EventData.IniGroup local unitname=EventData.IniUnitName -- Set homebase if not already set. if self.isFlightgroup then if EventData.Place then self.homebase=self.homebase or EventData.Place self.currbase=EventData.Place else self.currbase=nil end if self.homebase and not self.destbase then self.destbase=self.homebase end self:T(self.lid..string.format("EVENT: Element %s born at airbase %s ==> spawned", unitname, self.currbase and self.currbase:GetName() or "unknown")) else self:T3(self.lid..string.format("EVENT: Element %s born ==> spawned", unitname)) end -- Get element. local element=self:GetElementByName(unitname) if element and element.status~=OPSGROUP.ElementStatus.SPAWNED then -- Debug info. self:T(self.lid..string.format("EVENT: Element %s born ==> spawned", unitname)) -- Set element to spawned state. self:ElementSpawned(element) end end end --- Event function handling the hit of a unit. -- @param #OPSGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function OPSGROUP:OnEventHit(EventData) -- Check that this is the right group. Here the hit group is stored as target. if EventData and EventData.TgtGroup and EventData.TgtUnit and EventData.TgtGroupName and EventData.TgtGroupName==self.groupname then self:T2(self.lid..string.format("EVENT: Unit %s hit!", EventData.TgtUnitName)) local unit=EventData.TgtUnit local group=EventData.TgtGroup local unitname=EventData.TgtUnitName -- Get element. local element=self:GetElementByName(unitname) -- Increase group hit counter. self.Nhit=self.Nhit or 0 self.Nhit=self.Nhit + 1 if element and element.status~=OPSGROUP.ElementStatus.DEAD then -- Trigger Element Hit Event. self:ElementHit(element, EventData.IniUnit) end end end --- Event function handling the dead of a unit. -- @param #OPSGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function OPSGROUP:OnEventDead(EventData) -- Check that this is the right group. if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then self:T2(self.lid..string.format("EVENT: Unit %s dead!", EventData.IniUnitName)) local unit=EventData.IniUnit local group=EventData.IniGroup local unitname=EventData.IniUnitName -- Get element. local element=self:GetElementByName(unitname) if element and element.status~=OPSGROUP.ElementStatus.DEAD then self:T(self.lid..string.format("EVENT: Element %s dead ==> destroyed", element.name)) self:ElementDestroyed(element) end end end --- Event function handling when a unit is removed from the game. -- @param #OPSGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function OPSGROUP:OnEventRemoveUnit(EventData) -- Check that this is the right group. if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then self:T2(self.lid..string.format("EVENT: Unit %s removed!", EventData.IniUnitName)) local unit=EventData.IniUnit local group=EventData.IniGroup local unitname=EventData.IniUnitName -- Get element. local element=self:GetElementByName(unitname) if element and element.status~=OPSGROUP.ElementStatus.DEAD then self:T(self.lid..string.format("EVENT: Element %s removed ==> dead", element.name)) self:ElementDead(element) end end end --- Event function handling the event that a unit achieved a kill. -- @param #OPSGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function OPSGROUP:OnEventKill(EventData) -- Check that this is the right group. if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then -- Target name local targetname=tostring(EventData.TgtUnitName) -- Debug info. self:T2(self.lid..string.format("EVENT: Unit %s killed object %s!", tostring(EventData.IniUnitName), targetname)) -- Check if this was a UNIT or STATIC object. local target=UNIT:FindByName(targetname) if not target then target=STATIC:FindByName(targetname, false) end -- Only count UNITS and STATICs (not SCENERY) if target then -- Debug info. self:T(self.lid..string.format("EVENT: Unit %s killed unit/static %s!", tostring(EventData.IniUnitName), targetname)) -- Kill counter. self.Nkills=self.Nkills+1 -- Check if on a mission. local mission=self:GetMissionCurrent() if mission then mission.Nkills=mission.Nkills+1 -- Increase mission kill counter. end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Task Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set DCS task. Enroute tasks are injected automatically. -- @param #OPSGROUP self -- @param #table DCSTask DCS task structure. -- @return #OPSGROUP self function OPSGROUP:SetTask(DCSTask) if self:IsAlive() then -- Inject enroute tasks. if self.taskenroute and #self.taskenroute>0 then if tostring(DCSTask.id)=="ComboTask" then for _,task in pairs(self.taskenroute) do table.insert(DCSTask.params.tasks, 1, task) end else local tasks=UTILS.DeepCopy(self.taskenroute) table.insert(tasks, DCSTask) DCSTask=self.group.TaskCombo(self, tasks) end end -- Set task. self.controller:setTask(DCSTask) -- Debug info. local text=string.format("SETTING Task %s", tostring(DCSTask.id)) if tostring(DCSTask.id)=="ComboTask" then for i,task in pairs(DCSTask.params.tasks) do text=text..string.format("\n[%d] %s", i, tostring(task.id)) end end self:T(self.lid..text) end return self end --- Push DCS task. -- @param #OPSGROUP self -- @param #table DCSTask DCS task structure. -- @return #OPSGROUP self function OPSGROUP:PushTask(DCSTask) if self:IsAlive() then -- Inject enroute tasks. if self.taskenroute and #self.taskenroute>0 then if tostring(DCSTask.id)=="ComboTask" then for _,task in pairs(self.taskenroute) do table.insert(DCSTask.params.tasks, 1, task) end else local tasks=UTILS.DeepCopy(self.taskenroute) table.insert(tasks, DCSTask) DCSTask=self.group.TaskCombo(self, tasks) end end -- Push task. self.controller:pushTask(DCSTask) -- Debug info. local text=string.format("PUSHING Task %s", tostring(DCSTask.id)) if tostring(DCSTask.id)=="ComboTask" then for i,task in pairs(DCSTask.params.tasks) do text=text..string.format("\n[%d] %s", i, tostring(task.id)) end end self:T(self.lid..text) end return self end --- Returns true if the DCS controller currently has a task. -- @param #OPSGROUP self -- @return #boolean True or false if the controller has a task. Nil if no controller. function OPSGROUP:HasTaskController() local hastask=nil if self.controller then hastask=self.controller:hasTask() end self:T3(self.lid..string.format("Controller hasTask=%s", tostring(hastask))) return hastask end --- Clear DCS tasks. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:ClearTasks() local hastask=self:HasTaskController() if self:IsAlive() and self.controller and self:HasTaskController() then self:T(self.lid..string.format("CLEARING Tasks")) self.controller:resetTask() end return self end --- Add a *scheduled* task. -- @param #OPSGROUP self -- @param #table task DCS task table structure. -- @param #string clock Mission time when task is executed. Default in 5 seconds. If argument passed as #number, it defines a relative delay in seconds. -- @param #string description Brief text describing the task, e.g. "Attack SAM". -- @param #number prio Priority of the task. -- @param #number duration Duration before task is cancelled in seconds counted after task started. Default never. -- @return #OPSGROUP.Task The task structure. function OPSGROUP:AddTask(task, clock, description, prio, duration) local newtask=self:NewTaskScheduled(task, clock, description, prio, duration) -- Add to table. table.insert(self.taskqueue, newtask) -- Info. self:T(self.lid..string.format("Adding SCHEDULED task %s starting at %s", newtask.description, UTILS.SecondsToClock(newtask.time, true))) self:T3({newtask=newtask}) return newtask end --- Create a *scheduled* task. -- @param #OPSGROUP self -- @param #table task DCS task table structure. -- @param #string clock Mission time when task is executed. Default in 5 seconds. If argument passed as #number, it defines a relative delay in seconds. -- @param #string description Brief text describing the task, e.g. "Attack SAM". -- @param #number prio Priority of the task. -- @param #number duration Duration before task is cancelled in seconds counted after task started. Default never. -- @return #OPSGROUP.Task The task structure. function OPSGROUP:NewTaskScheduled(task, clock, description, prio, duration) -- Increase counter. self.taskcounter=self.taskcounter+1 -- Set time. local time=timer.getAbsTime()+5 if clock then if type(clock)=="string" then time=UTILS.ClockToSeconds(clock) elseif type(clock)=="number" then time=timer.getAbsTime()+clock end end -- Task data structure. local newtask={} --#OPSGROUP.Task newtask.status=OPSGROUP.TaskStatus.SCHEDULED newtask.dcstask=task newtask.description=description or task.id newtask.prio=prio or 50 newtask.time=time newtask.id=self.taskcounter newtask.duration=duration newtask.waypoint=-1 newtask.type=OPSGROUP.TaskType.SCHEDULED newtask.stopflag=USERFLAG:New(string.format("%s StopTaskFlag %d", self.groupname, newtask.id)) newtask.stopflag:Set(0) return newtask end --- Add a *waypoint* task. -- @param #OPSGROUP self -- @param #table task DCS task table structure. -- @param #OPSGROUP.Waypoint Waypoint where the task is executed. Default is the at *next* waypoint. -- @param #string description Brief text describing the task, e.g. "Attack SAM". -- @param #number prio Priority of the task. Number between 1 and 100. Default is 50. -- @param #number duration Duration before task is cancelled in seconds counted after task started. Default never. -- @return #OPSGROUP.Task The task structure. function OPSGROUP:AddTaskWaypoint(task, Waypoint, description, prio, duration) -- Waypoint of task. Waypoint=Waypoint or self:GetWaypointNext() if Waypoint then -- Increase counter. self.taskcounter=self.taskcounter+1 -- Task data structure. local newtask={} --#OPSGROUP.Task newtask.description=description or string.format("Task #%d", self.taskcounter) newtask.status=OPSGROUP.TaskStatus.SCHEDULED newtask.dcstask=task newtask.prio=prio or 50 newtask.id=self.taskcounter newtask.duration=duration newtask.time=0 newtask.waypoint=Waypoint.uid newtask.type=OPSGROUP.TaskType.WAYPOINT newtask.stopflag=USERFLAG:New(string.format("%s StopTaskFlag %d", self.groupname, newtask.id)) newtask.stopflag:Set(0) -- Add to table. table.insert(self.taskqueue, newtask) -- Info. self:T(self.lid..string.format("Adding WAYPOINT task %s at WP ID=%d", newtask.description, newtask.waypoint)) self:T3({newtask=newtask}) -- Update route. --self:__UpdateRoute(-1) return newtask end return nil end --- Add an *enroute* task. -- @param #OPSGROUP self -- @param #table task DCS task table structure. function OPSGROUP:AddTaskEnroute(task) if not self.taskenroute then self.taskenroute={} end -- Check not to add the same task twice! local gotit=false for _,Task in pairs(self.taskenroute) do if Task.id==task.id then gotit=true break end end if not gotit then table.insert(self.taskenroute, task) end end --- Get the unfinished waypoint tasks -- @param #OPSGROUP self -- @param #number id Unique waypoint ID. -- @return #table Table of tasks. Table could also be empty {}. function OPSGROUP:GetTasksWaypoint(id) -- Tasks table. local tasks={} -- Sort queue. self:_SortTaskQueue() -- Look for first task that SCHEDULED. for _,_task in pairs(self.taskqueue) do local task=_task --#OPSGROUP.Task if task.type==OPSGROUP.TaskType.WAYPOINT and task.status==OPSGROUP.TaskStatus.SCHEDULED and task.waypoint==id then table.insert(tasks, task) end end return tasks end --- Count remaining waypoint tasks. -- @param #OPSGROUP self -- @param #number uid Unique waypoint ID. -- @return #number Number of waypoint tasks. function OPSGROUP:CountTasksWaypoint(id) -- Tasks table. local n=0 -- Look for first task that SCHEDULED. for _,_task in pairs(self.taskqueue) do local task=_task --#OPSGROUP.Task if task.type==OPSGROUP.TaskType.WAYPOINT and task.status==OPSGROUP.TaskStatus.SCHEDULED and task.waypoint==id then n=n+1 end end return n end --- Sort task queue. -- @param #OPSGROUP self function OPSGROUP:_SortTaskQueue() -- Sort results table wrt prio and then start time. local function _sort(a, b) local taskA=a --#OPSGROUP.Task local taskB=b --#OPSGROUP.Task return (taskA.prio=task.time then return task end end return nil end --- Get the currently executed task if there is any. -- @param #OPSGROUP self -- @return #OPSGROUP.Task Current task or nil. function OPSGROUP:GetTaskCurrent() local task=self:GetTaskByID(self.taskcurrent, OPSGROUP.TaskStatus.EXECUTING) return task end --- Get task by its id. -- @param #OPSGROUP self -- @param #number id Task id. -- @param #string status (Optional) Only return tasks with this status, e.g. OPSGROUP.TaskStatus.SCHEDULED. -- @return #OPSGROUP.Task The task or nil. function OPSGROUP:GetTaskByID(id, status) for _,_task in pairs(self.taskqueue) do local task=_task --#OPSGROUP.Task if task.id==id then if status==nil or status==task.status then return task end end end return nil end --- On before "TaskExecute" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP.Task Task The task. function OPSGROUP:onbeforeTaskExecute(From, Event, To, Task) -- Get mission of this task (if any). local Mission=self:GetMissionByTaskID(Task.id) if Mission and (Mission.Tpush or #Mission.conditionPush>0) then if Mission:IsReadyToPush() then --- -- READY to push yet --- -- Group is currently waiting. if self:IsWaiting() then -- Not waiting any more. self.Twaiting=nil self.dTwait=nil -- For a flight group, we must cancel the wait/orbit task. if self:IsFlightgroup() then -- Set hold flag to 1. This is a condition in the wait/orbit task. self.flaghold:Set(1) -- Reexecute task in 1 sec to allow to flag to take effect. --self:__TaskExecute(-1, Task) -- Deny transition for now. --return false end end else --- -- NOT READY to push yet --- if self:IsWaiting() then -- Group is already waiting else -- Wait indefinately. local alt=Mission.missionAltitude and UTILS.MetersToFeet(Mission.missionAltitude) or nil self:Wait(nil, alt) end -- Time to for the next try. Best guess is when push time is reached or 20 sec when push conditions are not true yet. local dt=Mission.Tpush and Mission.Tpush-timer.getAbsTime() or 20 -- Debug info. self:T(self.lid..string.format("Mission %s task execute suspended for %d seconds", Mission.name, dt)) -- Reexecute task. self:__TaskExecute(-dt, Task) -- Deny transition. return false end end if Mission and Mission.opstransport then local delivered=Mission.opstransport:IsCargoDelivered(self.groupname) if not delivered then local dt=30 -- Debug info. self:T(self.lid..string.format("Mission %s task execute suspended for %d seconds because we were not delivered", Mission.name, dt)) -- Reexecute task. self:__TaskExecute(-dt, Task) if (self:IsArmygroup() or self:IsNavygroup()) and self:IsCruising() then self:FullStop() end -- Deny transition. return false end end return true end --- On after "TaskExecute" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP.Task Task The task. function OPSGROUP:onafterTaskExecute(From, Event, To, Task) self:T({Task}) -- Debug message. local text=string.format("Task %s ID=%d execute", tostring(Task.description), Task.id) self:T(self.lid..text) self:T({Task}) -- Cancel current task if there is any. if self.taskcurrent>0 then self:TaskCancel() end -- Set current task. self.taskcurrent=Task.id -- Set time stamp. Task.timestamp=timer.getAbsTime() -- Task status executing. Task.status=OPSGROUP.TaskStatus.EXECUTING -- Insert into task queue. Not sure any more, why I added this. But probably if a task is just executed without having been put into the queue. if self:GetTaskCurrent()==nil then table.insert(self.taskqueue, Task) end -- Get mission of this task (if any). local Mission=self:GetMissionByTaskID(self.taskcurrent) if Task.dcstask.id==AUFTRAG.SpecialTask.FORMATION then -- Set of group(s) to follow Mother. local followSet=SET_GROUP:New():AddGroup(self.group) local param=Task.dcstask.params local followUnit=UNIT:FindByName(param.unitname) -- Define AI Formation object. Task.formation=AI_FORMATION:New(followUnit, followSet, AUFTRAG.SpecialTask.FORMATION, "Follow X at given parameters.") -- Formation parameters. Task.formation:FormationCenterWing(-param.offsetX, 50, math.abs(param.altitude), 50, param.offsetZ, 50) -- Set follow time interval. Task.formation:SetFollowTimeInterval(param.dtFollow) -- Formation mode. Task.formation:SetFlightModeFormation(self.group) -- Start formation FSM. Task.formation:Start() elseif Task.dcstask.id==AUFTRAG.SpecialTask.PATROLZONE then --- -- Task patrol zone. --- -- Parameters. local zone=Task.dcstask.params.zone --Core.Zone#ZONE local surfacetypes=nil if self:IsArmygroup() then surfacetypes={land.SurfaceType.LAND, land.SurfaceType.ROAD} elseif self:IsNavygroup() then surfacetypes={land.SurfaceType.WATER, land.SurfaceType.SHALLOW_WATER} end -- Random coordinate in zone. local Coordinate=zone:GetRandomCoordinate(nil, nil, surfacetypes) --Coordinate:MarkToAll("Random Patrol Zone Coordinate") -- Speed and altitude. local Speed=Task.dcstask.params.speed and UTILS.MpsToKnots(Task.dcstask.params.speed) or UTILS.KmphToKnots(self.speedCruise) local Altitude=Task.dcstask.params.altitude and UTILS.MetersToFeet(Task.dcstask.params.altitude) or nil local currUID=self:GetWaypointCurrent().uid -- New waypoint. local wp=nil --#OPSGROUP.Waypoint if self.isFlightgroup then wp=FLIGHTGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) elseif self.isArmygroup then wp=ARMYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Task.dcstask.params.formation) elseif self.isNavygroup then wp=NAVYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) end -- Set mission UID. wp.missionUID=Mission and Mission.auftragsnummer or nil elseif Task.dcstask.id==AUFTRAG.SpecialTask.RECON then --- -- Task recon. --- -- Target local target=Task.dcstask.params.target --Ops.Target#TARGET -- Init a table. self.reconindecies={} for i=1,#target.targets do table.insert(self.reconindecies, i) end local n=1 if Task.dcstask.params.randomly then n=UTILS.GetRandomTableElement(self.reconindecies) else table.remove(self.reconindecies, n) end -- Target object and zone. local object=target.targets[n] --Ops.Target#TARGET.Object local zone=object.Object --Core.Zone#ZONE -- Random coordinate in zone. local Coordinate=zone:GetRandomCoordinate() -- Speed and altitude. local Speed=Task.dcstask.params.speed and UTILS.MpsToKnots(Task.dcstask.params.speed) or UTILS.KmphToKnots(self.speedCruise) local Altitude=Task.dcstask.params.altitude and UTILS.MetersToFeet(Task.dcstask.params.altitude) or nil --Coordinate:MarkToAll("Recon Waypoint Execute") local currUID=self:GetWaypointCurrent().uid -- New waypoint. local wp=nil --#OPSGROUP.Waypoint if self.isFlightgroup then wp=FLIGHTGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) elseif self.isArmygroup then wp=ARMYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Task.dcstask.params.formation) elseif self.isNavygroup then wp=NAVYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) end -- Set mission UID. wp.missionUID=Mission and Mission.auftragsnummer or nil elseif Task.dcstask.id==AUFTRAG.SpecialTask.AMMOSUPPLY or Task.dcstask.id==AUFTRAG.SpecialTask.FUELSUPPLY then --- -- Task "Ammo Supply" or "Fuel Supply" mission. --- -- Just stay put and wait until something happens. elseif Task.dcstask.id==AUFTRAG.SpecialTask.ALERT5 then --- -- Task "Alert 5" mission. --- -- Just stay put on the airfield and wait until something happens. elseif Task.dcstask.id==AUFTRAG.SpecialTask.ONGUARD or Task.dcstask.id==AUFTRAG.SpecialTask.ARMOREDGUARD then --- -- Task "On Guard" Mission. --- -- Just stay put. --TODO: Change ALARM STATE if self:IsArmygroup() or self:IsNavygroup() then -- Especially NAVYGROUP needs a full stop as patrol ad infinitum self:FullStop() else -- FLIGHTGROUP not implemented (intended!) for this AUFTRAG type. end elseif Task.dcstask.id==AUFTRAG.SpecialTask.NOTHING then --- -- Task "Nothing" Mission. --- -- Just stay put. --TODO: Change ALARM STATE if self:IsArmygroup() or self:IsNavygroup() then -- Especially NAVYGROUP needs a full stop as patrol ad infinitum self:FullStop() else -- FLIGHTGROUP not implemented (intended!) for this AUFTRAG type. end elseif Task.dcstask.id==AUFTRAG.SpecialTask.AIRDEFENSE or Task.dcstask.id==AUFTRAG.SpecialTask.EWR then --- -- Task "AIRDEFENSE" or "EWR" Mission. --- -- Just stay put. --TODO: Change ALARM STATE if self:IsArmygroup() or self:IsNavygroup() then self:FullStop() else -- FLIGHTGROUP not implemented (intended!) for this AUFTRAG type. end elseif Task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.ARMORATTACK then --- -- Task "Ground Attack" Mission. --- -- Engage target. local target=Task.dcstask.params.target --Ops.Target#TARGET -- Set speed. Default max. local speed=self.speedMax and UTILS.KmphToKnots(self.speedMax) or nil if Task.dcstask.params.speed then speed=Task.dcstask.params.speed end if target then self:EngageTarget(target, speed, Task.dcstask.params.formation) end elseif Task.dcstask.id==AUFTRAG.SpecialTask.HOVER then --- -- Task "Hover" Mission. --- if self.isFlightgroup then self:T("We are Special Auftrag HOVER, hovering now ...") --self:I({Task.dcstask.params}) local alt = Task.dcstask.params.hoverAltitude local time =Task.dcstask.params.hoverTime local Speed=UTILS.MpsToKnots(Task.dcstask.params.missionSpeed) or UTILS.KmphToKnots(self.speedCruise) local CruiseAlt = UTILS.FeetToMeters(Task.dcstask.params.missionAltitude) local helo = self:GetGroup() helo:SetSpeed(0.01,true) helo:SetAltitude(alt,true,"BARO") self:HoverStart() local function FlyOn(Helo,Speed,CruiseAlt,Task) if Helo then Helo:SetSpeed(Speed,true) Helo:SetAltitude(CruiseAlt,true,"BARO") self:T("We are Special Auftrag HOVER, end of hovering now ...") self:TaskDone(Task) self:HoverEnd() end end local timer = TIMER:New(FlyOn,helo,Speed,CruiseAlt,Task) timer:Start(time) end elseif Task.dcstask.id==AUFTRAG.SpecialTask.RELOCATECOHORT then --- -- Task "RelocateCohort" Mission. --- -- Debug mission. self:T(self.lid.."Executing task for relocation mission") -- The new legion. local legion=Task.dcstask.params.legion --Ops.Legion#LEGION -- Get random coordinate in spawn zone of new legion. local Coordinate=legion.spawnzone:GetRandomCoordinate() -- Get current waypoint ID. local currUID=self:GetWaypointCurrent().uid local wp=nil --#OPSGROUP.Waypoint if self.isArmygroup then self:T2(self.lid.."Routing group to spawn zone of new legion") wp=ARMYGROUP.AddWaypoint(self, Coordinate, UTILS.KmphToKnots(self.speedCruise), currUID, Mission.optionFormation) elseif self.isFlightgroup then self:T2(self.lid.."Routing group to intermediate point near new legion") Coordinate=self:GetCoordinate():GetIntermediateCoordinate(Coordinate, 0.8) wp=FLIGHTGROUP.AddWaypoint(self, Coordinate, UTILS.KmphToKnots(self.speedCruise), currUID, UTILS.MetersToFeet(self.altitudeCruise)) elseif self.isNavygroup then self:T2(self.lid.."Routing group to spawn zone of new legion") wp=NAVYGROUP.AddWaypoint(self, Coordinate, UTILS.KmphToKnots(self.speedCruise), currUID) else end wp.missionUID=Mission and Mission.auftragsnummer or nil else -- If task is scheduled (not waypoint) set task. if Task.type==OPSGROUP.TaskType.SCHEDULED or Task.ismission then -- DCS task. local DCSTask=nil -- BARRAGE is special! if Task.dcstask.id==AUFTRAG.SpecialTask.BARRAGE then --- -- BARRAGE -- Current vec2. local vec2=self:GetVec2() -- Task parameters. local param=Task.dcstask.params -- Set heading and altitude. local heading=param.heading or math.random(1, 360) local Altitude=param.altitude or 500 local Alpha=param.angle or math.random(45, 85) local distance=Altitude/math.tan(math.rad(Alpha)) local tvec2=UTILS.Vec2Translate(vec2, distance, heading) -- Debug info. self:T(self.lid..string.format("Barrage: Shots=%s, Altitude=%d m, Angle=%d°, heading=%03d°, distance=%d m", tostring(param.shots), Altitude, Alpha, heading, distance)) -- Set fire at point task. DCSTask=CONTROLLABLE.TaskFireAtPoint(nil, tvec2, param.radius, param.shots, param.weaponType, Altitude) elseif Task.ismission and Task.dcstask.id=='FireAtPoint' then -- Copy DCS task. DCSTask=UTILS.DeepCopy(Task.dcstask) -- Get current ammo. local ammo=self:GetAmmoTot() -- Number of ammo avail. local nAmmo=ammo.Total local weaponType=DCSTask.params.weaponType or -1 -- Adjust max number of ammo for specific weapon types requested. if weaponType==ENUMS.WeaponFlag.CruiseMissile then nAmmo=ammo.MissilesCR elseif weaponType==ENUMS.WeaponFlag.AnyRocket then nAmmo=ammo.Rockets elseif weaponType==ENUMS.WeaponFlag.Cannons then nAmmo=ammo.Guns end --TODO: Update target location while we're at it anyway. --TODO: Adjust mission result evaluation time? E.g. cruise missiles can fly a long time depending on target distance. -- Number of shots to be fired. local nShots=DCSTask.params.expendQty or 1 -- Debug info. self:T(self.lid..string.format("Fire at point with nshots=%d of %d", nShots, nAmmo)) if nShots==-1 then -- The -1 is for using all available ammo. nShots=nAmmo self:T(self.lid..string.format("Fire at point taking max amount of ammo = %d", nShots)) elseif nShots<1 then local p=nShots nShots=UTILS.Round(p*nAmmo, 0) self:T(self.lid..string.format("Fire at point taking %.1f percent amount of ammo = %d", p, nShots)) else -- Fire nShots but at most nAmmo. nShots=math.min(nShots, nAmmo) end -- Set quantity of task. DCSTask.params.expendQty=nShots elseif Mission and Mission.type==AUFTRAG.Type.RECOVERYTANKER then env.info("FF recoverytanker setting DCS task") -- Update DCS task with the current carrier parameters. DCSTask=Mission:GetDCSMissionTask() else --- -- Take DCS task --- DCSTask=Task.dcstask end local DCStasks={} if DCSTask.id=='ComboTask' then -- Loop over all combo tasks. for TaskID, Task in ipairs(DCSTask.params.tasks) do table.insert(DCStasks, Task) end else table.insert(DCStasks, DCSTask) end -- Combo task. local TaskCombo=self.group:TaskCombo(DCStasks) -- Stop condition! local TaskCondition=self.group:TaskCondition(nil, Task.stopflag:GetName(), 1, nil, Task.duration) -- Controlled task. local TaskControlled=self.group:TaskControlled(TaskCombo, TaskCondition) -- Task done. local TaskDone=self.group:TaskFunction("OPSGROUP._TaskDone", self, Task) -- Final task. local TaskFinal=self.group:TaskCombo({TaskControlled, TaskDone}) -- Set task for group. -- NOTE: I am pushing the task instead of setting it as it seems to keep the mission task alive. -- There were issues that flights did not proceed to a later waypoint because the task did not finish until the fired missiles -- impacted (took rather long). Then the flight flew to the nearest airbase and one lost completely the control over the group. self:PushTask(TaskFinal) --self:SetTask(TaskFinal) elseif Task.type==OPSGROUP.TaskType.WAYPOINT then -- Waypoint tasks are executed elsewhere! else self:T(self.lid.."ERROR: Unknown task type: ") end end -- Set AUFTRAG status. if Mission then self:MissionExecute(Mission) end end --- On after "TaskCancel" event. Cancels the current task or simply sets the status to DONE if the task is not the current one. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Task Task The task to cancel. Default is the current task (if any). function OPSGROUP:onafterTaskCancel(From, Event, To, Task) -- Get current task. local currenttask=self:GetTaskCurrent() -- If no task, we take the current task. But this could also be *nil*! Task=Task or currenttask if Task then -- Check if the task is the current task? if currenttask and Task.id==currenttask.id then -- Current stop flag value. I noticed cases, where setting the flag to 1 would not cancel the task, e.g. when firing HARMS on a dead ship. local stopflag=Task.stopflag:Get() -- Debug info. local text=string.format("Current task %s ID=%d cancelled (flag %s=%d)", Task.description, Task.id, Task.stopflag:GetName(), stopflag) self:T(self.lid..text) -- Set stop flag. When the flag is true, the _TaskDone function is executed and calls :TaskDone() Task.stopflag:Set(1) local done=false if Task.dcstask.id==AUFTRAG.SpecialTask.FORMATION then Task.formation:Stop() done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.PATROLZONE then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.RECON then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.AMMOSUPPLY then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.FUELSUPPLY then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.ALERT5 then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.ONGUARD or Task.dcstask.id==AUFTRAG.SpecialTask.ARMOREDGUARD then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.ARMORATTACK then done=true elseif Task.dcstask.id==AUFTRAG.SpecialTask.NOTHING then done=true elseif stopflag==1 or (not self:IsAlive()) or self:IsDead() or self:IsStopped() then -- Manual call TaskDone if setting flag to one was not successful. done=true end if done then self:TaskDone(Task) end else -- Debug info. self:T(self.lid..string.format("TaskCancel: Setting task %s ID=%d to DONE", Task.description, Task.id)) -- Call task done function. self:TaskDone(Task) end else local text=string.format("WARNING: No (current) task to cancel!") self:T(self.lid..text) end end --- On before "TaskDone" event. Deny transition if task status is PAUSED. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Task Task function OPSGROUP:onbeforeTaskDone(From, Event, To, Task) local allowed=true if Task.status==OPSGROUP.TaskStatus.PAUSED then allowed=false end return allowed end --- On after "TaskDone" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Task Task function OPSGROUP:onafterTaskDone(From, Event, To, Task) -- Debug message. local text=string.format("Task done: %s ID=%d", Task.description, Task.id) self:T(self.lid..text) -- No current task. if Task.id==self.taskcurrent then self.taskcurrent=0 end -- Task status done. Task.status=OPSGROUP.TaskStatus.DONE -- Restore old ROE. if Task.backupROE then self:SwitchROE(Task.backupROE) end -- Check if this task was the task of the current mission ==> Mission Done! local Mission=self:GetMissionByTaskID(Task.id) if Mission and Mission:IsNotOver() then -- Get mission status of this group. local status=Mission:GetGroupStatus(self) -- Check if mission is paused. if status~=AUFTRAG.GroupStatus.PAUSED then --- -- Mission is NOT over ==> trigger done --- -- Get egress waypoint uid. local EgressUID=Mission:GetGroupEgressWaypointUID(self) if EgressUID then -- Egress coordinate given ==> wait until we pass that waypoint. self:T(self.lid..string.format("Task Done but Egress waypoint defined ==> Will call Mission Done once group passed waypoint UID=%d!", EgressUID)) else -- Mission done! self:T(self.lid.."Task Done ==> Mission Done!") self:MissionDone(Mission) end else --- -- Mission Paused: Do nothing! Just set the current mission to nil so we can launch a new one. --- if self:IsOnMission(Mission.auftragsnummer) then self.currentmission=nil end -- Remove mission waypoints. self:T(self.lid.."Remove mission waypoints") self:_RemoveMissionWaypoints(Mission, false) end else if Task.description=="Engage_Target" then self:T(self.lid.."Task DONE Engage_Target ==> Cruise") self:Disengage() end if Task.description==AUFTRAG.SpecialTask.ONGUARD or Task.description==AUFTRAG.SpecialTask.ARMOREDGUARD or Task.description==AUFTRAG.SpecialTask.NOTHING then self:T(self.lid.."Task DONE OnGuard ==> Cruise") self:Cruise() end if Task.description=="Task_Land_At" then self:T(self.lid.."Taske DONE Task_Land_At ==> Wait") self:Cruise() self:Wait(20, 100) else self:T(self.lid.."Task Done but NO mission found ==> _CheckGroupDone in 1 sec") self:_CheckGroupDone(1) end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Mission Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add mission to queue. -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission Mission for this group. -- @return #OPSGROUP self function OPSGROUP:AddMission(Mission) -- Add group to mission. Mission:AddOpsGroup(self) -- Set group status to SCHEDULED.. Mission:SetGroupStatus(self, AUFTRAG.GroupStatus.SCHEDULED) -- Set mission status to SCHEDULED. Mission:Scheduled() -- Add elements. Mission.Nelements=Mission.Nelements+#self.elements -- Increase number of groups. Mission.Ngroups=Mission.Ngroups+1 -- Add mission to queue. table.insert(self.missionqueue, Mission) -- ad infinitum? self.adinfinitum = Mission.DCStask.params.adinfinitum and Mission.DCStask.params.adinfinitum or false -- Info text. local text=string.format("Added %s mission %s starting at %s, stopping at %s", tostring(Mission.type), tostring(Mission.name), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "INF") self:T(self.lid..text) return self end --- Remove mission from queue. -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. -- @return #OPSGROUP self function OPSGROUP:RemoveMission(Mission) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==Mission.auftragsnummer then -- Remove mission waypoint task. local Task=Mission:GetGroupWaypointTask(self) if Task then self:RemoveTask(Task) end -- Take care of a paused mission. for j,mid in pairs(self.pausedmissions) do if Mission.auftragsnummer==mid then table.remove(self.pausedmission, j) end end -- Remove mission from queue. table.remove(self.missionqueue, i) return self end end return self end --- Count remaining missons. -- @param #OPSGROUP self -- @return #number Number of missions to be done. function OPSGROUP:CountRemainingMissison() local N=0 -- Loop over mission queue. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission and mission:IsNotOver() then -- Get group status. local status=mission:GetGroupStatus(self) if status~=AUFTRAG.GroupStatus.DONE and status~=AUFTRAG.GroupStatus.CANCELLED then N=N+1 end end end return N end --- Count remaining cargo transport assignments. -- @param #OPSGROUP self -- @return #number Number of unfinished transports in the queue. function OPSGROUP:CountRemainingTransports() local N=0 -- Loop over mission queue. for _,_transport in pairs(self.cargoqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT local mystatus=transport:GetCarrierTransportStatus(self) local status=transport:GetState() -- Debug info. self:T(self.lid..string.format("Transport my status=%s [%s]", mystatus, status)) -- Count not delivered (executing or scheduled) assignments. if transport and mystatus==OPSTRANSPORT.Status.SCHEDULED and status~=OPSTRANSPORT.Status.DELIVERED and status~=OPSTRANSPORT.Status.CANCELLED then N=N+1 end end -- In case we directly set the cargo transport (not in queue). if N==0 and self.cargoTransport and self.cargoTransport:GetState()~=OPSTRANSPORT.Status.DELIVERED and self.cargoTransport:GetCarrierTransportStatus(self)~=OPSTRANSPORT.Status.DELIVERED and self.cargoTransport:GetState()~=OPSTRANSPORT.Status.CANCELLED and self.cargoTransport:GetCarrierTransportStatus(self)~=OPSTRANSPORT.Status.CANCELLED then N=1 end return N end --- Get next mission. -- @param #OPSGROUP self -- @return Ops.Auftrag#AUFTRAG Next mission or *nil*. function OPSGROUP:_GetNextMission() -- Check if group is acting as carrier or cargo at the moment. if self:IsPickingup() or self:IsLoading() or self:IsTransporting() or self:IsUnloading() or self:IsLoaded() then return nil end -- Number of missions. local Nmissions=#self.missionqueue -- Treat special cases. if Nmissions==0 then return nil end -- Sort results table wrt times they have already been engaged. local function _sort(a, b) local taskA=a --Ops.Auftrag#AUFTRAG local taskB=b --Ops.Auftrag#AUFTRAG return (taskA.prio3.6 or true then self:RouteToMission(Mission, 3) else --- -- IMMOBILE Group --- env.info(self.lid.."FF Immobile GROUP") -- Add waypoint task. UpdateRoute is called inside. local Clock=Mission.Tpush and UTILS.SecondsToClock(Mission.Tpush) or 5 -- Add mission task. local Task=self:AddTask(Mission.DCStask, Clock, Mission.name, Mission.prio, Mission.duration) Task.ismission=true -- Set waypoint task. Mission:SetGroupWaypointTask(self, Task) -- Execute task. This calls mission execute. self:__TaskExecute(3, Task) end end --- On after "MissionExecute" event. Mission execution began. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission table. function OPSGROUP:onafterMissionExecute(From, Event, To, Mission) local text=string.format("Executing %s Mission %s, target %s", Mission.type, tostring(Mission.name), Mission:GetTargetName()) self:T(self.lid..text) -- Set group mission status to EXECUTING. Mission:SetGroupStatus(self, AUFTRAG.GroupStatus.EXECUTING) -- Set mission status to EXECUTING. Mission:Executing() -- Group is holding but has waypoints ==> Cruise. if self:IsHolding() and not self:HasPassedFinalWaypoint() then self:Cruise() end -- Set auto engage detected targets. if Mission.engagedetectedOn then self:SetEngageDetectedOn(UTILS.MetersToNM(Mission.engagedetectedRmax), Mission.engagedetectedTypes, Mission.engagedetectedEngageZones, Mission.engagedetectedNoEngageZones) end end --- On after "PauseMission" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterPauseMission(From, Event, To) local Mission=self:GetMissionCurrent() if Mission then -- Set group mission status to PAUSED. Mission:SetGroupStatus(self, AUFTRAG.GroupStatus.PAUSED) -- Get mission waypoint task. local Task=Mission:GetGroupWaypointTask(self) -- Debug message. self:T(self.lid..string.format("Pausing current mission %s. Task=%s", tostring(Mission.name), tostring(Task and Task.description or "WTF"))) -- Cancelling the mission is actually cancelling the current task. self:TaskCancel(Task) self:_RemoveMissionWaypoints(Mission) -- Set mission to pause so we can unpause it later. table.insert(self.pausedmissions, 1, Mission.auftragsnummer) end end --- On after "UnpauseMission" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterUnpauseMission(From, Event, To) -- Get paused mission. local mission=self:_GetPausedMission() if mission then -- Debug info. self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType())) -- Start mission. self:MissionStart(mission) -- Remove mission from for i,mid in pairs(self.pausedmissions) do --self:T(self.lid..string.format("Checking paused mission", mid)) if mid==mission.auftragsnummer then self:T(self.lid..string.format("Removing paused mission id=%d", mid)) table.remove(self.pausedmissions, i) break end end else self:T(self.lid.."ERROR: No mission to unpause!") end end --- On after "MissionCancel" event. Cancels the mission. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission to be cancelled. function OPSGROUP:onafterMissionCancel(From, Event, To, Mission) if self:IsOnMission(Mission.auftragsnummer) then --- -- Current Mission --- -- Some missions dont have a task set, which could be cancelled. if Mission.type==AUFTRAG.Type.ALERT5 or Mission.type==AUFTRAG.Type.ONGUARD or Mission.type==AUFTRAG.Type.ARMOREDGUARD or --Mission.type==AUFTRAG.Type.NOTHING or Mission.type==AUFTRAG.Type.AIRDEFENSE or Mission.type==AUFTRAG.Type.EWR then -- Trigger mission don task. self:MissionDone(Mission) return end -- Get mission waypoint task. local Task=Mission:GetGroupWaypointTask(self) -- Debug info. self:T(self.lid..string.format("Cancel current mission %s. Task=%s", tostring(Mission.name), tostring(Task and Task.description or "WTF"))) -- Cancelling the mission is actually cancelling the current task. -- Note that two things can happen. -- 1.) Group is still on the way to the waypoint (status should be STARTED). In this case there would not be a current task! -- 2.) Group already passed the mission waypoint (status should be EXECUTING). self:TaskCancel(Task) else --- -- NOT the current mission --- -- Set mission group status. Mission:SetGroupStatus(self, AUFTRAG.GroupStatus.CANCELLED) -- Remove mission from queue self:RemoveMission(Mission) -- Send group RTB or WAIT if nothing left to do. self:_CheckGroupDone(1) end end --- On after "MissionDone" event. -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG Mission -- @param #boolean Silently Remove waypoints by `table.remove()` and do not update the route. function OPSGROUP:_RemoveMissionWaypoints(Mission, Silently) for i=#self.waypoints,1,-1 do local wp=self.waypoints[i] --#OPSGROUP.Waypoint if wp.missionUID==Mission.auftragsnummer then if Silently then table.remove(self.waypoints, i) else self:RemoveWaypoint(i) end end end end --- On after "MissionDone" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission that is done. function OPSGROUP:onafterMissionDone(From, Event, To, Mission) -- Debug info. local text=string.format("Mission %s DONE!", Mission.name) self:T(self.lid..text) -- Set group status. Mission:SetGroupStatus(self, AUFTRAG.GroupStatus.DONE) -- Set current mission to nil. if self:IsOnMission(Mission.auftragsnummer) then self.currentmission=nil end -- Remove mission waypoints. self:_RemoveMissionWaypoints(Mission) -- Decrease patrol data. if Mission.patroldata then Mission.patroldata.noccupied=Mission.patroldata.noccupied-1 AIRWING.UpdatePatrolPointMarker(Mission.patroldata) end -- Switch auto engage detected off. This IGNORES that engage detected had been activated for the group! if Mission.engagedetectedOn then self:SetEngageDetectedOff() end -- ROE to default. if Mission.optionROE then self:SwitchROE() end -- ROT to default if self:IsFlightgroup() and Mission.optionROT then self:SwitchROT() end -- Alarm state to default. if Mission.optionAlarm then self:SwitchAlarmstate() end -- EPLRS to default. if Mission.optionEPLRS then self:SwitchEPLRS() end -- Emission to default. if Mission.optionEmission then self:SwitchEmission() end -- Invisible to default. if Mission.optionInvisible then self:SwitchInvisible() end -- Immortal to default. if Mission.optionImmortal then self:SwitchImmortal() end -- Formation to default. if Mission.optionFormation and self:IsFlightgroup() then self:SwitchFormation() end -- Radio freq and modu to default. if Mission.radio then self:SwitchRadio() end -- TACAN beacon. if Mission.tacan then -- Switch to default. self:_SwitchTACAN() -- Return Cohort's TACAN channel. local cohort=self.cohort --Ops.Cohort#COHORT if cohort then cohort:ReturnTacan(Mission.tacan.Channel) end -- Set asset TACAN to nil. local asset=Mission:GetAssetByName(self.groupname) if asset then asset.tacan=nil end end -- ICLS beacon to default. if Mission.icls then self:_SwitchICLS() end -- Delay before check if group is done. local delay=1 -- Special mission cases. if Mission.type==AUFTRAG.Type.ARTY then -- We add a 10 sec delay for ARTY. Found that they need some time to readjust the barrel of their gun. Not sure if necessary for all. Needs some more testing! delay=60 elseif Mission.type==AUFTRAG.Type.RELOCATECOHORT then -- New legion. local legion=Mission.DCStask.params.legion --Ops.Legion#LEGION -- Debug message. self:T(self.lid..string.format("Asset relocated to new legion=%s",tostring(legion.alias))) -- Get asset and change its warehouse id. local asset=Mission:GetAssetByName(self.groupname) if asset then asset.wid=legion.uid end -- Set new legion. self.legion=legion if self.isArmygroup then self:T2(self.lid.."Adding asset via ReturnToLegion()") self:ReturnToLegion() elseif self.isFlightgroup then self:T2(self.lid.."Adding asset via RTB to new legion airbase") self:RTB(self.legion.airbase) end return end -- Check if group is done. self:_CheckGroupDone(delay) end --- Route group to mission. -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG mission The mission table. -- @param #number delay Delay in seconds. function OPSGROUP:RouteToMission(mission, delay) if delay and delay>0 then -- Delayed call. self:ScheduleOnce(delay, OPSGROUP.RouteToMission, self, mission) else -- Debug info. self:T(self.lid..string.format("Route To Mission")) -- Catch dead or stopped groups. if self:IsDead() or self:IsStopped() then self:T(self.lid..string.format("Route To Mission: I am DEAD or STOPPED! Ooops...")) return end -- OPSTRANSPORT: Just add the ops transport to the queue. if mission.type==AUFTRAG.Type.OPSTRANSPORT then self:T(self.lid..string.format("Route To Mission: I am OPSTRANSPORT! Add transport and return...")) self:AddOpsTransport(mission.opstransport) return end -- ALERT5: Just set the mission to executing. if mission.type==AUFTRAG.Type.ALERT5 then self:T(self.lid..string.format("Route To Mission: I am ALERT5! Go right to MissionExecute()...")) self:MissionExecute(mission) return end -- ID of current waypoint. local uid=self:GetWaypointCurrentUID() -- Ingress waypoint coordinate where the mission is executed. local waypointcoord=nil --Core.Point#COORDINATE -- Current coordinate of the group. local currentcoord=self:GetCoordinate() -- Road connection. local roadcoord=currentcoord:GetClosestPointToRoad() local roaddist=nil if roadcoord then roaddist=currentcoord:Get2DDistance(roadcoord) end -- Target zone. local targetzone=nil --Core.Zone#ZONE -- Random radius of 1000 meters. local randomradius=mission.missionWaypointRadius or 1000 -- Surface types. local surfacetypes=nil if self:IsArmygroup() then surfacetypes={land.SurfaceType.LAND, land.SurfaceType.ROAD} elseif self:IsNavygroup() then surfacetypes={land.SurfaceType.WATER, land.SurfaceType.SHALLOW_WATER} end -- Get ingress waypoint. if mission.opstransport and not mission.opstransport:IsCargoDelivered(self.groupname) then -- Get transport zone combo. local tzc=mission.opstransport:GetTZCofCargo(self.groupname) local pickupzone=tzc.PickupZone if self:IsInZone(pickupzone) then -- We are already in the pickup zone. self:PauseMission() self:FullStop() return else -- Get a random coordinate inside the pickup zone. waypointcoord=pickupzone:GetRandomCoordinate() end elseif mission.type==AUFTRAG.Type.PATROLZONE or mission.type==AUFTRAG.Type.BARRAGE or mission.type==AUFTRAG.Type.AMMOSUPPLY or mission.type==AUFTRAG.Type.FUELSUPPLY or mission.type==AUFTRAG.Type.AIRDEFENSE or mission.type==AUFTRAG.Type.EWR then --- -- Missions with ZONE as target --- -- Get the zone. targetzone=mission.engageTarget:GetObject() --Core.Zone#ZONE -- Random coordinate. waypointcoord=targetzone:GetRandomCoordinate(nil , nil, surfacetypes) elseif mission.type==AUFTRAG.Type.ONGUARD or mission.type==AUFTRAG.Type.ARMOREDGUARD then --- -- Guard --- -- Mission waypoint waypointcoord=mission:GetMissionWaypointCoord(self.group, nil, surfacetypes) elseif mission.type==AUFTRAG.Type.NOTHING then --- -- Nothing --- -- Get the zone. targetzone=mission.engageTarget:GetObject() --Core.Zone#ZONE -- Random coordinate. waypointcoord=targetzone:GetRandomCoordinate(nil , nil, surfacetypes) elseif mission.type==AUFTRAG.Type.HOVER then --- -- Hover --- local zone=mission.engageTarget:GetObject() --Core.Zone#ZONE waypointcoord=zone:GetCoordinate() elseif mission.type==AUFTRAG.Type.RELOCATECOHORT then --- -- Relocation --- -- Roughly go to the new legion. local ToCoordinate=mission.DCStask.params.legion:GetCoordinate() if self.isFlightgroup then -- Get mission waypoint coord in direction of the waypointcoord=currentcoord:GetIntermediateCoordinate(ToCoordinate, 0.2):SetAltitude(self.altitudeCruise) elseif self.isArmygroup then -- Army group: check for road connection. if roadcoord then waypointcoord=roadcoord else waypointcoord=currentcoord:GetIntermediateCoordinate(ToCoordinate, 100) end else -- Navy group: Route into direction of the target. waypointcoord=currentcoord:GetIntermediateCoordinate(ToCoordinate, 0.05) end elseif mission.type==AUFTRAG.Type.RECOVERYTANKER then --- -- Recoverytanker --- local carrier=mission.DCStask.params.carrier --Wrapper.Unit#UNIT -- Roughly go to the new legion. local CarrierCoordinate=carrier:GetCoordinate() local heading=carrier:GetHeading() waypointcoord=CarrierCoordinate:Translate(10000, heading-180):SetAltitude(2000) waypointcoord:MarkToAll("Recoverytanker") else --- -- Default case --- waypointcoord=mission:GetMissionWaypointCoord(self.group, randomradius, surfacetypes) end -- Add enroute tasks. for _,task in pairs(mission.enrouteTasks) do self:AddTaskEnroute(task) end -- Speed to mission waypoint. local SpeedToMission=mission.missionSpeed and UTILS.KmphToKnots(mission.missionSpeed) or self:GetSpeedCruise() -- Special for Troop transport. if mission.type==AUFTRAG.Type.TROOPTRANSPORT then --- -- TROOP TRANSPORT --- -- Refresh DCS task with the known controllable. mission.DCStask=mission:GetDCSMissionTask(self.group) -- Create a pickup zone around the pickup coordinate. The troops will go to a random point inside the zone. -- This is necessary so the helos do not try to land at the exact same location where the troops wait. local pradius=mission.transportPickupRadius local pickupZone=ZONE_RADIUS:New("Pickup Zone", mission.transportPickup:GetVec2(), pradius) -- Add task to embark for the troops. for _,_group in pairs(mission.transportGroupSet.Set) do local group=_group --Wrapper.Group#GROUP if group and group:IsAlive() then -- Get random coordinate inside the zone. local pcoord=pickupZone:GetRandomCoordinate(20, pradius, {land.SurfaceType.LAND, land.SurfaceType.ROAD}) -- Let the troops embark the transport. local DCSTask=group:TaskEmbarkToTransport(pcoord, pradius) group:SetTask(DCSTask, 5) end end elseif mission.type==AUFTRAG.Type.ARTY then --- -- ARTY --- -- Target Coord. local targetcoord=mission:GetTargetCoordinate() -- In range already? local inRange=self:InWeaponRange(targetcoord, mission.engageWeaponType) if inRange then env.info("FF in range!") waypointcoord=self:GetCoordinate(true) else local coordInRange=self:GetCoordinateInRange(targetcoord, mission.engageWeaponType, waypointcoord) if coordInRange then -- Add waypoint at local waypoint=nil --#OPSGROUP.Waypoint if self:IsFlightgroup() then waypoint=FLIGHTGROUP.AddWaypoint(self, waypointcoord, SpeedToMission, uid, UTILS.MetersToFeet(mission.missionAltitude or self.altitudeCruise), false) elseif self:IsArmygroup() then waypoint=ARMYGROUP.AddWaypoint(self, waypointcoord, SpeedToMission, uid, mission.optionFormation, false) elseif self:IsNavygroup() then waypoint=NAVYGROUP.AddWaypoint(self, waypointcoord, SpeedToMission, uid, UTILS.MetersToFeet(mission.missionAltitude or self.altitudeCruise), false) end waypoint.missionUID=mission.auftragsnummer -- Set waypoint coord to be the one in range. Take care of proper waypoint uid. waypointcoord=coordInRange uid=waypoint.uid end end end -- Add mission execution (ingress) waypoint. local waypoint=nil --#OPSGROUP.Waypoint if self:IsFlightgroup() then waypoint=FLIGHTGROUP.AddWaypoint(self, waypointcoord, SpeedToMission, uid, UTILS.MetersToFeet(mission.missionAltitude or self.altitudeCruise), false) elseif self:IsArmygroup() then local formation=mission.optionFormation if mission.type==AUFTRAG.Type.RELOCATECOHORT then formation=ENUMS.Formation.Vehicle.OffRoad end waypoint=ARMYGROUP.AddWaypoint(self, waypointcoord, SpeedToMission, uid, formation, false) elseif self:IsNavygroup() then waypoint=NAVYGROUP.AddWaypoint(self, waypointcoord, SpeedToMission, uid, UTILS.MetersToFeet(mission.missionAltitude or self.altitudeCruise), false) end waypoint.missionUID=mission.auftragsnummer -- Add waypoint task. UpdateRoute is called inside. local waypointtask=self:AddTaskWaypoint(mission.DCStask, waypoint, mission.name, mission.prio, mission.duration) waypointtask.ismission=true -- Set waypoint task. mission:SetGroupWaypointTask(self, waypointtask) -- Set waypoint index. mission:SetGroupWaypointIndex(self, waypoint.uid) -- Add egress waypoint. local egresscoord=mission:GetMissionEgressCoord() if egresscoord then local Ewaypoint=nil --#OPSGROUP.Waypoint if self:IsFlightgroup() then Ewaypoint=FLIGHTGROUP.AddWaypoint(self, egresscoord, SpeedToMission, waypoint.uid, UTILS.MetersToFeet(mission.missionAltitude or self.altitudeCruise), false) elseif self:IsArmygroup() then Ewaypoint=ARMYGROUP.AddWaypoint(self, egresscoord, SpeedToMission, waypoint.uid, mission.optionFormation, false) elseif self:IsNavygroup() then Ewaypoint=NAVYGROUP.AddWaypoint(self, egresscoord, SpeedToMission, waypoint.uid, UTILS.MetersToFeet(mission.missionAltitude or self.altitudeCruise), false) end Ewaypoint.missionUID=mission.auftragsnummer mission:SetGroupEgressWaypointUID(self, Ewaypoint.uid) end -- Distance to waypoint coordinate. local d=currentcoord:Get2DDistance(waypointcoord) -- Debug info. self:T(self.lid..string.format("FF distance to ingress waypoint=%.1f m", d)) -- Check if we are already where we want to be. if targetzone and self:IsInZone(targetzone) then self:T(self.lid.."Already in mission zone ==> TaskExecute()") self:TaskExecute(waypointtask) return elseif d<25 then self:T(self.lid.."Already within 25 meters of mission waypoint ==> TaskExecute()") self:TaskExecute(waypointtask) return end -- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h. if self.speedMax<=3.6 or mission.teleport then -- Teleport to waypoint coordinate. Mission will not be paused. self:Teleport(waypointcoord, nil, true) -- Execute task in one second. self:__TaskExecute(-1, waypointtask) else -- Give cruise command/update route. if self:IsArmygroup() then self:Cruise(SpeedToMission) elseif self:IsNavygroup() then self:Cruise(SpeedToMission) elseif self:IsFlightgroup() then self:UpdateRoute() end end --- -- Mission Specific Settings --- self:_SetMissionOptions(mission) end end --- Set mission specific options for ROE, Alarm state, etc. -- @param #OPSGROUP self -- @param Ops.Auftrag#AUFTRAG mission The mission table. function OPSGROUP:_SetMissionOptions(mission) -- ROE if mission.optionROE then self:SwitchROE(mission.optionROE) end -- ROT if mission.optionROT then self:SwitchROT(mission.optionROT) end -- Alarm state if mission.optionAlarm then self:SwitchAlarmstate(mission.optionAlarm) end -- EPLRS if mission.optionEPLRS then self:SwitchEPLRS(mission.optionEPLRS) end -- Emission if mission.optionEmission then self:SwitchEmission(mission.optionEmission) end -- Invisible if mission.optionInvisible then self:SwitchInvisible(mission.optionInvisible) end -- Immortal if mission.optionImmortal then self:SwitchImmortal(mission.optionImmortal) end -- Formation if mission.optionFormation and self:IsFlightgroup() then self:SwitchFormation(mission.optionFormation) end -- Radio frequency and modulation. if mission.radio then self:SwitchRadio(mission.radio.Freq, mission.radio.Modu) end -- TACAN settings. if mission.tacan then self:SwitchTACAN(mission.tacan.Channel, mission.tacan.Morse, mission.tacan.BeaconName, mission.tacan.Band) end -- ICLS settings. if mission.icls then self:SwitchICLS(mission.icls.Channel, mission.icls.Morse, mission.icls.UnitName) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Queue Update: Missions & Tasks ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "QueueUpdate" event. -- @param #OPSGROUP self function OPSGROUP:_QueueUpdate() --- -- Mission --- -- First check if group is alive? Late activated groups are activated and uncontrolled units are started automatically. if self:IsExist() then local mission=self:_GetNextMission() if mission then local currentmission=self:GetMissionCurrent() if currentmission then -- Current mission but new mission is urgent with higher prio. if mission.urgent and mission.prio0 then self:T(self.lid..string.format("WARNING: Got current task ==> WAIT event is suspended for 30 sec!")) Tsuspend=-30 allowed=false end -- Check for a current transport assignment. if self.cargoTransport then self:T(self.lid..string.format("WARNING: Got current TRANSPORT assignment ==> WAIT event is suspended for 30 sec!")) Tsuspend=-30 allowed=false end -- Call wait again. if Tsuspend and not allowed then self:__Wait(Tsuspend, Duration) end return allowed end --- On after "Wait" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Duration Duration in seconds how long the group will be waiting. Default `nil` (for ever). function OPSGROUP:onafterWait(From, Event, To, Duration) -- Order Group to hold. self:FullStop() -- Set time stamp. self.Twaiting=timer.getAbsTime() -- Max waiting self.dTwait=Duration end --- On after "PassingWaypoint" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Waypoint Waypoint Waypoint data passed. function OPSGROUP:onafterPassingWaypoint(From, Event, To, Waypoint) -- Get the current task. local task=self:GetTaskCurrent() -- Get the corresponding mission. local mission=nil --Ops.Auftrag#AUFTRAG if task then mission=self:GetMissionByTaskID(task.id) end if task and task.dcstask.id==AUFTRAG.SpecialTask.PATROLZONE then --- -- SPECIAL TASK: Patrol Zone --- -- Remove old waypoint. self:RemoveWaypointByID(Waypoint.uid) -- Zone object. local zone=task.dcstask.params.zone --Core.Zone#ZONE -- Surface types. local surfacetypes=nil if self:IsArmygroup() then surfacetypes={land.SurfaceType.LAND, land.SurfaceType.ROAD} elseif self:IsNavygroup() then surfacetypes={land.SurfaceType.WATER, land.SurfaceType.SHALLOW_WATER} end -- Random coordinate in zone. local Coordinate=zone:GetRandomCoordinate(nil, nil, surfacetypes) -- Speed and altitude. local Speed=task.dcstask.params.speed and UTILS.MpsToKnots(task.dcstask.params.speed) or UTILS.KmphToKnots(self.speedCruise) local Altitude=UTILS.MetersToFeet(task.dcstask.params.altitude or self.altitudeCruise) local currUID=self:GetWaypointCurrent().uid local wp=nil --#OPSGROUP.Waypoint if self.isFlightgroup then wp=FLIGHTGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) elseif self.isArmygroup then wp=ARMYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, task.dcstask.params.formation) elseif self.isNavygroup then wp=NAVYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) end wp.missionUID=mission and mission.auftragsnummer or nil elseif task and task.dcstask.id==AUFTRAG.SpecialTask.RECON then --- -- SPECIAL TASK: Recon Mission --- -- TARGET. local target=task.dcstask.params.target --Ops.Target#TARGET -- Init a table. if self.adinfinitum and #self.reconindecies==0 then -- all targets done once self.reconindecies={} for i=1,#target.targets do table.insert(self.reconindecies, i) end end if #self.reconindecies>0 then local n=1 if task.dcstask.params.randomly then n=UTILS.GetRandomTableElement(self.reconindecies) else n=self.reconindecies[1] table.remove(self.reconindecies, 1) end -- Zone object. local object=target.targets[n] --Ops.Target#TARGET.Object local zone=object.Object --Core.Zone#ZONE -- Random coordinate in zone. local Coordinate=zone:GetRandomCoordinate() -- Speed and altitude. local Speed=task.dcstask.params.speed and UTILS.MpsToKnots(task.dcstask.params.speed) or UTILS.KmphToKnots(self.speedCruise) local Altitude=task.dcstask.params.altitude and UTILS.MetersToFeet(task.dcstask.params.altitude) or nil -- Debug. --Coordinate:MarkToAll("Recon Waypoint n="..tostring(n)) local currUID=self:GetWaypointCurrent().uid local wp=nil --#OPSGROUP.Waypoint if self.isFlightgroup then wp=FLIGHTGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) elseif self.isArmygroup then wp=ARMYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, task.dcstask.params.formation) elseif self.isNavygroup then wp=NAVYGROUP.AddWaypoint(self, Coordinate, Speed, currUID, Altitude) end wp.missionUID=mission and mission.auftragsnummer or nil else -- Get waypoint index. local wpindex=self:GetWaypointIndex(Waypoint.uid) -- Final waypoint reached? if wpindex==nil or wpindex==#self.waypoints then -- Set switch to true. if not self.adinfinitum or #self.waypoints<=1 then self:_PassedFinalWaypoint(true, "Passing waypoint and NOT adinfinitum and #self.waypoints<=1") end end -- Final zone reached ==> task done. self:TaskDone(task) end elseif task and task.dcstask.id==AUFTRAG.SpecialTask.RELOCATECOHORT then --- -- SPECIAL TASK: Relocate Mission --- -- TARGET. local legion=task.dcstask.params.legion --Ops.Legion#LEGION self:T(self.lid..string.format("Asset arrived at relocation task waypoint ==> Task Done!")) -- Final zone reached ==> task done. self:TaskDone(task) else --- -- No special task active --- -- Apply tasks of this waypoint. local ntasks=self:_SetWaypointTasks(Waypoint) -- Get waypoint index. local wpindex=self:GetWaypointIndex(Waypoint.uid) -- Final waypoint reached? if wpindex==nil or wpindex==#self.waypoints then -- Ad infinitum and not mission waypoint? if self.adinfinitum then --- -- Ad Infinitum --- if Waypoint.missionUID then --- -- Last waypoint was a mission waypoint ==> Do nothing (when mission is over, it should take care of this) --- else --- -- Last waypoint reached. --- if #self.waypoints<=1 then -- Only one waypoint. Ad infinitum does not really make sense. However, another waypoint could be added later... self:_PassedFinalWaypoint(true, "PassingWaypoint: adinfinitum but only ONE WAYPOINT left") else --[[ Solved now! -- Looks like the passing waypoint function is triggered over and over again if the group is near the final waypoint. -- So the only good solution is to guide the group away from that waypoint and then update the route. -- Get first waypoint. local wp1=self:GetWaypointByIndex(1) -- Get a waypoint local Coordinate=Waypoint.coordinate:GetIntermediateCoordinate(wp1.coordinate, 0.1) local formation=nil if self.isArmygroup then formation=ENUMS.Formation.Vehicle.OffRoad end self:Detour(Coordinate, self.speedCruise, formation, true) ]] -- Send self:__UpdateRoute(-0.01, 1, 1) end end else --- -- NOT Ad Infinitum --- -- Final waypoint reached. self:_PassedFinalWaypoint(true, "PassingWaypoint: wpindex=#self.waypoints (or wpindex=nil)") end elseif wpindex==1 then -- Ad infinitum and not mission waypoint? if self.adinfinitum then --- -- Ad Infinitum --- if #self.waypoints<=1 then -- Only one waypoint. Ad infinitum does not really make sense. However, another waypoint could be added later... self:_PassedFinalWaypoint(true, "PassingWaypoint: adinfinitum but only ONE WAYPOINT left") else if not Waypoint.missionUID then -- Redo the route until the end. self:__UpdateRoute(-0.01, 2) end end end end -- Passing mission waypoint? local isEgress=false if Waypoint.missionUID then -- Debug info. self:T2(self.lid..string.format("Passing mission waypoint UID=%s", tostring(Waypoint.uid))) -- Get the mission. local mission=self:GetMissionByID(Waypoint.missionUID) -- Check if this was an Egress waypoint of the mission. If so, call Mission Done! This will call CheckGroupDone. local EgressUID=mission and mission:GetGroupEgressWaypointUID(self) or nil isEgress=EgressUID and Waypoint.uid==EgressUID if isEgress and mission:GetGroupStatus(self)~=AUFTRAG.GroupStatus.DONE then self:MissionDone(mission) end end -- Check if all tasks/mission are done? -- Note, we delay it for a second to let the OnAfterPassingwaypoint function to be executed in case someone wants to add another waypoint there. if ntasks==0 and self:HasPassedFinalWaypoint() and not isEgress then self:_CheckGroupDone(0.01) end -- Debug info. local text=string.format("Group passed waypoint %s/%d ID=%d: final=%s detour=%s astar=%s", tostring(wpindex), #self.waypoints, Waypoint.uid, tostring(self.passedfinalwp), tostring(Waypoint.detour), tostring(Waypoint.astar)) self:T(self.lid..text) end end --- Set tasks at this waypoint -- @param #OPSGROUP self -- @param #OPSGROUP.Waypoint Waypoint The waypoint. -- @return #number Number of tasks. function OPSGROUP:_SetWaypointTasks(Waypoint) -- Get all waypoint tasks. local tasks=self:GetTasksWaypoint(Waypoint.uid) -- Debug info. local text=string.format("WP uid=%d tasks:", Waypoint.uid) local missiontask=nil --Ops.OpsGroup#OPSGROUP.Task if #tasks>0 then for i,_task in pairs(tasks) do local task=_task --#OPSGROUP.Task text=text..string.format("\n[%d] %s", i, task.description) if task.ismission then missiontask=task end end else text=text.." None" end self:T(self.lid..text) -- Check if there is mission task if missiontask then self:T(self.lid.."Executing mission task") local mission=self:GetMissionByTaskID(missiontask.id) if mission then if mission.opstransport and not mission.opstransport:IsCargoDelivered(self.groupname) then self:PauseMission() return end end self:TaskExecute(missiontask) return 1 end -- TODO: maybe set waypoint enroute tasks? -- Tasks at this waypoints. local taskswp={} for _,task in pairs(tasks) do local Task=task --Ops.OpsGroup#OPSGROUP.Task -- Task execute. table.insert(taskswp, self.group:TaskFunction("OPSGROUP._TaskExecute", self, Task)) -- Stop condition if userflag is set to 1 or task duration over. local TaskCondition=self.group:TaskCondition(nil, Task.stopflag:GetName(), 1, nil, Task.duration) -- Controlled task. table.insert(taskswp, self.group:TaskControlled(Task.dcstask, TaskCondition)) -- Task done. table.insert(taskswp, self.group:TaskFunction("OPSGROUP._TaskDone", self, Task)) end -- Execute waypoint tasks. if #taskswp>0 then self:SetTask(self.group:TaskCombo(taskswp)) end return #taskswp end --- On after "PassedFinalWaypoint" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterPassedFinalWaypoint(From, Event, To) self:T(self.lid..string.format("Group passed final waypoint")) -- Check if group is done? No tasks mission running. --self:_CheckGroupDone() end --- On after "GotoWaypoint" event. Group will got to the given waypoint and execute its route from there. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number UID The goto waypoint unique ID. -- @param #number Speed (Optional) Speed to waypoint in knots. function OPSGROUP:onafterGotoWaypoint(From, Event, To, UID, Speed) local n=self:GetWaypointIndex(UID) if n then -- Speed to waypoint. Speed=Speed or self:GetSpeedToWaypoint(n) -- Debug message self:T(self.lid..string.format("Goto Waypoint UID=%d index=%d from %d at speed %.1f knots", UID, n, self.currentwp, Speed)) -- Update the route. self:__UpdateRoute(0.1, n, nil, Speed) end end --- On after "DetectedUnit" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Unit#UNIT Unit The detected unit. function OPSGROUP:onafterDetectedUnit(From, Event, To, Unit) -- Get unit name. local unitname=Unit and Unit:GetName() or "unknown" -- Debug. self:T2(self.lid..string.format("Detected unit %s", unitname)) if self.detectedunits:FindUnit(unitname) then -- Unit is already in the detected unit set ==> Trigger "DetectedUnitKnown" event. self:DetectedUnitKnown(Unit) else -- Unit is was not detected ==> Trigger "DetectedUnitNew" event. self:DetectedUnitNew(Unit) end end --- On after "DetectedUnitNew" event. Add newly detected unit to detected unit set. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Unit#UNIT Unit The detected unit. function OPSGROUP:onafterDetectedUnitNew(From, Event, To, Unit) -- Debug info. self:T(self.lid..string.format("Detected New unit %s", Unit:GetName())) -- Add unit to detected unit set. self.detectedunits:AddUnit(Unit) end --- On after "DetectedGroup" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP Group The detected Group. function OPSGROUP:onafterDetectedGroup(From, Event, To, Group) -- Get group name. local groupname=Group and Group:GetName() or "unknown" -- Debug info. self:T(self.lid..string.format("Detected group %s", groupname)) if self.detectedgroups:FindGroup(groupname) then -- Group is already in the detected set ==> Trigger "DetectedGroupKnown" event. self:DetectedGroupKnown(Group) else -- Group is was not detected ==> Trigger "DetectedGroupNew" event. self:DetectedGroupNew(Group) end end --- On after "DetectedGroupNew" event. Add newly detected group to detected group set. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP Group The detected group. function OPSGROUP:onafterDetectedGroupNew(From, Event, To, Group) -- Debug info. self:T(self.lid..string.format("Detected New group %s", Group:GetName())) -- Add unit to detected unit set. self.detectedgroups:AddGroup(Group) end --- On after "EnterZone" event. Sets self.inzones[zonename]=true. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Zone#ZONE Zone The zone that the group entered. function OPSGROUP:onafterEnterZone(From, Event, To, Zone) local zonename=Zone and Zone:GetName() or "unknown" self:T2(self.lid..string.format("Entered Zone %s", zonename)) self.inzones:Add(Zone:GetName(), Zone) end --- On after "LeaveZone" event. Sets self.inzones[zonename]=false. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Zone#ZONE Zone The zone that the group entered. function OPSGROUP:onafterLeaveZone(From, Event, To, Zone) local zonename=Zone and Zone:GetName() or "unknown" self:T2(self.lid..string.format("Left Zone %s", zonename)) self.inzones:Remove(zonename, true) end --- On before "LaserOn" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Target Target Coordinate. Target can also be any POSITIONABLE from which we can obtain its coordinates. function OPSGROUP:onbeforeLaserOn(From, Event, To, Target) -- Check if LASER is already on. if self.spot.On then return false end if Target then -- Target specified ==> set target. self:SetLaserTarget(Target) else -- No target specified. self:T(self.lid.."ERROR: No target provided for LASER!") return false end -- Get the first element alive. local element=self:GetElementAlive() if element then -- Set element. self.spot.element=element -- Height offset. No offset for aircraft. We take the height for ground or naval. local offsetY=0 if self.isFlightgroup or self.isNavygroup then offsetY=element.height end -- Local offset of the LASER source. self.spot.offset={x=0, y=offsetY, z=0} -- Check LOS. if self.spot.CheckLOS then -- Check LOS. local los=self:HasLoS(self.spot.Coordinate, self.spot.element, self.spot.offset) --self:T({los=los, coord=self.spot.Coordinate, offset=self.spot.offset}) if los then self:LaserGotLOS() else -- Try to switch laser on again in 10 sec. self:T(self.lid.."LASER got no LOS currently. Trying to switch the laser on again in 10 sec") self:__LaserOn(-10, Target) return false end end else self:T(self.lid.."ERROR: No element alive for lasing") return false end return true end --- On after "LaserOn" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Target Target Coordinate. Target can also be any POSITIONABLE from which we can obtain its coordinates. function OPSGROUP:onafterLaserOn(From, Event, To, Target) -- Start timer that calls the update twice per sec by default. if not self.spot.timer:IsRunning() then self.spot.timer:Start(nil, self.spot.dt) end -- Get DCS unit. local DCSunit=self.spot.element.unit:GetDCSObject() -- Create laser and IR beams. self.spot.Laser=Spot.createLaser(DCSunit, self.spot.offset, self.spot.vec3, self.spot.Code or 1688) if self.spot.IRon then self.spot.IR=Spot.createInfraRed(DCSunit, self.spot.offset, self.spot.vec3) end -- Laser is on. self.spot.On=true -- No paused in case it was. self.spot.Paused=false -- Debug message. self:T(self.lid.."Switching LASER on") end --- On before "LaserOff" event. Check if LASER is on. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onbeforeLaserOff(From, Event, To) return self.spot.On or self.spot.Paused end --- On after "LaserOff" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLaserOff(From, Event, To) -- Debug message. self:T(self.lid.."Switching LASER off") -- "Destroy" the laser beam. if self.spot.On then self.spot.Laser:destroy() self.spot.IR:destroy() -- Set to nil. self.spot.Laser=nil self.spot.IR=nil end -- Stop update timer. self.spot.timer:Stop() -- No target unit. self.spot.TargetUnit=nil -- Laser is off. self.spot.On=false -- Not paused if it was. self.spot.Paused=false end --- On after "LaserPause" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLaserPause(From, Event, To) -- Debug message. self:T(self.lid.."Switching LASER off temporarily") -- "Destroy" the laser beam. self.spot.Laser:destroy() self.spot.IR:destroy() -- Set to nil. self.spot.Laser=nil self.spot.IR=nil -- Laser is off. self.spot.On=false -- Laser is paused. self.spot.Paused=true end --- On before "LaserResume" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onbeforeLaserResume(From, Event, To) return self.spot.Paused end --- On after "LaserResume" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLaserResume(From, Event, To) -- Debug info. self:T(self.lid.."Resuming LASER") -- Unset paused. self.spot.Paused=false -- Set target. local target=nil if self.spot.TargetType==0 then target=self.spot.Coordinate elseif self.spot.TargetType==1 or self.spot.TargetType==2 then target=self.spot.TargetUnit elseif self.spot.TargetType==3 then target=self.spot.TargetGroup end -- Switch laser back on. if target then -- Debug message. self:T(self.lid.."Switching LASER on again") self:LaserOn(target) end end --- On after "LaserCode" event. Changes the LASER code. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Code Laser code. Default is 1688. function OPSGROUP:onafterLaserCode(From, Event, To, Code) -- Default is 1688. self.spot.Code=Code or 1688 -- Debug message. self:T2(self.lid..string.format("Setting LASER Code to %d", self.spot.Code)) if self.spot.On then -- Debug info. self:T(self.lid..string.format("New LASER Code is %d", self.spot.Code)) -- Set LASER code. self.spot.Laser:setCode(self.spot.Code) end end --- On after "LaserLostLOS" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLaserLostLOS(From, Event, To) -- No of sight. self.spot.LOS=false -- Lost line of sight. self.spot.lostLOS=true if self.spot.On then -- Switch laser off. self:LaserPause() end end --- On after "LaserGotLOS" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLaserGotLOS(From, Event, To) -- Has line of sight. self.spot.LOS=true if self.spot.lostLOS then -- Did not loose LOS anymore. self.spot.lostLOS=false -- Resume laser if currently paused. if self.spot.Paused then self:LaserResume() end end end --- Set LASER target. -- @param #OPSGROUP self -- @param Wrapper.Positionable#POSITIONABLE Target The target to lase. Can also be a COORDINATE object. function OPSGROUP:SetLaserTarget(Target) if Target then -- Check object type. if Target:IsInstanceOf("SCENERY") then -- Scenery as target. Treat it like a coordinate. Set offset to 1 meter above ground. self.spot.TargetType=0 self.spot.offsetTarget={x=0, y=1, z=0} elseif Target:IsInstanceOf("POSITIONABLE") then local target=Target --Wrapper.Positionable#POSITIONABLE if target:IsAlive() then if target:IsInstanceOf("GROUP") then -- We got a GROUP as target. self.spot.TargetGroup=target self.spot.TargetUnit=target:GetHighestThreat() self.spot.TargetType=3 else -- We got a UNIT or STATIC as target. self.spot.TargetUnit=target if target:IsInstanceOf("STATIC") then self.spot.TargetType=1 elseif target:IsInstanceOf("UNIT") then self.spot.TargetType=2 end end -- Get object size. local size,x,y,z=self.spot.TargetUnit:GetObjectSize() if y then self.spot.offsetTarget={x=0, y=y*0.75, z=0} else self.spot.offsetTarget={x=0, 2, z=0} end else self:T("WARNING: LASER target is not alive!") return end elseif Target:IsInstanceOf("COORDINATE") then -- Coordinate as target. self.spot.TargetType=0 self.spot.offsetTarget={x=0, y=0, z=0} else self:T(self.lid.."ERROR: LASER target should be a POSITIONABLE (GROUP, UNIT or STATIC) or a COORDINATE object!") return end -- Set vec3 and account for target offset. self.spot.vec3=UTILS.VecAdd(Target:GetVec3(), self.spot.offsetTarget) -- Set coordinate. self.spot.Coordinate:UpdateFromVec3(self.spot.vec3) end end --- Update laser point. -- @param #OPSGROUP self function OPSGROUP:_UpdateLaser() -- Check if we have a POSITIONABLE to lase. if self.spot.TargetUnit then --- -- Lasing a possibly moving target --- if self.spot.TargetUnit:IsAlive() then -- Get current target position. local vec3=self.spot.TargetUnit:GetVec3() -- Add target offset. vec3=UTILS.VecAdd(vec3, self.spot.offsetTarget) -- Calculate distance local dist=UTILS.VecDist3D(vec3, self.spot.vec3) -- Store current position. self.spot.vec3=vec3 -- Update beam coordinate. self.spot.Coordinate:UpdateFromVec3(vec3) -- Update laser if target moved more than one meter. if dist>1 then -- If the laser is ON, set the new laser target point. if self.spot.On then self.spot.Laser:setPoint(vec3) if self.spot.IRon then self.spot.IR:setPoint(vec3) end end end else if self.spot.TargetGroup and self.spot.TargetGroup:IsAlive() then -- Get first alive unit in the group. local unit=self.spot.TargetGroup:GetHighestThreat() if unit then self:T(self.lid..string.format("Switching to target unit %s in the group", unit:GetName())) self.spot.TargetUnit=unit -- We update the laser position in the next update cycle and then check the LOS. return else -- Switch laser off. self:T(self.lid.."Target is not alive any more ==> switching LASER off") self:LaserOff() return end else -- Switch laser off. self:T(self.lid.."Target is not alive any more ==> switching LASER off") self:LaserOff() return end end end -- Check LOS. if self.spot.CheckLOS then -- Check current LOS. local los=self:HasLoS(self.spot.Coordinate, self.spot.element, self.spot.offset) if los then -- Got LOS if self.spot.lostLOS then --self:T({los=self.spot.LOS, coord=self.spot.Coordinate, offset=self.spot.offset}) self:LaserGotLOS() end else -- No LOS currently if not self.spot.lostLOS then self:LaserLostLOS() end end end end --- On before "ElementSpawned" event. Check that element is not in status spawned already. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Element Element The flight group element. function OPSGROUP:onbeforeElementSpawned(From, Event, To, Element) if Element and Element.status==OPSGROUP.ElementStatus.SPAWNED then self:T2(self.lid..string.format("Element %s is already spawned ==> Transition denied!", Element.name)) return false end return true end --- On after "ElementInUtero" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Element Element The flight group element. function OPSGROUP:onafterElementInUtero(From, Event, To, Element) self:T(self.lid..string.format("Element in utero %s", Element.name)) -- Set element status. self:_UpdateStatus(Element, OPSGROUP.ElementStatus.INUTERO) end --- On after "ElementDamaged" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Element Element The flight group element. function OPSGROUP:onafterElementDamaged(From, Event, To, Element) self:T(self.lid..string.format("Element damaged %s", Element.name)) if Element and (Element.status~=OPSGROUP.ElementStatus.DEAD and Element.status~=OPSGROUP.ElementStatus.INUTERO) then local lifepoints=0 if Element.DCSunit and Element.DCSunit:isExist() then -- Get life of unit lifepoints=Element.DCSunit:getLife() -- Debug output. self:T(self.lid..string.format("Element life %s: %.2f/%.2f", Element.name, lifepoints, Element.life0)) end if lifepoints<=1.0 then self:T(self.lid..string.format("Element %s life %.2f <= 1.0 ==> Destroyed!", Element.name, lifepoints)) self:ElementDestroyed(Element) end end end --- On after "ElementHit" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Element Element The flight group element. -- @param Wrapper.Unit#UNIT Enemy Unit that hit the element or `nil`. function OPSGROUP:onafterElementHit(From, Event, To, Element, Enemy) -- Increase element hit counter. Element.Nhit=Element.Nhit+1 -- Debug message. self:T(self.lid..string.format("Element hit %s by %s [n=%d, N=%d]", Element.name, Enemy and Enemy:GetName() or "unknown", Element.Nhit, self.Nhit)) -- Group was hit. self:__Hit(-3, Enemy) end --- On after "Hit" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Unit#UNIT Enemy Unit that hit the element or `nil`. function OPSGROUP:onafterHit(From, Event, To, Enemy) self:T(self.lid..string.format("Group hit by %s", Enemy and Enemy:GetName() or "unknown")) end --- On after "ElementDestroyed" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Element Element The flight group element. function OPSGROUP:onafterElementDestroyed(From, Event, To, Element) self:T(self.lid..string.format("Element destroyed %s", Element.name)) -- Cancel all missions. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG mission:ElementDestroyed(self, Element) end -- Increase counter. self.Ndestroyed=self.Ndestroyed+1 -- Element is dead. self:ElementDead(Element) end --- On after "ElementDead" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP.Element Element The flight group element. function OPSGROUP:onafterElementDead(From, Event, To, Element) -- Debug info. self:I(self.lid..string.format("Element dead %s at t=%.3f", Element.name, timer.getTime())) -- Set element status. self:_UpdateStatus(Element, OPSGROUP.ElementStatus.DEAD) -- Check if element was lasing and if so, switch to another unit alive to lase. if self.spot.On and self.spot.element.name==Element.name then -- Switch laser off. self:LaserOff() -- If there is another element alive, switch laser on again. if self:GetNelements()>0 then -- New target if any. local target=nil if self.spot.TargetType==0 then -- Coordinate target=self.spot.Coordinate elseif self.spot.TargetType==1 or self.spot.TargetType==2 then -- Static or unit if self.spot.TargetUnit and self.spot.TargetUnit:IsAlive() then target=self.spot.TargetUnit end elseif self.spot.TargetType==3 then -- Group if self.spot.TargetGroup and self.spot.TargetGroup:IsAlive() then target=self.spot.TargetGroup end end -- Switch laser on again. if target then self:__LaserOn(-1, target) end end end -- Clear cargo bay of element. for i=#Element.cargoBay,1,-1 do local cargo=Element.cargoBay[i] --#OPSGROUP.MyCargo -- Remove from cargo bay. self:_DelCargobay(cargo.group) if cargo.group and not (cargo.group:IsDead() or cargo.group:IsStopped()) then -- Remove my carrier cargo.group:_RemoveMyCarrier() if cargo.reserved then -- This group was not loaded yet ==> Not cargo any more. cargo.group:_NewCargoStatus(OPSGROUP.CargoStatus.NOTCARGO) else -- Carrier dead ==> cargo dead. for _,cargoelement in pairs(cargo.group.elements) do -- Debug info. self:T2(self.lid.."Cargo element dead "..cargoelement.name) -- Trigger dead event. cargo.group:ElementDead(cargoelement) end end end end end --- On after "Respawn" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #table Template The template used to respawn the group. Default is the inital template of the group. function OPSGROUP:onafterRespawn(From, Event, To, Template) -- Debug info. self:T(self.lid.."Respawning group!") -- Copy template. local template=UTILS.DeepCopy(Template or self.template) -- Late activation off. template.lateActivation=false self:_Respawn(0, template) end --- Teleport the group to a different location. -- @param #OPSGROUP self -- @param Core.Point#COORDINATE Coordinate Coordinate where the group is teleported to. -- @param #number Delay Delay in seconds before respawn happens. Default 0. -- @param #boolean NoPauseMission If `true`, dont pause a running mission. -- @return #OPSGROUP self function OPSGROUP:Teleport(Coordinate, Delay, NoPauseMission) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP.Teleport, self, Coordinate, 0, NoPauseMission) else -- Debug message. self:T(self.lid.."FF Teleporting...") --Coordinate:MarkToAll("Teleport "..self.groupname) -- Check if we have a mission running. if self:IsOnMission() and not NoPauseMission then self:T(self.lid.."Pausing current mission for telport") self:PauseMission() end -- Get copy of template. local Template=UTILS.DeepCopy(self.template) --DCS#Template -- Set late activation of template to current state. Template.lateActivation=self:IsLateActivated() -- Not uncontrolled. Template.uncontrolled=false -- Set waypoint in air for flighgroups. if self:IsFlightgroup() then Template.route.points[1]=Coordinate:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 300, true, nil, nil, "Spawnpoint") elseif self:IsArmygroup() then Template.route.points[1]=Coordinate:WaypointGround(0) elseif self:IsNavygroup() then Template.route.points[1]=Coordinate:WaypointNaval(0) end -- Template units. local units=Template.units -- Table with teleported vectors. local d={} for i=1,#units do local unit=units[i] d[i]={x=Coordinate.x+(units[i].x-units[1].x), y=Coordinate.z+units[i].y-units[1].y} end for i=#units,1,-1 do local unit=units[i] -- Get element. local element=self:GetElementByName(unit.name) if element and element.status~=OPSGROUP.ElementStatus.DEAD then -- No parking. unit.parking=nil unit.parking_id=nil -- Current position. local vec3=element.unit:GetVec3() -- Current heading. local heading=element.unit:GetHeading() -- Set new x,y. unit.x=d[i].x unit.y=d[i].y -- Set altitude. unit.alt=Coordinate.y -- Set heading. unit.heading=math.rad(heading) unit.psi=-unit.heading else table.remove(units, i) end end -- Respawn from new template. self:_Respawn(0, Template, true) end end --- Respawn the group. -- @param #OPSGROUP self -- @param #number Delay Delay in seconds before respawn happens. Default 0. -- @param DCS#Template Template (optional) The template of the Group retrieved with GROUP:GetTemplate(). If the template is not provided, the template will be retrieved of the group itself. -- @param #boolean Reset Reset waypoints and reinit group if `true`. -- @return #OPSGROUP self function OPSGROUP:_Respawn(Delay, Template, Reset) if Delay and Delay>0 then self:ScheduleOnce(Delay, OPSGROUP._Respawn, self, 0, Template, Reset) else -- Debug message. self:T2(self.lid.."FF _Respawn") -- Given template or get copy of old. Template=Template or self:_GetTemplate(true) -- Number of destroyed units. self.Ndestroyed=0 self.Nhit=0 -- Check if group is currently alive. if self:IsAlive() then --- -- Group is ALIVE --- -- Template units. local units=Template.units for i=#units,1,-1 do local unit=units[i] -- Get the element. local element=self:GetElementByName(unit.name) if element and element.status~=OPSGROUP.ElementStatus.DEAD then if not Reset then -- Parking ID. unit.parking=element.parking and element.parking.TerminalID or unit.parking unit.parking_id=nil -- Get current position vector. local vec3=element.unit:GetVec3() -- Get heading. local heading=element.unit:GetHeading() -- Set unit position. unit.x=vec3.x unit.y=vec3.z unit.alt=vec3.y -- Set heading in rad. unit.heading=math.rad(heading) unit.psi=-unit.heading end else -- Element is dead. Remove from template. table.remove(units, i) self.Ndestroyed=self.Ndestroyed+1 end end -- Despawn old group. Dont trigger any remove unit event since this is a respawn. self:Despawn(0, true) else --- -- Group is NOT ALIVE --- -- Ensure elements in utero. for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element self:ElementInUtero(element) end end -- Debug output. self:T({Template=Template}) -- Spawn new group. self.group=_DATABASE:Spawn(Template) -- Set DCS group and controller. self.dcsgroup=self:GetDCSGroup() self.controller=self.dcsgroup:getController() -- Set activation and controlled state. self.isLateActivated=Template.lateActivation self.isUncontrolled=Template.uncontrolled -- Not dead or destroyed any more. self.isDead=false self.isDestroyed=false self.groupinitialized=false self.wpcounter=1 self.currentwp=1 -- Init waypoints. self:_InitWaypoints() -- Init Group. self:_InitGroup(Template) -- Reset events. --self:ResetEvents() end return self end --- On after "InUtero" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterInUtero(From, Event, To) self:T(self.lid..string.format("Group inutero at t=%.3f", timer.getTime())) --TODO: set element status to inutero end --- On after "Damaged" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterDamaged(From, Event, To) self:T(self.lid..string.format("Group damaged at t=%.3f", timer.getTime())) --[[ local lifemin=nil for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD and element.status~=OPSGROUP.ElementStatus.INUTERO then local life, life0=self:GetLifePoints(element) if lifemin==nil or life Asset group is gone. self.cohort:DelGroup(self.groupname) end if self.legion then --self.legion:Get --self.legion:AssetDead() end else -- Not all assets were destroyed (despawn) ==> Add asset back to legion? end if self.legion then if not self:IsInUtero() then -- Get asset. local asset=self.legion:GetAssetByName(self.groupname) -- Get request. local request=self.legion:GetRequestByID(asset.rid) -- Trigger asset dead event. self.legion:AssetDead(asset, request) end -- Stop in 5 sec to give possible respawn attempts a chance. self:__Stop(-5) end end --- On before "Stop" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onbeforeStop(From, Event, To) -- We check if if self:IsAlive() then self:T(self.lid..string.format("WARNING: Group is still alive! Will not stop the FSM. Use :Despawn() instead")) return false end return true end --- On after "Stop" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterStop(From, Event, To) -- Handle events: self:UnHandleEvent(EVENTS.Birth) self:UnHandleEvent(EVENTS.Dead) self:UnHandleEvent(EVENTS.RemoveUnit) -- Handle events: if self.isFlightgroup then self:UnHandleEvent(EVENTS.EngineStartup) self:UnHandleEvent(EVENTS.Takeoff) self:UnHandleEvent(EVENTS.Land) self:UnHandleEvent(EVENTS.EngineShutdown) self:UnHandleEvent(EVENTS.PilotDead) self:UnHandleEvent(EVENTS.Ejection) self:UnHandleEvent(EVENTS.Crash) self.currbase=nil elseif self.isArmygroup then self:UnHandleEvent(EVENTS.Hit) end for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG self:MissionCancel(mission) end -- Stop check timers. self.timerCheckZone:Stop() self.timerQueueUpdate:Stop() self.timerStatus:Stop() -- Stop FSM scheduler. self.CallScheduler:Clear() if self.Scheduler then self.Scheduler:Clear() end -- Flightcontrol. if self.flightcontrol then for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.parking then self.flightcontrol:SetParkingFree(element.parking) end end self.flightcontrol:_RemoveFlight(self) end if self:IsAlive() and not (self:IsDead() or self:IsStopped()) then local life, life0=self:GetLifePoints() local state=self:GetState() local text=string.format("WARNING: Group is still alive! Current state=%s. Life points=%d/%d. Use OPSGROUP:Destroy() or OPSGROUP:Despawn() for a clean stop", state, life, life0) self:T(self.lid..text) end -- Remove flight from data base. _DATABASE.FLIGHTGROUPS[self.groupname]=nil -- Debug output. self:I(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from _DATABASE") end --- On after "OutOfAmmo" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterOutOfAmmo(From, Event, To) self:T(self.lid..string.format("Group is out of ammo at t=%.3f", timer.getTime())) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Cargo Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check cargo transport assignments. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:_CheckCargoTransport() -- Abs. missin time in seconds. local Time=timer.getAbsTime() -- Cargo bay debug info. if self.verbose>=1 then local text="" for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element for _,_cargo in pairs(element.cargoBay) do local cargo=_cargo --#OPSGROUP.MyCargo text=text..string.format("\n- %s in carrier %s, reserved=%s", tostring(cargo.group:GetName()), tostring(element.name), tostring(cargo.reserved)) end end if text=="" then text=" empty" end self:T(self.lid.."Cargo bay:"..text) end -- Cargo queue debug info. if self.verbose>=3 then local text="" for i,_transport in pairs(self.cargoqueue) do local transport=_transport --Ops.OpsTransport#OPSTRANSPORT local pickupzone=transport:GetPickupZone() local deployzone=transport:GetDeployZone() local pickupname=pickupzone and pickupzone:GetName() or "unknown" local deployname=deployzone and deployzone:GetName() or "unknown" text=text..string.format("\n[%d] UID=%d Status=%s: %s --> %s", i, transport.uid, transport:GetState(), pickupname, deployname) for j,_cargo in pairs(transport:GetCargos()) do local cargo=_cargo --#OPSGROUP.CargoGroup local state=cargo.opsgroup:GetState() local status=cargo.opsgroup.cargoStatus local name=cargo.opsgroup.groupname local carriergroup, carrierelement, reserved=cargo.opsgroup:_GetMyCarrier() local carrierGroupname=carriergroup and carriergroup.groupname or "none" local carrierElementname=carrierelement and carrierelement.name or "none" text=text..string.format("\n (%d) %s [%s]: %s, carrier=%s(%s), delivered=%s", j, name, state, status, carrierGroupname, carrierElementname, tostring(cargo.delivered)) end end if text~="" then self:T(self.lid.."Cargo queue:"..text) end end if self.cargoTransport and self.cargoTransport:GetCarrierTransportStatus(self)==OPSTRANSPORT.Status.DELIVERED then -- Remove transport from queue. self:DelOpsTransport(self.cargoTransport) -- No current transport any more. self.cargoTransport=nil self.cargoTZC=nil end -- Check if there is anything in the queue. if not self.cargoTransport and not self:IsOnMission() then self.cargoTransport=self:_GetNextCargoTransport() if self.cargoTransport and not self:IsActive() then self:Activate() end end -- Now handle the transport. if self.cargoTransport then if self:IsNotCarrier() then -- Unset time stamps. self.Tpickingup=nil self.Tloading=nil self.Ttransporting=nil self.Tunloading=nil -- Get transport zone combo (TZC). self.cargoTZC=self.cargoTransport:_GetTransportZoneCombo(self) if self.cargoTZC then -- Found TZC self:T(self.lid..string.format("Not carrier ==> pickup at %s [TZC UID=%d]", self.cargoTZC.PickupZone and self.cargoTZC.PickupZone:GetName() or "unknown", self.cargoTZC.uid)) -- Initiate the cargo transport process. self:__Pickup(-1) else self:T2(self.lid.."Not carrier ==> No TZC found") end elseif self:IsPickingup() then -- Set time stamp. self.Tpickingup=self.Tpickingup or Time -- Current pickup time. local tpickingup=Time-self.Tpickingup -- Debug Info. self:T(self.lid..string.format("Picking up at %s [TZC UID=%d] for %s sec...", self.cargoTZC.PickupZone and self.cargoTZC.PickupZone:GetName() or "unknown", self.cargoTZC.uid, tpickingup)) elseif self:IsLoading() then -- Set loading time stamp. self.Tloading=self.Tloading or Time -- Current pickup time. local tloading=Time-self.Tloading --TODO: Check max loading time. If exceeded ==> abort transport. -- Debug info. self:T(self.lid..string.format("Loading at %s [TZC UID=%d] for %s sec...", self.cargoTZC.PickupZone and self.cargoTZC.PickupZone:GetName() or "unknown", self.cargoTZC.uid, tloading)) local boarding=false local gotcargo=false for _,_cargo in pairs(self.cargoTZC.Cargos) do local cargo=_cargo --Ops.OpsGroup#OPSGROUP.CargoGroup -- Check if anyone is still boarding. if cargo.opsgroup:IsBoarding(self.groupname) then boarding=true end -- Check if we have any cargo to transport. if cargo.opsgroup:IsLoaded(self.groupname) then gotcargo=true end end -- Boarding finished ==> Transport cargo. if gotcargo and self.cargoTransport:_CheckRequiredCargos(self.cargoTZC) and not boarding then self:T(self.lid.."Boarding finished ==> Loaded") self:LoadingDone() else -- No cargo and no one is boarding ==> check again if we can make anyone board. self:Loading() end -- No cargo and no one is boarding ==> check again if we can make anyone board. if not gotcargo and not boarding then --self:Loading() end elseif self:IsTransporting() then -- Set time stamp. self.Ttransporting=self.Ttransporting or Time -- Current pickup time. local ttransporting=Time-self.Ttransporting -- Debug info. self:T(self.lid.."Transporting (nothing to do)") elseif self:IsUnloading() then -- Set time stamp. self.Tunloading=self.Tunloading or Time -- Current pickup time. local tunloading=Time-self.Tunloading -- Debug info. self:T(self.lid.."Unloading ==> Checking if all cargo was delivered") local delivered=true for _,_cargo in pairs(self.cargoTZC.Cargos) do local cargo=_cargo --Ops.OpsGroup#OPSGROUP.CargoGroup local carrierGroup=cargo.opsgroup:_GetMyCarrierGroup() -- Check that this group is if (carrierGroup and carrierGroup:GetName()==self:GetName()) and not cargo.delivered then delivered=false break end end -- Unloading finished ==> pickup next batch or call it a day. if delivered then self:T(self.lid.."Unloading finished ==> UnloadingDone") self:UnloadingDone() else self:Unloading() end end -- Debug info. (At this point, we might not have a current cargo transport ==> hence the check) if self.verbose>=2 and self.cargoTransport then local pickupzone=self.cargoTransport:GetPickupZone(self.cargoTZC) local deployzone=self.cargoTransport:GetDeployZone(self.cargoTZC) local pickupname=pickupzone and pickupzone:GetName() or "unknown" local deployname=deployzone and deployzone:GetName() or "unknown" local text=string.format("Carrier [%s]: %s --> %s", self.carrierStatus, pickupname, deployname) for _,_cargo in pairs(self.cargoTransport:GetCargos(self.cargoTZC)) do local cargo=_cargo --Ops.OpsGroup#OPSGROUP.CargoGroup local name=cargo.opsgroup:GetName() local gstatus=cargo.opsgroup:GetState() local cstatus=cargo.opsgroup.cargoStatus local weight=cargo.opsgroup:GetWeightTotal() local carriergroup, carrierelement, reserved=cargo.opsgroup:_GetMyCarrier() local carrierGroupname=carriergroup and carriergroup.groupname or "none" local carrierElementname=carrierelement and carrierelement.name or "none" text=text..string.format("\n- %s (%.1f kg) [%s]: %s, carrier=%s (%s), delivered=%s", name, weight, gstatus, cstatus, carrierElementname, carrierGroupname, tostring(cargo.delivered)) end self:I(self.lid..text) end end return self end --- Check if a group is in the cargo bay. -- @param #OPSGROUP self -- @param #OPSGROUP OpsGroup Group to check. -- @return #boolean If `true`, group is in the cargo bay. function OPSGROUP:_IsInCargobay(OpsGroup) for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element for _,_cargo in pairs(element.cargoBay) do local cargo=_cargo --#OPSGROUP.MyCargo if cargo.group.groupname==OpsGroup.groupname then return true end end end return false end --- Add OPSGROUP to cargo bay of a carrier. -- @param #OPSGROUP self -- @param #OPSGROUP CargoGroup Cargo group. -- @param #OPSGROUP.Element CarrierElement The element of the carrier. -- @param #boolean Reserved Only reserve the cargo bay space. function OPSGROUP:_AddCargobay(CargoGroup, CarrierElement, Reserved) --TODO: Check group is not already in cargobay of this carrier or any other carrier. local cargo=self:_GetCargobay(CargoGroup) if cargo then cargo.reserved=Reserved else cargo={} --#OPSGROUP.MyCargo cargo.group=CargoGroup cargo.reserved=Reserved table.insert(CarrierElement.cargoBay, cargo) end -- Set my carrier. CargoGroup:_SetMyCarrier(self, CarrierElement, Reserved) -- Fill cargo bay (obsolete). self.cargoBay[CargoGroup.groupname]=CarrierElement.name if not Reserved then -- Cargo weight. local weight=CargoGroup:GetWeightTotal() -- Add weight to carrier. self:AddWeightCargo(CarrierElement.name, weight) end return self end --- Get all groups currently loaded as cargo. -- @param #OPSGROUP self -- @param #string CarrierName (Optional) Only return cargo groups loaded into a particular carrier unit. -- @return #table Cargo ops groups. function OPSGROUP:GetCargoGroups(CarrierName) local cargos={} for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if CarrierName==nil or element.name==CarrierName then for _,_cargo in pairs(element.cargoBay) do local cargo=_cargo --#OPSGROUP.MyCargo if not cargo.reserved then table.insert(cargos, cargo.group) end end end end return cargos end --- Get cargo bay item. -- @param #OPSGROUP self -- @param #OPSGROUP CargoGroup Cargo group. -- @return #OPSGROUP.MyCargo Cargo bay item or `nil` if the group is not in the carrier. -- @return #number CargoBayIndex Index of item in the cargo bay table. -- @return #OPSGROUP.Element Carrier element. function OPSGROUP:_GetCargobay(CargoGroup) -- Loop over elements and their cargo bay items. local CarrierElement=nil --#OPSGROUP.Element local cargobayIndex=nil local reserved=nil for i,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element for j,_cargo in pairs(element.cargoBay) do local cargo=_cargo --#OPSGROUP.MyCargo if cargo.group and cargo.group.groupname==CargoGroup.groupname then return cargo, j, element end end end return nil, nil, nil end --- Remove OPSGROUP from cargo bay of a carrier. -- @param #OPSGROUP self -- @param #OPSGROUP CargoGroup Cargo group. -- @return #boolean If `true`, cargo could be removed. function OPSGROUP:_DelCargobay(CargoGroup) if self.cargoBay[CargoGroup.groupname] then -- Not in cargo bay any more. self.cargoBay[CargoGroup.groupname]=nil end -- Get cargo bay info. local cargoBayItem, cargoBayIndex, CarrierElement=self:_GetCargobay(CargoGroup) if cargoBayItem and cargoBayIndex then -- Debug info. self:T(self.lid..string.format("Removing cargo group %s from cargo bay (index=%d) of carrier %s", CargoGroup:GetName(), cargoBayIndex, CarrierElement.name)) -- Remove table.remove(CarrierElement.cargoBay, cargoBayIndex) -- Reduce weight (if cargo space was not just reserved). if not cargoBayItem.reserved then local weight=CargoGroup:GetWeightTotal() self:RedWeightCargo(CarrierElement.name, weight) end return true end self:T(self.lid.."ERROR: Group is not in cargo bay. Cannot remove it!") return false end --- Get cargo transport from cargo queue. -- @param #OPSGROUP self -- @return Ops.OpsTransport#OPSTRANSPORT The next due cargo transport or `nil`. function OPSGROUP:_GetNextCargoTransport() -- Current position. local coord=self:GetCoordinate() -- Sort results table wrt prio and distance to pickup zone. local function _sort(a, b) local transportA=a --Ops.OpsTransport#OPSTRANSPORT local transportB=b --Ops.OpsTransport#OPSTRANSPORT --TODO: Include distance --local distA=transportA.pickupzone:GetCoordinate():Get2DDistance(coord) --local distB=transportB.pickupzone:GetCoordinate():Get2DDistance(coord) return (transportA.priomaxweight then maxweight=weight end end end return maxweight end --- Get weight of the internal cargo the group is carriing right now. -- @param #OPSGROUP self -- @param #string UnitName Name of the unit. Default is of the whole group. -- @param #boolean IncludeReserved If `false`, cargo weight that is only *reserved* is **not** counted. By default (`true` or `nil`), the reserved cargo is included. -- @return #number Cargo weight in kg. function OPSGROUP:GetWeightCargo(UnitName, IncludeReserved) -- Calculate weight based on actual cargo weight. local weight=0 for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if (UnitName==nil or UnitName==element.name) and element.status~=OPSGROUP.ElementStatus.DEAD then weight=weight+element.weightCargo or 0 end end -- Calculate weight from stuff in cargo bay. By default this includes the reserved weight if a cargo group was assigned and is currently boarding. local gewicht=0 for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if (UnitName==nil or UnitName==element.name) and (element and element.status~=OPSGROUP.ElementStatus.DEAD) then for _,_cargo in pairs(element.cargoBay) do local cargo=_cargo --#OPSGROUP.MyCargo if (not cargo.reserved) or (cargo.reserved==true and (IncludeReserved==true or IncludeReserved==nil)) then local cargoweight=cargo.group:GetWeightTotal() gewicht=gewicht+cargoweight --self:I(self.lid..string.format("unit=%s (reserved=%s): cargo=%s weight=%d, total weight=%d", tostring(UnitName), tostring(IncludeReserved), cargo.group:GetName(), cargoweight, weight)) end end end end -- Debug info. self:T3(self.lid..string.format("Unit=%s (reserved=%s): weight=%d, gewicht=%d", tostring(UnitName), tostring(IncludeReserved), weight, gewicht)) -- Quick check. if IncludeReserved==false and gewicht~=weight then self:T(self.lid..string.format("ERROR: FF weight!=gewicht: weight=%.1f, gewicht=%.1f", weight, gewicht)) end return gewicht end --- Get max weight of the internal cargo the group can carry. Optionally, the max cargo weight of a specific unit can be requested. -- @param #OPSGROUP self -- @param #string UnitName Name of the unit. Default is of the whole group. -- @return #number Max cargo weight in kg. This does **not** include any cargo loaded or reserved currently. function OPSGROUP:GetWeightCargoMax(UnitName) local weight=0 for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if (UnitName==nil or UnitName==element.name) and element.status~=OPSGROUP.ElementStatus.DEAD then weight=weight+element.weightMaxCargo end end return weight end --- Get OPSGROUPs in the cargo bay. -- @param #OPSGROUP self -- @return #table Cargo OPSGROUPs. function OPSGROUP:GetCargoOpsGroups() local opsgroups={} for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element for _,_cargo in pairs(element.cargoBay) do local cargo=_cargo --#OPSGROUP.MyCargo table.insert(opsgroups, cargo.group) end end return opsgroups end --- Add weight to the internal cargo of an element of the group. -- @param #OPSGROUP self -- @param #string UnitName Name of the unit. Default is of the whole group. -- @param #number Weight Cargo weight to be added in kg. function OPSGROUP:AddWeightCargo(UnitName, Weight) local element=self:GetElementByName(UnitName) if element then --we do not check if the element is actually alive because we need to remove cargo from dead units -- Add weight. element.weightCargo=element.weightCargo+Weight -- Debug info. self:T(self.lid..string.format("%s: Adding %.1f kg cargo weight. New cargo weight=%.1f kg", UnitName, Weight, element.weightCargo)) -- For airborne units, we set the weight in game. if self.isFlightgroup then trigger.action.setUnitInternalCargo(element.name, element.weightCargo) --https://wiki.hoggitworld.com/view/DCS_func_setUnitInternalCargo end end return self end --- Reduce weight to the internal cargo of an element of the group. -- @param #OPSGROUP self -- @param #string UnitName Name of the unit. -- @param #number Weight Cargo weight to be reduced in kg. function OPSGROUP:RedWeightCargo(UnitName, Weight) -- Reduce weight by adding negative weight. self:AddWeightCargo(UnitName, -Weight) return self end --- Check if the group can *in principle* be carrier of a cargo group. This checks the max cargo capacity of the group but *not* how much cargo is already loaded (if any). -- **Note** that the cargo group *cannot* be split into units, i.e. the largest cargo bay of any element of the group must be able to load the whole cargo group in one piece. -- @param #OPSGROUP self -- @param #OPSGROUP CargoGroup Cargo group, which needs a carrier. -- @return #boolean If `true`, there is an element of the group that can load the whole cargo group. function OPSGROUP:CanCargo(CargoGroup) if CargoGroup then local weight=CargoGroup:GetWeightTotal() for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element -- Check that element is not dead and has if element and element.status~=OPSGROUP.ElementStatus.DEAD and element.weightMaxCargo>=weight then return true end end end return false end --- Add weight to the internal cargo of an element of the group. -- @param #OPSGROUP self -- @param #OPSGROUP CargoGroup Cargo group, which needs a carrier. -- @return #OPSGROUP.Element Carrier able to transport the cargo. function OPSGROUP:FindCarrierForCargo(CargoGroup) local weight=CargoGroup:GetWeightTotal() for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element local free=self:GetFreeCargobay(element.name) if free>=weight then return element else self:T3(self.lid..string.format("%s: Weight %d>%d free cargo bay", element.name, weight, free)) end end return nil end --- Set my carrier. -- @param #OPSGROUP self -- @param #OPSGROUP CarrierGroup Carrier group. -- @param #OPSGROUP.Element CarrierElement Carrier element. -- @param #boolean Reserved If `true`, reserve space for me. function OPSGROUP:_SetMyCarrier(CarrierGroup, CarrierElement, Reserved) -- Debug info. self:T(self.lid..string.format("Setting My Carrier: %s (%s), reserved=%s", CarrierGroup:GetName(), tostring(CarrierElement.name), tostring(Reserved))) self.mycarrier.group=CarrierGroup self.mycarrier.element=CarrierElement self.mycarrier.reserved=Reserved self.cargoTransportUID=CarrierGroup.cargoTransport and CarrierGroup.cargoTransport.uid or nil end --- Get my carrier group. -- @param #OPSGROUP self -- @return #OPSGROUP Carrier group. function OPSGROUP:_GetMyCarrierGroup() if self.mycarrier and self.mycarrier.group then return self.mycarrier.group end return nil end --- Get my carrier element. -- @param #OPSGROUP self -- @return #OPSGROUP.Element Carrier element. function OPSGROUP:_GetMyCarrierElement() if self.mycarrier and self.mycarrier.element then return self.mycarrier.element end return nil end --- Is my carrier reserved. -- @param #OPSGROUP self -- @return #boolean If `true`, space for me was reserved. function OPSGROUP:_IsMyCarrierReserved() if self.mycarrier then return self.mycarrier.reserved end return nil end --- Get my carrier. -- @param #OPSGROUP self -- @return #OPSGROUP Carrier group. -- @return #OPSGROUP.Element Carrier element. -- @return #boolean If `true`, space is reserved for me function OPSGROUP:_GetMyCarrier() return self.mycarrier.group, self.mycarrier.element, self.mycarrier.reserved end --- Remove my carrier. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:_RemoveMyCarrier() self:T(self.lid..string.format("Removing my carrier!")) self.mycarrier.group=nil self.mycarrier.element=nil self.mycarrier.reserved=nil self.mycarrier={} self.cargoTransportUID=nil return self end --- On after "Pickup" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterPickup(From, Event, To) -- Old status. local oldstatus=self.carrierStatus -- Set carrier status. self:_NewCarrierStatus(OPSGROUP.CarrierStatus.PICKUP) local TZC=self.cargoTZC -- Pickup zone. local Zone=TZC.PickupZone -- Check if already in the pickup zone. local inzone=self:IsInZone(Zone) -- Pickup at an airbase. local airbasePickup=TZC.PickupAirbase --Wrapper.Airbase#AIRBASE -- Check if group is already ready for loading. local ready4loading=false if self:IsArmygroup() or self:IsNavygroup() then -- Army and Navy groups just need to be inside the zone. ready4loading=inzone else -- Aircraft is already parking at the pickup airbase. ready4loading=self.currbase and airbasePickup and self.currbase:GetName()==airbasePickup:GetName() and self:IsParking() -- If a helo is landed in the zone, we also are ready for loading. if ready4loading==false and self.isHelo and self:IsLandedAt() and inzone then ready4loading=true end end -- Ready for loading? if ready4loading then -- We are already in the pickup zone ==> wait and initiate loading. if (self:IsArmygroup() or self:IsNavygroup()) and not self:IsHolding() then self:FullStop() end -- Start loading. self:__Loading(-5) else -- Set surface type of random coordinate. local surfacetypes=nil if self:IsArmygroup() or self:IsFlightgroup() then surfacetypes={land.SurfaceType.LAND} elseif self:IsNavygroup() then surfacetypes={land.SurfaceType.WATER} end -- Get a random coordinate in the pickup zone and let the carrier go there. local Coordinate=Zone:GetRandomCoordinate(nil, nil, surfacetypes) --Coordinate:MarkToAll(string.format("Pickup coordinate for group %s [Surface type=%d]", self:GetName(), Coordinate:GetSurfaceType())) -- Current Waypoint. local cwp=self:GetWaypointCurrent() -- Current waypoint ID. local uid=cwp and cwp.uid or nil -- Add waypoint. if self:IsFlightgroup() then --- -- Flight Group --- -- Activate uncontrolled group. if self:IsParking() and self:IsUncontrolled() then self:StartUncontrolled() end if airbasePickup then --- -- Pickup at airbase --- -- Get a (random) pre-defined transport path. local path=self.cargoTransport:_GetPathTransport(self.category, self.cargoTZC) -- Get transport path. if path and oldstatus~=OPSGROUP.CarrierStatus.NOTCARRIER then for i=#path.waypoints,1,-1 do local wp=path.waypoints[i] local coordinate=COORDINATE:NewFromWaypoint(wp) local waypoint=FLIGHTGROUP.AddWaypoint(self, coordinate, nil, uid, nil, false) ; waypoint.temp=true uid=waypoint.uid if i==1 then waypoint.temp=false waypoint.detour=1 --Needs to trigger the landatairbase function. end end else local coordinate=self:GetCoordinate():GetIntermediateCoordinate(Coordinate, 0.5) --coordinate:MarkToAll("Pickup Inter Coord") -- If this is a helo and no ZONE_AIRBASE was given, we make the helo land in the pickup zone. local waypoint=FLIGHTGROUP.AddWaypoint(self, coordinate, nil, uid, UTILS.MetersToFeet(self.altitudeCruise), true) ; waypoint.detour=1 end elseif self.isHelo then --- -- Helo can also land in a zone (NOTE: currently VTOL cannot!) --- -- If this is a helo and no ZONE_AIRBASE was given, we make the helo land in the pickup zone. local waypoint=FLIGHTGROUP.AddWaypoint(self, Coordinate, nil, uid, UTILS.MetersToFeet(self.altitudeCruise), false) ; waypoint.detour=1 else self:T(self.lid.."ERROR: Transportcarrier aircraft cannot land in Pickup zone! Specify a ZONE_AIRBASE as pickup zone") end -- Cancel landedAt task. This should trigger Cruise once airborne. if self.isHelo and self:IsLandedAt() then local Task=self:GetTaskCurrent() if Task then self:TaskCancel(Task) else self:T(self.lid.."ERROR: No current task but landed at?!") end end if self:IsWaiting() then self:__Cruise(-2) end elseif self:IsNavygroup() then --- -- Navy Group --- -- Get a (random) pre-defined transport path. local path=self.cargoTransport:_GetPathTransport(self.category, self.cargoTZC) -- Get transport path. if path then --and oldstatus~=OPSGROUP.CarrierStatus.NOTCARRIER then for i=#path.waypoints,1,-1 do local wp=path.waypoints[i] local coordinate=COORDINATE:NewFromWaypoint(wp) local waypoint=NAVYGROUP.AddWaypoint(self, coordinate, nil, uid, nil, false) ; waypoint.temp=true uid=waypoint.uid end end -- NAVYGROUP local waypoint=NAVYGROUP.AddWaypoint(self, Coordinate, nil, uid, self.altitudeCruise, false) ; waypoint.detour=1 -- Give cruise command. self:__Cruise(-2) elseif self:IsArmygroup() then --- -- Army Group --- -- Get a (random) pre-defined transport path. local path=self.cargoTransport:_GetPathTransport(self.category, self.cargoTZC) -- Formation used to go to the pickup zone.. local Formation=self.cargoTransport:_GetFormationTransport(self.cargoTZC) -- Get transport path. if path and oldstatus~=OPSGROUP.CarrierStatus.NOTCARRIER then for i=#path.waypoints,1,-1 do local wp=path.waypoints[i] local coordinate=COORDINATE:NewFromWaypoint(wp) local waypoint=ARMYGROUP.AddWaypoint(self, coordinate, nil, uid, wp.action, false) ; waypoint.temp=true uid=waypoint.uid end end -- ARMYGROUP local waypoint=ARMYGROUP.AddWaypoint(self, Coordinate, nil, uid, Formation, false) ; waypoint.detour=1 -- Give cruise command. self:__Cruise(-2) end end end --- On after "Loading" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLoading(From, Event, To) -- Set carrier status. self:_NewCarrierStatus(OPSGROUP.CarrierStatus.LOADING) -- Loading time stamp. self.Tloading=timer.getAbsTime() -- Get valid cargos of the TZC. local cargos={} for _,_cargo in pairs(self.cargoTZC.Cargos) do local cargo=_cargo --Ops.OpsGroup#OPSGROUP.CargoGroup -- Check if this group can carry the cargo. local canCargo=self:CanCargo(cargo.opsgroup) -- Check if this group is currently acting as carrier. local isCarrier=cargo.opsgroup:IsPickingup() or cargo.opsgroup:IsLoading() or cargo.opsgroup:IsTransporting() or cargo.opsgroup:IsUnloading() -- Check if cargo is not already cargo. local isNotCargo=cargo.opsgroup:IsNotCargo(true) -- Check if cargo is holding. local isHolding=cargo.opsgroup:IsHolding() -- Check if cargo is in embark/pickup zone. -- Added InUtero here, if embark zone is moving (ship) and cargo has been spawned late activated and its position is not updated. Not sure if that breaks something else! local inZone=cargo.opsgroup:IsInZone(self.cargoTZC.EmbarkZone) --or cargo.opsgroup:IsInUtero() -- Check if cargo is currently on a mission. local isOnMission=cargo.opsgroup:IsOnMission() -- Check if current mission is using this ops transport. if isOnMission then local mission=cargo.opsgroup:GetMissionCurrent() if mission and mission.opstransport and mission.opstransport.uid==self.cargoTransport.uid then isOnMission=not cargo.opsgroup:IsHolding() end end -- TODO: Need a better :IsBusy() function or :IsReadyForMission() :IsReadyForBoarding() :IsReadyForTransport() if canCargo and inZone and isNotCargo and isHolding and (not (cargo.delivered or cargo.opsgroup:IsDead() or isCarrier or isOnMission)) then table.insert(cargos, cargo) end end -- Sort results table wrt descending weight. local function _sort(a, b) local cargoA=a --Ops.OpsGroup#OPSGROUP.CargoGroup local cargoB=b --Ops.OpsGroup#OPSGROUP.CargoGroup return cargoA.opsgroup:GetWeightTotal()>cargoB.opsgroup:GetWeightTotal() end table.sort(cargos, _sort) -- Loop over all cargos. for _,_cargo in pairs(cargos) do local cargo=_cargo --#OPSGROUP.CargoGroup -- Find a carrier for this cargo. local carrier=self:FindCarrierForCargo(cargo.opsgroup) if carrier then -- Set cargo status. cargo.opsgroup:_NewCargoStatus(OPSGROUP.CargoStatus.ASSIGNED) -- Order cargo group to board the carrier. cargo.opsgroup:Board(self, carrier) end end end --- Set (new) cargo status. -- @param #OPSGROUP self -- @param #string Status New status. function OPSGROUP:_NewCargoStatus(Status) -- Debug info. if self.verbose>=2 then self:I(self.lid..string.format("New cargo status: %s --> %s", tostring(self.cargoStatus), tostring(Status))) end -- Set cargo status. self.cargoStatus=Status end --- Set (new) carrier status. -- @param #OPSGROUP self -- @param #string Status New status. function OPSGROUP:_NewCarrierStatus(Status) -- Debug info. if self.verbose>=2 then self:I(self.lid..string.format("New carrier status: %s --> %s", tostring(self.carrierStatus), tostring(Status))) end -- Set cargo status. self.carrierStatus=Status end --- Transfer cargo from to another carrier. -- @param #OPSGROUP self -- @param #OPSGROUP CargoGroup The cargo group to be transferred. -- @param #OPSGROUP CarrierGroup The new carrier group. -- @param #OPSGROUP.Element CarrierElement The new carrier element. function OPSGROUP:_TransferCargo(CargoGroup, CarrierGroup, CarrierElement) -- Debug info. self:T(self.lid..string.format("Transferring cargo %s to new carrier group %s", CargoGroup:GetName(), CarrierGroup:GetName())) -- Unload from this and directly load into the other carrier. self:Unload(CargoGroup) CarrierGroup:Load(CargoGroup, CarrierElement) end --- On after "Load" event. Carrier loads a cargo group into ints cargo bay. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP CargoGroup The OPSGROUP loaded as cargo. -- @param #OPSGROUP.Element Carrier The carrier element/unit. function OPSGROUP:onafterLoad(From, Event, To, CargoGroup, Carrier) -- Debug info. self:T(self.lid..string.format("Loading group %s", tostring(CargoGroup.groupname))) -- Carrier element. local carrier=Carrier or CargoGroup:_GetMyCarrierElement() --#OPSGROUP.Element -- No carrier provided. if not carrier then -- Try to find a carrier manually. carrier=self:FindCarrierForCargo(CargoGroup) end if carrier then --- -- Embark Cargo --- -- New cargo status. CargoGroup:_NewCargoStatus(OPSGROUP.CargoStatus.LOADED) -- Clear all waypoints. CargoGroup:ClearWaypoints() -- Add into carrier bay. self:_AddCargobay(CargoGroup, carrier, false) -- Despawn this group. if CargoGroup:IsAlive() then CargoGroup:Despawn(0, true) end -- Trigger embarked event for cargo group. CargoGroup:Embarked(self, carrier) -- Trigger Loaded event. self:Loaded(CargoGroup) -- Trigger "Loaded" event for current cargo transport. if self.cargoTransport then CargoGroup:_DelMyLift(self.cargoTransport) self.cargoTransport:Loaded(CargoGroup, self, carrier) else self:T(self.lid..string.format("WARNING: Loaded cargo but no current OPSTRANSPORT assignment!")) end else self:T(self.lid.."ERROR: Cargo has no carrier on Load event!") end end --- On after "LoadingDone" event. Carrier has loaded all (possible) cargo at the pickup zone. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterLoadingDone(From, Event, To) -- Debug info. self:T(self.lid.."Carrier Loading Done ==> Transport") -- Order group to transport. self:__Transport(1) end --- On before "Transport" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onbeforeTransport(From, Event, To) if self.cargoTransport==nil then return false elseif self.cargoTransport:IsDelivered() then --could be if all cargo was dead on boarding return false end return true end --- On after "Transport" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterTransport(From, Event, To) -- Set carrier status. self:_NewCarrierStatus(OPSGROUP.CarrierStatus.TRANSPORTING) --TODO: This is all very similar to the onafterPickup() function. Could make it general. -- Deploy zone. local Zone=self.cargoTZC.DeployZone -- Check if already in deploy zone. local inzone=self:IsInZone(Zone) -- Deploy airbase (if any). local airbaseDeploy=self.cargoTZC.DeployAirbase --Wrapper.Airbase#AIRBASE -- Check if group is already ready for loading. local ready2deploy=false if self:IsArmygroup() or self:IsNavygroup() then ready2deploy=inzone else -- Aircraft is already parking at the pickup airbase. ready2deploy=self.currbase and airbaseDeploy and self.currbase:GetName()==airbaseDeploy:GetName() and self:IsParking() -- If a helo is landed in the zone, we also are ready for loading. if ready2deploy==false and (self.isHelo or self.isVTOL) and self:IsLandedAt() and inzone then ready2deploy=true end end if inzone then -- We are already in the deploy zone ==> wait and initiate unloading. if (self:IsArmygroup() or self:IsNavygroup()) and not self:IsHolding() then self:FullStop() end -- Start unloading. self:__Unloading(-5) else local surfacetypes=nil if self:IsArmygroup() or self:IsFlightgroup() then surfacetypes={land.SurfaceType.LAND} elseif self:IsNavygroup() then surfacetypes={land.SurfaceType.WATER, land.SurfaceType.SHALLOW_WATER} end -- Coord where the carrier goes to unload. local Coordinate=Zone:GetRandomCoordinate(nil, nil, surfacetypes) --Core.Point#COORDINATE --Coordinate:MarkToAll(string.format("Deploy coordinate for group %s [Surface type=%d]", self:GetName(), Coordinate:GetSurfaceType())) -- Add waypoint. if self:IsFlightgroup() then -- Activate uncontrolled group. if self:IsParking() and self:IsUncontrolled() then self:StartUncontrolled() end if airbaseDeploy then --- -- Deploy at airbase --- local cwp=self:GetWaypointCurrent() local uid=cwp and cwp.uid or nil -- Get a (random) pre-defined transport path. local path=self.cargoTransport:_GetPathTransport(self.category, self.cargoTZC) -- Get transport path. if path then for i=1, #path.waypoints do local wp=path.waypoints[i] local coordinate=COORDINATE:NewFromWaypoint(wp) local waypoint=FLIGHTGROUP.AddWaypoint(self, coordinate, nil, uid, nil, false) ; waypoint.temp=true uid=waypoint.uid if i==#path.waypoints then waypoint.temp=false waypoint.detour=1 --Needs to trigger the landatairbase function. end end else local coordinate=self:GetCoordinate():GetIntermediateCoordinate(Coordinate, 0.5) --coordinate:MarkToAll("Transport Inter Waypoint") -- If this is a helo and no ZONE_AIRBASE was given, we make the helo land in the pickup zone. local waypoint=FLIGHTGROUP.AddWaypoint(self, coordinate, nil, uid, UTILS.MetersToFeet(self.altitudeCruise), true) ; waypoint.detour=1 end -- Order group to land at an airbase. --self:__LandAtAirbase(-0.1, airbaseDeploy) elseif self.isHelo then --- -- Helo can also land in a zone --- -- If this is a helo and no ZONE_AIRBASE was given, we make the helo land in the pickup zone. local waypoint=FLIGHTGROUP.AddWaypoint(self, Coordinate, nil, self:GetWaypointCurrent().uid, UTILS.MetersToFeet(self.altitudeCruise), false) ; waypoint.detour=1 else self:T(self.lid.."ERROR: Aircraft (cargo carrier) cannot land in Deploy zone! Specify a ZONE_AIRBASE as deploy zone") end -- Cancel landedAt task. This should trigger Cruise once airborne. if self.isHelo and self:IsLandedAt() then local Task=self:GetTaskCurrent() if Task then self:TaskCancel(Task) else self:T(self.lid.."ERROR: No current task but landed at?!") end end elseif self:IsArmygroup() then local cwp=self:GetWaypointCurrent() local uid=cwp and cwp.uid or nil -- Get transport path. local path=self.cargoTransport:_GetPathTransport(self.category, self.cargoTZC) -- Formation used for transporting. local Formation=self.cargoTransport:_GetFormationTransport(self.cargoTZC) -- Get transport path. if path then for i=1,#path.waypoints do local wp=path.waypoints[i] local coordinate=COORDINATE:NewFromWaypoint(wp) local waypoint=ARMYGROUP.AddWaypoint(self, coordinate, nil, uid, wp.action, false) ; waypoint.temp=true uid=waypoint.uid end end -- ARMYGROUP local waypoint=ARMYGROUP.AddWaypoint(self, Coordinate, nil, uid, Formation, false) ; waypoint.detour=1 -- Give cruise command. self:Cruise() elseif self:IsNavygroup() then local cwp=self:GetWaypointCurrent() local uid=cwp and cwp.uid or nil -- Get a (random) pre-defined transport path. local path=self.cargoTransport:_GetPathTransport(self.category, self.cargoTZC) -- Get transport path. if path then for i=1,#path.waypoints do local wp=path.waypoints[i] local coordinate=COORDINATE:NewFromWaypoint(wp) local waypoint=NAVYGROUP.AddWaypoint(self, coordinate, nil, uid, nil, false) ; waypoint.temp=true uid=waypoint.uid end end -- NAVYGROUP local waypoint=NAVYGROUP.AddWaypoint(self, Coordinate, nil, uid, self.altitudeCruise, false) ; waypoint.detour=1 -- Give cruise command. self:Cruise() end end end --- On after "Unloading" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterUnloading(From, Event, To) -- Set carrier status to UNLOADING. self:_NewCarrierStatus(OPSGROUP.CarrierStatus.UNLOADING) -- Deploy zone. local zone=self.cargoTZC.DisembarkZone or self.cargoTZC.DeployZone --Core.Zone#ZONE for _,_cargo in pairs(self.cargoTZC.Cargos) do local cargo=_cargo --#OPSGROUP.CargoGroup -- Check that cargo is loaded into this group. -- NOTE: Could be that the element carriing this cargo group is DEAD, which would mean that the cargo group is also DEAD. if cargo.opsgroup:IsLoaded(self.groupname) and not cargo.opsgroup:IsDead() then -- Disembark to carrier. local needscarrier=false --#boolean local carrier=nil --Ops.OpsGroup#OPSGROUP.Element local carrierGroup=nil --Ops.OpsGroup#OPSGROUP -- Try to get the OPSGROUP if deploy zone is a ship. if zone and zone:IsInstanceOf("ZONE_AIRBASE") and zone:GetAirbase():IsShip() then local shipname=zone:GetAirbase():GetName() local ship=UNIT:FindByName(shipname) local group=ship:GetGroup() carrierGroup=_DATABASE:GetOpsGroup(group:GetName()) carrier=carrierGroup:GetElementByName(shipname) end if self.cargoTZC.DisembarkCarriers and #self.cargoTZC.DisembarkCarriers>0 then needscarrier=true carrier, carrierGroup=self.cargoTransport:FindTransferCarrierForCargo(cargo.opsgroup, zone, self.cargoTZC) --TODO: max unloading time if transfer carrier does not arrive in the zone. end if needscarrier==false or (needscarrier and carrier and carrierGroup) then -- Cargo was delivered (somehow). cargo.delivered=true -- Increase number of delivered cargos. self.cargoTransport.Ndelivered=self.cargoTransport.Ndelivered+1 if carrier and carrierGroup then --- -- Delivered to another carrier group. --- self:_TransferCargo(cargo.opsgroup, carrierGroup, carrier) elseif zone and zone:IsInstanceOf("ZONE_AIRBASE") and zone:GetAirbase():IsShip() then --- -- Delivered to a ship via helo or VTOL --- -- Issue warning. self:T(self.lid.."ERROR: Deploy/disembark zone is a ZONE_AIRBASE of a ship! Where to put the cargo? Dumping into the sea, sorry!") -- Unload but keep "in utero" (no coordinate provided). self:Unload(cargo.opsgroup) else --- -- Delivered to deploy zone --- if self.cargoTransport:GetDisembarkInUtero(self.cargoTZC) then -- Unload but keep "in utero" (no coordinate provided). self:Unload(cargo.opsgroup) else -- Get disembark zone of this TZC. local DisembarkZone=self.cargoTransport:GetDisembarkZone(self.cargoTZC) local Coordinate=nil if DisembarkZone then -- Random coordinate in disembark zone. Coordinate=DisembarkZone:GetRandomCoordinate() else local element=cargo.opsgroup:_GetMyCarrierElement() if element then -- Get random point in disembark zone. local zoneCarrier=self:GetElementZoneUnload(element.name) -- Random coordinate/heading in the zone. Coordinate=zoneCarrier:GetRandomCoordinate() else env.info(string.format("FF ERROR carrier element nil!")) end end -- Random heading of the group. local Heading=math.random(0,359) -- Activation on/off. local activation=self.cargoTransport:GetDisembarkActivation(self.cargoTZC) if cargo.disembarkActivation~=nil then activation=cargo.disembarkActivation end -- Unload to Coordinate. self:Unload(cargo.opsgroup, Coordinate, activation, Heading) end -- Trigger "Unloaded" event for current cargo transport self.cargoTransport:Unloaded(cargo.opsgroup, self) end else self:T(self.lid.."Cargo needs carrier but no carrier is avaiable (yet)!") end else -- Not loaded or dead end end -- loop over cargos end --- On before "Unload" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP OpsGroup The OPSGROUP loaded as cargo. -- @param Core.Point#COORDINATE Coordinate Coordinate were the group is unloaded to. -- @param #number Heading Heading of group. function OPSGROUP:onbeforeUnload(From, Event, To, OpsGroup, Coordinate, Heading) -- Remove group from carrier bay. If group is not in cargo bay, function will return false and transition is denied. local removed=self:_DelCargobay(OpsGroup) return removed end --- On after "Unload" event. Carrier unloads a cargo group from its cargo bay. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP OpsGroup The OPSGROUP loaded as cargo. -- @param Core.Point#COORDINATE Coordinate Coordinate were the group is unloaded to. -- @param #boolean Activated If `true`, group is active. If `false`, group is spawned in late activated state. -- @param #number Heading (Optional) Heading of group in degrees. Default is random heading for each unit. function OPSGROUP:onafterUnload(From, Event, To, OpsGroup, Coordinate, Activated, Heading) -- New cargo status. OpsGroup:_NewCargoStatus(OPSGROUP.CargoStatus.NOTCARGO) --TODO: Unload flightgroup. Find parking spot etc. if Coordinate then --- -- Respawn at a coordinate. --- -- Template for the respawned group. local Template=UTILS.DeepCopy(OpsGroup.template) --DCS#Template -- No late activation. if Activated==false then Template.lateActivation=true else Template.lateActivation=false end -- Loop over template units. for _,Unit in pairs(Template.units) do local element=OpsGroup:GetElementByName(Unit.name) if element then local vec3=element.vec3 -- Relative pos vector. local rvec2={x=Unit.x-Template.x, y=Unit.y-Template.y} --DCS#Vec2 local cvec2={x=Coordinate.x, y=Coordinate.z} --DCS#Vec2 -- Position. Unit.x=cvec2.x+rvec2.x Unit.y=cvec2.y+rvec2.y Unit.alt=land.getHeight({x=Unit.x, y=Unit.y}) -- Heading. Unit.heading=Heading and math.rad(Heading) or Unit.heading Unit.psi=-Unit.heading end end -- Respawn group. OpsGroup:_Respawn(0, Template) -- Add current waypoint. These have been cleard on loading. if OpsGroup:IsNavygroup() then OpsGroup:ClearWaypoints() OpsGroup.currentwp=1 OpsGroup.passedfinalwp=true NAVYGROUP.AddWaypoint(OpsGroup, Coordinate, nil, nil, nil, false) elseif OpsGroup:IsArmygroup() then OpsGroup:ClearWaypoints() OpsGroup.currentwp=1 OpsGroup.passedfinalwp=true ARMYGROUP.AddWaypoint(OpsGroup, Coordinate, nil, nil, nil, false) end else --- -- Just remove from this carrier. --- -- Nothing to do. OpsGroup.position=self:GetVec3() end -- Trigger "Disembarked" event. OpsGroup:Disembarked(OpsGroup:_GetMyCarrierGroup(), OpsGroup:_GetMyCarrierElement()) -- Trigger "Unloaded" event. self:Unloaded(OpsGroup) -- Remove my carrier. OpsGroup:_RemoveMyCarrier() end --- On after "Unloaded" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP OpsGroupCargo Cargo OPSGROUP that was unloaded from a carrier. function OPSGROUP:onafterUnloaded(From, Event, To, OpsGroupCargo) self:T(self.lid..string.format("Unloaded OPSGROUP %s", OpsGroupCargo:GetName())) if OpsGroupCargo.legion and OpsGroupCargo:IsInZone(OpsGroupCargo.legion.spawnzone) then self:T(self.lid..string.format("Unloaded group %s returned to legion", OpsGroupCargo:GetName())) OpsGroupCargo:Returned() end if self:_CountPausedMissions()>0 then OpsGroupCargo:UnpauseMission() end end --- On after "UnloadingDone" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function OPSGROUP:onafterUnloadingDone(From, Event, To) -- Debug info self:T(self.lid.."Cargo unloading done..") -- Cancel landedAt task. if self:IsFlightgroup() and self:IsLandedAt() then local Task=self:GetTaskCurrent() self:__TaskCancel(5, Task) end -- Check everything was delivered (or is dead). local delivered=self:_CheckGoPickup(self.cargoTransport) if not delivered then -- Get new TZC. self.cargoTZC=self.cargoTransport:_GetTransportZoneCombo(self) if self.cargoTZC then -- Pickup the next batch. self:T(self.lid.."Unloaded: Still cargo left ==> Pickup") self:Pickup() else -- Debug info. self:T(self.lid..string.format("WARNING: Not all cargo was delivered but could not get a transport zone combo ==> setting carrier state to NOT CARRIER")) -- This is not a carrier anymore. self:_NewCarrierStatus(OPSGROUP.CarrierStatus.NOTCARRIER) end else -- Everything delivered. self:T(self.lid.."Unloaded: ALL cargo unloaded ==> Delivered (current)") self:Delivered(self.cargoTransport) end end --- On after "Delivered" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT CargoTransport The cargo transport assignment. function OPSGROUP:onafterDelivered(From, Event, To, CargoTransport) -- Check if this was the current transport. if self.cargoTransport and self.cargoTransport.uid==CargoTransport.uid then -- Checks if self:IsPickingup() then -- Delete pickup waypoint? local wpindex=self:GetWaypointIndexNext(false) if wpindex then self:RemoveWaypoint(wpindex) end -- Remove landing airbase. self.isLandingAtAirbase=nil elseif self:IsLoading() then -- Nothing to do? elseif self:IsTransporting() then -- This should not happen. Carrier is transporting, how can the cargo be delivered? elseif self:IsUnloading() then -- Nothing to do? end -- This is not a carrier anymore. self:_NewCarrierStatus(OPSGROUP.CarrierStatus.NOTCARRIER) -- Startup uncontrolled aircraft to allow it to go back. if self:IsFlightgroup() then local function atbase(_airbase) local airbase=_airbase --Wrapper.Airbase#AIRBASE if airbase and self.currbase then if airbase.AirbaseName==self.currbase.AirbaseName then return true end end return false end -- Check if uncontrolled and NOT at destination. If so, start up uncontrolled and let flight return to whereever it wants to go. if self:IsUncontrolled() and not atbase(self.destbase) then self:StartUncontrolled() end if self:IsLandedAt() then local Task=self:GetTaskCurrent() self:TaskCancel(Task) end else -- Army & Navy: give Cruise command to "wake up" from waiting status. self:__Cruise(0.1) end -- Set carrier transport status. self.cargoTransport:SetCarrierTransportStatus(self, OPSTRANSPORT.Status.DELIVERED) -- Check group done. self:T(self.lid..string.format("All cargo of transport UID=%d delivered ==> check group done in 0.2 sec", self.cargoTransport.uid)) self:_CheckGroupDone(0.2) end -- Remove cargo transport from cargo queue. --self:DelOpsTransport(CargoTransport) end --- On after "TransportCancel" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT The transport to be cancelled. function OPSGROUP:onafterTransportCancel(From, Event, To, Transport) if self.cargoTransport and self.cargoTransport.uid==Transport.uid then --- -- Current Transport --- -- Debug info. self:T(self.lid..string.format("Cancel current transport %d", Transport.uid)) -- Call delivered= local calldelivered=false if self:IsPickingup() then -- On its way to the pickup zone. Remove waypoint. Will be done in delivered. calldelivered=true elseif self:IsLoading() then -- Handle cargo groups. local cargos=Transport:GetCargoOpsGroups(false) for _,_opsgroup in pairs(cargos) do local opsgroup=_opsgroup --#OPSGROUP if opsgroup:IsBoarding(self.groupname) then -- Remove boarding waypoint. opsgroup:RemoveWaypoint(self.currentwp+1) -- Remove from cargo bay (reserved), remove mycarrier, set cargo status. self:_DelCargobay(opsgroup) opsgroup:_RemoveMyCarrier() opsgroup:_NewCargoStatus(OPSGROUP.CargoStatus.NOTCARGO) elseif opsgroup:IsLoaded(self.groupname) then -- Get random point in disembark zone. local zoneCarrier=self:GetElementZoneUnload(opsgroup:_GetMyCarrierElement().name) -- Random coordinate/heading in the zone. local Coordinate=zoneCarrier and zoneCarrier:GetRandomCoordinate() or self.cargoTransport:GetEmbarkZone(self.cargoTZC):GetRandomCoordinate() -- Random heading of the group. local Heading=math.random(0,359) -- Unload to Coordinate. self:Unload(opsgroup, Coordinate, self.cargoTransport:GetDisembarkActivation(self.cargoTZC), Heading) -- Trigger "Unloaded" event for current cargo transport self.cargoTransport:Unloaded(opsgroup, self) end end -- Call delivered. calldelivered=true elseif self:IsTransporting() then -- Well, we cannot just unload the cargo anywhere. -- TODO: Best would be to bring the cargo back to the pickup zone! elseif self:IsUnloading() then -- Unloading anyway... delivered will be called when done. else end -- Transport delivered. if calldelivered then self:__Delivered(-2, Transport) end else --- -- NOT the current transport --- -- Set mission group status. Transport:SetCarrierTransportStatus(self, AUFTRAG.GroupStatus.CANCELLED) -- Remove transport from queue. This also removes the carrier from the transport. self:DelOpsTransport(Transport) -- Remove carrier. --Transport:_DelCarrier(self) -- Send group RTB or WAIT if nothing left to do. self:_CheckGroupDone(1) end end --- -- Cargo Group Functions --- --- On before "Board" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP CarrierGroup The carrier group. -- @param #OPSGROUP.Element Carrier The OPSGROUP element function OPSGROUP:onbeforeBoard(From, Event, To, CarrierGroup, Carrier) if self:IsDead() then self:T(self.lid.."Group DEAD ==> Deny Board transition!") return false elseif CarrierGroup:IsDead() then self:T(self.lid.."Carrier Group DEAD ==> Deny Board transition!") self:_NewCargoStatus(OPSGROUP.CargoStatus.NOTCARGO) return false elseif Carrier.status==OPSGROUP.ElementStatus.DEAD then self:T(self.lid.."Carrier Element DEAD ==> Deny Board transition!") self:_NewCargoStatus(OPSGROUP.CargoStatus.NOTCARGO) return false end return true end --- On after "Board" event. -- @param #OPSGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #OPSGROUP CarrierGroup The carrier group. -- @param #OPSGROUP.Element Carrier The OPSGROUP element function OPSGROUP:onafterBoard(From, Event, To, CarrierGroup, Carrier) -- Set cargo status. self:_NewCargoStatus(OPSGROUP.CargoStatus.BOARDING) -- Army or Navy group. local CarrierIsArmyOrNavy=CarrierGroup:IsArmygroup() or CarrierGroup:IsNavygroup() local CargoIsArmyOrNavy=self:IsArmygroup() or self:IsNavygroup() -- Check that carrier is standing still. --if (CarrierIsArmyOrNavy and (CarrierGroup:IsHolding() and CarrierGroup:GetVelocity(Carrier.name)<=1)) or (CarrierGroup:IsFlightgroup() and (CarrierGroup:IsParking() or CarrierGroup:IsLandedAt())) then if (CarrierIsArmyOrNavy and (CarrierGroup:GetVelocity(Carrier.name)<=1)) or (CarrierGroup:IsFlightgroup() and (CarrierGroup:IsParking() or CarrierGroup:IsLandedAt())) then -- Board if group is mobile, not late activated and army or navy. Everything else is loaded directly. local board=self.speedMax>0 and CargoIsArmyOrNavy and self:IsAlive() and CarrierGroup:IsAlive() -- Armygroup cannot board ship ==> Load directly. if self:IsArmygroup() and CarrierGroup:IsNavygroup() then board=false end if board then -- Debug info. self:T(self.lid..string.format("Boarding group=%s [%s], carrier=%s", CarrierGroup:GetName(), CarrierGroup:GetState(), tostring(Carrier.name))) -- TODO: Implement embarkzone. local Coordinate=Carrier.unit:GetCoordinate() -- Clear all waypoints. self:ClearWaypoints(self.currentwp+1) if self.isArmygroup then local waypoint=ARMYGROUP.AddWaypoint(self, Coordinate, nil, nil, ENUMS.Formation.Vehicle.Diamond) ; waypoint.detour=1 self:Cruise() else local waypoint=NAVYGROUP.AddWaypoint(self, Coordinate) ; waypoint.detour=1 self:Cruise() end -- Set carrier. As long as the group is not loaded, we only reserve the cargo space. CarrierGroup:_AddCargobay(self, Carrier, true) else --- -- Direct load into carrier. --- -- Debug info. self:T(self.lid..string.format("Board [loaded=%s] with direct load to carrier group=%s, element=%s", tostring(self:IsLoaded()), CarrierGroup:GetName(), tostring(Carrier.name))) -- Get current carrier group. local mycarriergroup=self:_GetMyCarrierGroup() if mycarriergroup then self:T(self.lid..string.format("Current carrier group %s", mycarriergroup:GetName())) end -- Unload cargo first. if mycarriergroup and mycarriergroup:GetName()~=CarrierGroup:GetName() then -- TODO: Unload triggers other stuff like Disembarked. This can be a problem! self:T(self.lid.."Unloading from mycarrier") mycarriergroup:Unload(self) end -- Trigger Load event. CarrierGroup:Load(self) end else -- Redo boarding call. self:T(self.lid.."Carrier not ready for boarding yet ==> repeating boarding call in 10 sec") self:__Board(-10, CarrierGroup, Carrier) -- Set carrier. As long as the group is not loaded, we only reserve the cargo space.� CarrierGroup:_AddCargobay(self, Carrier, true) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Internal Check Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check if group is in zones. -- @param #OPSGROUP self function OPSGROUP:_CheckInZones() if self.checkzones and self:IsAlive() then local Ncheck=self.checkzones:Count() local Ninside=self.inzones:Count() -- Debug info. self:T(self.lid..string.format("Check if group is in %d zones. Currently it is in %d zones.", self.checkzones:Count(), self.inzones:Count())) -- Firstly, check if group is still inside zone it was already in. If not, remove zones and trigger LeaveZone() event. local leftzones={} for inzonename, inzone in pairs(self.inzones:GetSet()) do -- Check if group is still inside the zone. local isstillinzone=self.group:IsInZone(inzone) --:IsPartlyOrCompletelyInZone(inzone) -- If not, trigger, LeaveZone event. if not isstillinzone then table.insert(leftzones, inzone) end end -- Trigger leave zone event. for _,leftzone in pairs(leftzones) do self:LeaveZone(leftzone) end -- Now, run of all check zones and see if the group entered a zone. local enterzones={} for checkzonename,_checkzone in pairs(self.checkzones:GetSet()) do local checkzone=_checkzone --Core.Zone#ZONE -- Is group currtently in this check zone? local isincheckzone=self.group:IsInZone(checkzone) --:IsPartlyOrCompletelyInZone(checkzone) if isincheckzone and not self.inzones:_Find(checkzonename) then table.insert(enterzones, checkzone) end end -- Trigger enter zone event. for _,enterzone in pairs(enterzones) do self:EnterZone(enterzone) end end end --- Check detected units. -- @param #OPSGROUP self function OPSGROUP:_CheckDetectedUnits() if self.detectionOn and self.group and not self:IsDead() then -- Get detected DCS units. local detectedtargets=self.group:GetDetectedTargets() local detected={} local groups={} for DetectionObjectID, Detection in pairs(detectedtargets or {}) do local DetectedObject=Detection.object -- DCS#Object if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then -- Unit. local unit=UNIT:Find(DetectedObject) if unit and unit:IsAlive() then -- Name of detected unit local unitname=unit:GetName() -- Add unit to detected table of this run. table.insert(detected, unit) -- Trigger detected unit event ==> This also triggers the DetectedUnitNew and DetectedUnitKnown events. self:DetectedUnit(unit) -- Get group of unit. local group=unit:GetGroup() -- Add group to table. if group then groups[group:GetName()]=group end end end end -- Call detected group event. for groupname, group in pairs(groups) do self:DetectedGroup(group) end -- Loop over units in detected set. local lost={} for _,_unit in pairs(self.detectedunits:GetSet()) do local unit=_unit --Wrapper.Unit#UNIT -- Loop over detected units local gotit=false for _,_du in pairs(detected) do local du=_du --Wrapper.Unit#UNIT if unit:GetName()==du:GetName() then gotit=true end end if not gotit then table.insert(lost, unit:GetName()) self:DetectedUnitLost(unit) end end -- Remove lost units from detected set. self.detectedunits:RemoveUnitsByName(lost) -- Loop over groups in detected set. local lost={} for _,_group in pairs(self.detectedgroups:GetSet()) do local group=_group --Wrapper.Group#GROUP -- Loop over detected units local gotit=false for _,_du in pairs(groups) do local du=_du --Wrapper.Group#GROUP if group:GetName()==du:GetName() then gotit=true end end if not gotit then table.insert(lost, group:GetName()) self:DetectedGroupLost(group) end end -- Remove lost units from detected set. self.detectedgroups:RemoveGroupsByName(lost) end end --- Check if passed the final waypoint and, if necessary, update route. -- @param #OPSGROUP self -- @param #number delay Delay in seconds. function OPSGROUP:_CheckGroupDone(delay) -- FSM state. local fsmstate=self:GetState() if self:IsAlive() and self.isAI then if delay and delay>0 then -- Debug info. self:T(self.lid..string.format("Check OPSGROUP [state=%s] done in %.3f seconds...", fsmstate, delay)) -- Delayed call. self:ScheduleOnce(delay, self._CheckGroupDone, self) else -- Debug info. self:T(self.lid..string.format("Check OSGROUP [state=%s] done?", fsmstate)) -- Group is engaging something. if self:IsEngaging() then self:T(self.lid.."Engaging! Group NOT done ==> UpdateRoute()") self:UpdateRoute() return end -- Group is returning. if self:IsReturning() then self:T(self.lid.."Returning! Group NOT done...") return end -- Group is rearming. if self:IsRearming() then self:T(self.lid.."Rearming! Group NOT done...") return end -- Group is retreating. if self:IsRetreating() then self:T(self.lid.."Retreating! Group NOT done...") return end if self:IsBoarding() then self:T(self.lid.."Boarding! Group NOT done...") return end -- Group is waiting. We deny all updates. if self:IsWaiting() then -- If group is waiting, we assume that is the way it is meant to be. self:T(self.lid.."Waiting! Group NOT done...") return end -- Number of tasks remaining. local nTasks=self:CountRemainingTasks() -- Number of mission remaining. local nMissions=self:CountRemainingMissison() -- Number of cargo transports remaining. local nTransports=self:CountRemainingTransports() -- Number of paused missions. local nPaused=self:_CountPausedMissions() -- First check if there is a paused mission and that all remaining missions are paused. If there are other missions in the queue, we will run those. if nPaused>0 and nPaused==nMissions then local missionpaused=self:_GetPausedMission() self:T(self.lid..string.format("Found paused mission %s [%s]. Unpausing mission...", missionpaused.name, missionpaused.type)) self:UnpauseMission() return end -- Number of remaining tasks/missions? if nTasks>0 or nMissions>0 or nTransports>0 then self:T(self.lid..string.format("Group still has tasks, missions or transports ==> NOT DONE")) return end -- Get current waypoint. local waypoint=self:GetWaypoint(self.currentwp) if waypoint then -- Number of tasks remaining for this waypoint. local ntasks=self:CountTasksWaypoint(waypoint.uid) -- We only want to update the route if there are no more tasks to be done. if ntasks>0 then self:T(self.lid..string.format("Still got %d tasks for the current waypoint UID=%d ==> RETURN (no action)", ntasks, waypoint.uid)) return end end if self.adinfinitum then --- -- Parol Ad Infinitum --- if #self.waypoints>0 then -- Next waypoint index. local i=self:GetWaypointIndexNext(true) -- Get positive speed to first waypoint. local speed=self:GetSpeedToWaypoint(i) -- Cruise. self:Cruise(speed) -- Debug info. self:T(self.lid..string.format("Adinfinitum=TRUE ==> Goto WP index=%d at speed=%d knots", i, speed)) else self:T(self.lid..string.format("WARNING: No waypoints left! Commanding a Full Stop")) self:__FullStop(-1) end else --- -- Finite Patrol --- if self:HasPassedFinalWaypoint() then --- -- Passed FINAL waypoint --- if self.legion then self:T(self.lid..string.format("Passed final WP, adinfinitum=FALSE, LEGION set ==> RTZ")) if self.isArmygroup then self:RTZ(self.legion.spawnzone) elseif self.isNavygroup then self:RTZ(self.legion.portzone) end else -- No further waypoints. Command a full stop. self:__FullStop(-1) self:T(self.lid..string.format("Passed final WP, adinfinitum=FALSE ==> Full Stop")) end else --- -- Final waypoint NOT passed yet --- if #self.waypoints>0 then self:T(self.lid..string.format("NOT Passed final WP, #WP>0 ==> Update Route")) self:Cruise() else self:T(self.lid..string.format("WARNING: No waypoints left! Commanding a Full Stop")) self:__FullStop(-1) end end end end end end --- Check if group got stuck. -- @param #OPSGROUP self function OPSGROUP:_CheckStuck() -- Cases we are not stuck. if self:IsHolding() or self:Is("Rearming") or self:IsWaiting() or self:HasPassedFinalWaypoint() then return end -- Current time. local Tnow=timer.getTime() -- Expected speed in m/s. local ExpectedSpeed=self:GetExpectedSpeed() -- Current speed in m/s. local speed=self:GetVelocity() -- Check speed. if speed<0.1 then if ExpectedSpeed>0 and not self.stuckTimestamp then self:T2(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected", speed, ExpectedSpeed)) self.stuckTimestamp=Tnow self.stuckVec3=self:GetVec3() end else -- Moving (again). self.stuckTimestamp=nil end -- Somehow we are not moving... if self.stuckTimestamp then -- Time we are holding. local holdtime=Tnow-self.stuckTimestamp if holdtime>=5*60 and holdtime<10*60 then -- Debug warning. self:T(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected for %d sec", speed, ExpectedSpeed, holdtime)) -- Check what is happening. if self:IsEngaging() then self:__Disengage(1) elseif self:IsReturning() then self:__RTZ(1) else self:__Cruise(1) end elseif holdtime>=10*60 and holdtime<30*60 then -- Debug warning. self:T(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected for %d sec", speed, ExpectedSpeed, holdtime)) --TODO: Stuck event! -- Look for a current mission and cancel it as we do not seem to be able to perform it. local mission=self:GetMissionCurrent() if mission then self:T(self.lid..string.format("WARNING: Cancelling mission %s [%s] due to being stuck", mission:GetName(), mission:GetType())) self:MissionCancel(mission) else -- Give cruise command again. if self:IsReturning() then self:__RTZ(1) else self:__Cruise(1) end end elseif holdtime>=30*60 then -- Debug warning. self:T(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected for %d sec", speed, ExpectedSpeed, holdtime)) if self.legion then self:T(self.lid..string.format("Asset is returned to its legion after being stuck!")) self:ReturnToLegion() end end end end --- Check damage. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:_CheckDamage() self.life=0 local damaged=false for _,_element in pairs(self.elements) do local element=_element --Ops.OpsGroup#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD and element.status~=OPSGROUP.ElementStatus.INUTERO then -- Current life points. local life=element.unit:GetLife() self.life=self.life+life if life0 then -- Get current ammo. local ammo=self:GetAmmoTot() -- Check if rearming is completed. if self:IsRearming() then if ammo.Total==self.ammo.Total then self:Rearmed() end end -- Total. if self.outofAmmo and ammo.Total>0 then self.outofAmmo=false end if ammo.Total==0 and not self.outofAmmo then self.outofAmmo=true self:OutOfAmmo() end -- Guns. if self.outofGuns and ammo.Guns>0 then self.outofGuns=false end if ammo.Guns==0 and self.ammo.Guns>0 and not self.outofGuns then self.outofGuns=true self:OutOfGuns() end -- Rockets. if self.outofRockets and ammo.Rockets>0 then self.outofRockets=false end if ammo.Rockets==0 and self.ammo.Rockets>0 and not self.outofRockets then self.outofRockets=true self:OutOfRockets() end -- Bombs. if self.outofBombs and ammo.Bombs>0 then self.outofBombs=false end if ammo.Bombs==0 and self.ammo.Bombs>0 and not self.outofBombs then self.outofBombs=true self:OutOfBombs() end -- Missiles (All). if self.outofMissiles and ammo.Missiles>0 then self.outofMissiles=false end if ammo.Missiles==0 and self.ammo.Missiles>0 and not self.outofMissiles then self.outofMissiles=true self:OutOfMissiles() end -- Missiles AA. if self.outofMissilesAA and ammo.MissilesAA>0 then self.outofMissilesAA=false end if ammo.MissilesAA==0 and self.ammo.MissilesAA>0 and not self.outofMissilesAA then self.outofMissilesAA=true self:OutOfMissilesAA() end -- Missiles AG. if self.outofMissilesAG and ammo.MissilesAG>0 then self.outofMissilesAG=false end if ammo.MissilesAG==0 and self.ammo.MissilesAG>0 and not self.outofMissilesAG then self.outofMissilesAG=true self:OutOfMissilesAG() end -- Missiles AS. if self.outofMissilesAS and ammo.MissilesAS>0 then self.outofMissilesAS=false end if ammo.MissilesAS==0 and self.ammo.MissilesAS>0 and not self.outofMissilesAS then self.outofMissilesAS=true self:OutOfMissilesAS() end -- Torpedos. if self.outofTorpedos and ammo.Torpedos>0 then self.outofTorpedos=false end if ammo.Torpedos==0 and self.ammo.Torpedos>0 and not self.outofTorpedos then self.outofTorpedos=true self:OutOfTorpedos() end -- Check if group is engaging. if self:IsEngaging() and ammo.Total==0 then self:Disengage() end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Status Info Common to Air, Land and Sea ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Print info on mission and task status to DCS log file. -- @param #OPSGROUP self function OPSGROUP:_PrintTaskAndMissionStatus() --- -- Tasks: verbose >= 3 --- -- Task queue. if self.verbose>=3 and #self.taskqueue>0 then local text=string.format("Tasks #%d", #self.taskqueue) for i,_task in pairs(self.taskqueue) do local task=_task --Ops.OpsGroup#OPSGROUP.Task local name=task.description local taskid=task.dcstask.id or "unknown" local status=task.status local clock=UTILS.SecondsToClock(task.time, true) local eta=task.time-timer.getAbsTime() local started=task.timestamp and UTILS.SecondsToClock(task.timestamp, true) or "N/A" local duration=-1 if task.duration then duration=task.duration if task.timestamp then -- Time the task is running. duration=task.duration-(timer.getAbsTime()-task.timestamp) else -- Time the task is supposed to run. duration=task.duration end end -- Output text for element. if task.type==OPSGROUP.TaskType.SCHEDULED then text=text..string.format("\n[%d] %s (%s): status=%s, scheduled=%s (%d sec), started=%s, duration=%d", i, taskid, name, status, clock, eta, started, duration) elseif task.type==OPSGROUP.TaskType.WAYPOINT then text=text..string.format("\n[%d] %s (%s): status=%s, waypoint=%d, started=%s, duration=%d, stopflag=%d", i, taskid, name, status, task.waypoint, started, duration, task.stopflag:Get()) end end self:I(self.lid..text) end --- -- Missions: verbose>=2 --- -- Current mission name. if self.verbose>=2 then local Mission=self:GetMissionByID(self.currentmission) -- Current status. local text=string.format("Missions %d, Current: %s", self:CountRemainingMissison(), Mission and Mission.name or "none") for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG local Cstart= UTILS.SecondsToClock(mission.Tstart, true) local Cstop = mission.Tstop and UTILS.SecondsToClock(mission.Tstop, true) or "INF" text=text..string.format("\n[%d] %s (%s) status=%s (%s), Time=%s-%s, prio=%d wp=%s targets=%d", i, tostring(mission.name), mission.type, mission:GetGroupStatus(self), tostring(mission.status), Cstart, Cstop, mission.prio, tostring(mission:GetGroupWaypointIndex(self)), mission:CountMissionTargets()) end self:I(self.lid..text) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Waypoints & Routing ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Simple task function. Can be used to call a function which has the warehouse and the executing group as parameters. -- @param #OPSGROUP self -- @param #string Function The name of the function to call passed as string. -- @param #number uid Waypoint UID. function OPSGROUP:_SimpleTaskFunction(Function, uid) -- Task script. local DCSScript = {} --_DATABASE:FindOpsGroup(groupname) DCSScript[#DCSScript+1] = string.format('local mygroup = _DATABASE:FindOpsGroup(\"%s\") ', self.groupname) -- The group that executes the task function. Very handy with the "...". DCSScript[#DCSScript+1] = string.format('%s(mygroup, %d)', Function, uid) -- Call the function, e.g. myfunction.(warehouse,mygroup) -- Create task. local DCSTask=CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript))) return DCSTask end --- Enhance waypoint table. -- @param #OPSGROUP self -- @param #OPSGROUP.Waypoint Waypoint data. -- @return #OPSGROUP.Waypoint Modified waypoint data. function OPSGROUP:_CreateWaypoint(waypoint) -- Set uid. waypoint.uid=self.wpcounter -- Waypoint has not been passed yet. waypoint.npassed=0 -- Coordinate. waypoint.coordinate=COORDINATE:New(waypoint.x, waypoint.alt, waypoint.y) -- Set waypoint name. waypoint.name=string.format("Waypoint UID=%d", waypoint.uid) -- Set types. waypoint.patrol=false waypoint.detour=false waypoint.astar=false waypoint.temp=false -- Tasks of this waypoint local taskswp={} -- At each waypoint report passing. local TaskPassingWaypoint=self:_SimpleTaskFunction("OPSGROUP._PassingWaypoint", waypoint.uid) table.insert(taskswp, TaskPassingWaypoint) -- Waypoint task combo. waypoint.task=self.group:TaskCombo(taskswp) -- Increase UID counter. self.wpcounter=self.wpcounter+1 return waypoint end --- Initialize Mission Editor waypoints. -- @param #OPSGROUP self -- @param #OPSGROUP.Waypoint waypoint Waypoint data. -- @param #number wpnumber Waypoint index/number. Default is as last waypoint. function OPSGROUP:_AddWaypoint(waypoint, wpnumber) -- Index. wpnumber=wpnumber or #self.waypoints+1 -- Add waypoint to table. table.insert(self.waypoints, wpnumber, waypoint) -- Debug info. self:T(self.lid..string.format("Adding waypoint at index=%d with UID=%d", wpnumber, waypoint.uid)) -- Now we obviously did not pass the final waypoint. if self.currentwp and wpnumber>self.currentwp then self:_PassedFinalWaypoint(false, string.format("_AddWaypoint: wpnumber/index %d>%d self.currentwp", wpnumber, self.currentwp)) end end --- Initialize Mission Editor waypoints. -- @param #OPSGROUP self -- @param #number WpIndexMin -- @param #number WpIndexMax -- @return #OPSGROUP self function OPSGROUP:_InitWaypoints(WpIndexMin, WpIndexMax) -- Template waypoints. self.waypoints0=UTILS.DeepCopy(_DATABASE:GetGroupTemplate(self.groupname).route.points) --self.group:GetTemplateRoutePoints() -- Waypoints empty! self.waypoints={} WpIndexMin=WpIndexMin or 1 WpIndexMax=WpIndexMax or #self.waypoints0 WpIndexMax=math.min(WpIndexMax, #self.waypoints0) --Ensure max is not out of bounce. --for index,wp in pairs(self.waypoints0) do for i=WpIndexMin,WpIndexMax do local wp=self.waypoints0[i] --DCS#Waypoint -- Coordinate of the waypoint. local Coordinate=COORDINATE:NewFromWaypoint(wp) -- Strange! wp.speed=wp.speed or 0 -- Speed at the waypoint. local speedknots=UTILS.MpsToKnots(wp.speed) -- Expected speed to the first waypoint. if i<=2 then self.speedWp=wp.speed end -- Speed in knots. local Speed=UTILS.MpsToKnots(wp.speed) -- Add waypoint. local Waypoint=nil if self:IsFlightgroup() then Waypoint=FLIGHTGROUP.AddWaypoint(self, Coordinate, Speed, nil, Altitude, false) elseif self:IsArmygroup() then Waypoint=ARMYGROUP.AddWaypoint(self, Coordinate, Speed, nil, wp.action, false) elseif self:IsNavygroup() then Waypoint=NAVYGROUP.AddWaypoint(self, Coordinate, Speed, nil, Depth, false) end -- Get DCS waypoint tasks set in the ME. EXPERIMENTAL! local DCStasks=wp.task and wp.task.params.tasks or nil if DCStasks and self.useMEtasks then for _,DCStask in pairs(DCStasks) do -- Wrapped Actions are commands. We do not take those. if DCStask.id and DCStask.id~="WrappedAction" then self:AddTaskWaypoint(DCStask,Waypoint, "ME Task") end end end end -- Debug info. self:T(self.lid..string.format("Initializing %d waypoints", #self.waypoints)) -- Flight group specific. if self:IsFlightgroup() then -- Get home and destination airbases from waypoints. self.homebase=self.homebase or self:GetHomebaseFromWaypoints() local destbase=self:GetDestinationFromWaypoints() self.destbase=self.destbase or destbase self.currbase=self:GetHomebaseFromWaypoints() --env.info("FF home base "..(self.homebase and self.homebase:GetName() or "unknown")) --env.info("FF dest base "..(self.destbase and self.destbase:GetName() or "unknown")) -- Remove the landing waypoint. We use RTB for that. It makes adding new waypoints easier as we do not have to check if the last waypoint is the landing waypoint. if destbase and #self.waypoints>1 then table.remove(self.waypoints, #self.waypoints) end -- Set destination to homebase. if self.destbase==nil then self.destbase=self.homebase end end -- Update route. if #self.waypoints>0 then -- Check if only 1 wp? if #self.waypoints==1 then self:_PassedFinalWaypoint(true, "_InitWaypoints: #self.waypoints==1") end else self:T(self.lid.."WARNING: No waypoints initialized. Number of waypoints is 0!") end return self end --- Route group along waypoints. -- @param #OPSGROUP self -- @param #table waypoints Table of waypoints. -- @param #number delay Delay in seconds. -- @return #OPSGROUP self function OPSGROUP:Route(waypoints, delay) if delay and delay>0 then self:ScheduleOnce(delay, OPSGROUP.Route, self, waypoints) else if self:IsAlive() then -- Clear all DCS tasks. NOTE: This can make DCS crash! --self:ClearTasks() -- DCS mission task. local DCSTask = { id = 'Mission', params = { airborne = self:IsFlightgroup(), route={points=waypoints}, }, } -- Set mission task. self:SetTask(DCSTask) else self:T(self.lid.."ERROR: Group is not alive! Cannot route group.") end end return self end --- Initialize Mission Editor waypoints. -- @param #OPSGROUP self -- @param #number n Waypoint function OPSGROUP:_UpdateWaypointTasks(n) local waypoints=self.waypoints or {} local nwaypoints=#waypoints for i,_wp in pairs(waypoints) do local wp=_wp --Ops.OpsGroup#OPSGROUP.Waypoint if i>=n or nwaypoints==1 then -- Debug info. self:T2(self.lid..string.format("Updating waypoint task for waypoint %d/%d ID=%d. Last waypoint passed %d", i, nwaypoints, wp.uid, self.currentwp)) -- Tasks of this waypoint local taskswp={} -- At each waypoint report passing. local TaskPassingWaypoint=self.group:TaskFunction("OPSGROUP._PassingWaypoint", self, wp.uid) table.insert(taskswp, TaskPassingWaypoint) -- Waypoint task combo. wp.task=self.group:TaskCombo(taskswp) end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Global Task Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Function called when a group is passing a waypoint. --@param #OPSGROUP opsgroup Ops group object. --@param #number uid Waypoint UID. function OPSGROUP._PassingWaypoint(opsgroup, uid) -- Debug message. local text=string.format("Group passing waypoint uid=%d", uid) opsgroup:T(opsgroup.lid..text) -- Get waypoint data. local waypoint=opsgroup:GetWaypointByID(uid) if waypoint then -- Increase passing counter. waypoint.npassed=waypoint.npassed+1 -- Current wp. local currentwp=opsgroup.currentwp -- Get the current waypoint index. opsgroup.currentwp=opsgroup:GetWaypointIndex(uid) local wpistemp=waypoint.temp or waypoint.detour or waypoint.astar -- Remove temp waypoints. if wpistemp then opsgroup:RemoveWaypointByID(uid) end -- Get next waypoint. Tricky part is that if local wpnext=opsgroup:GetWaypointNext() if wpnext then --and (opsgroup.currentwp<#opsgroup.waypoints or opsgroup.adinfinitum or wpistemp) -- Debug info. opsgroup:T(opsgroup.lid..string.format("Next waypoint UID=%d index=%d", wpnext.uid, opsgroup:GetWaypointIndex(wpnext.uid))) -- Set formation. if opsgroup.isArmygroup then opsgroup.formation=wpnext.action end -- Set speed to next wp. opsgroup.speed=wpnext.speed if opsgroup.speed<0.01 then opsgroup.speed=UTILS.KmphToMps(opsgroup.speedCruise) end else -- Set passed final waypoint. opsgroup:_PassedFinalWaypoint(true, "_PassingWaypoint No next Waypoint found") end -- Check if final waypoint was reached. if opsgroup.currentwp==#opsgroup.waypoints and not (opsgroup.adinfinitum or wpistemp) then -- Set passed final waypoint. opsgroup:_PassedFinalWaypoint(true, "_PassingWaypoint currentwp==#waypoints and NOT adinfinitum and NOT a temporary waypoint") end -- Trigger PassingWaypoint event. if waypoint.temp then --- -- Temporary Waypoint --- if (opsgroup:IsNavygroup() or opsgroup:IsArmygroup()) and opsgroup.currentwp==#opsgroup.waypoints then --TODO: not sure if this works with FLIGHTGROUPS -- Removing this for now. opsgroup:Cruise() end elseif waypoint.astar then --- -- Pathfinding Waypoint --- -- Cruise. opsgroup:Cruise() elseif waypoint.detour then --- -- Detour Waypoint --- if opsgroup:IsRearming() then -- Trigger Rearming event. opsgroup:Rearming() elseif opsgroup:IsRetreating() then -- Trigger Retreated event. opsgroup:Retreated() elseif opsgroup:IsReturning() then -- Trigger Returned event. opsgroup:Returned() elseif opsgroup:IsPickingup() then if opsgroup:IsFlightgroup() then -- Land at current pos and wait for 60 min max. if opsgroup.cargoTZC then if opsgroup.cargoTZC.PickupAirbase then -- Pickup airbase specified. Land there. opsgroup:LandAtAirbase(opsgroup.cargoTZC.PickupAirbase) else -- Land somewhere in the pickup zone. Only helos can do that. local coordinate=opsgroup.cargoTZC.PickupZone:GetRandomCoordinate(nil, nil, {land.SurfaceType.LAND}) opsgroup:LandAt(coordinate, 60*60) end else local coordinate=opsgroup:GetCoordinate() opsgroup:LandAt(coordinate, 60*60) end else -- Wait and load cargo. opsgroup:FullStop() opsgroup:__Loading(-5) end elseif opsgroup:IsTransporting() then if opsgroup:IsFlightgroup() then -- Land at current pos and wait for 60 min max. if opsgroup.cargoTZC then if opsgroup.cargoTZC.DeployAirbase then -- Deploy airbase specified. Land there. opsgroup:LandAtAirbase(opsgroup.cargoTZC.DeployAirbase) else -- Land somewhere in the pickup zone. Only helos can do that. local coordinate=opsgroup.cargoTZC.DeployZone:GetRandomCoordinate(nil, nil, {land.SurfaceType.LAND}) opsgroup:LandAt(coordinate, 60*60) end else local coordinate=opsgroup:GetCoordinate() opsgroup:LandAt(coordinate, 60*60) end else -- Stop and unload. opsgroup:FullStop() opsgroup:Unloading() end elseif opsgroup:IsBoarding() then local carrierGroup=opsgroup:_GetMyCarrierGroup() local carrier=opsgroup:_GetMyCarrierElement() if carrierGroup and carrierGroup:IsAlive() then if carrier and carrier.unit and carrier.unit:IsAlive() then -- Load group into the carrier. carrierGroup:Load(opsgroup) else opsgroup:E(opsgroup.lid.."ERROR: Group cannot board assigned carrier UNIT as it is NOT alive!") end else opsgroup:E(opsgroup.lid.."ERROR: Group cannot board assigned carrier GROUP as it is NOT alive!") end elseif opsgroup:IsEngaging() then -- Nothing to do really. opsgroup:T(opsgroup.lid.."Passing engaging waypoint") else -- Trigger DetourReached event. opsgroup:DetourReached() if waypoint.detour==0 then opsgroup:FullStop() elseif waypoint.detour==1 then opsgroup:Cruise() else opsgroup:E("ERROR: waypoint.detour should be 0 or 1") opsgroup:FullStop() end end else --- -- Normal Route Waypoint --- -- Check if the group is still pathfinding. if opsgroup.ispathfinding then opsgroup.ispathfinding=false end -- Call event function. opsgroup:PassingWaypoint(waypoint) end end end --- Function called when a task is executed. --@param Wrapper.Group#GROUP group Group which should execute the task. --@param #OPSGROUP opsgroup Ops group. --@param #OPSGROUP.Task task Task. function OPSGROUP._TaskExecute(group, opsgroup, task) -- Debug message. local text=string.format("_TaskExecute %s", task.description) opsgroup:T3(opsgroup.lid..text) -- Set current task to nil so that the next in line can be executed. if opsgroup then opsgroup:TaskExecute(task) end end --- Function called when a task is done. --@param Wrapper.Group#GROUP group Group for which the task is done. --@param #OPSGROUP opsgroup Ops group. --@param #OPSGROUP.Task task Task. function OPSGROUP._TaskDone(group, opsgroup, task) -- Debug message. local text=string.format("_TaskDone %s", task.description) opsgroup:T(opsgroup.lid..text) -- Set current task to nil so that the next in line can be executed. if opsgroup then opsgroup:TaskDone(task) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- OPTION FUNCTIONS ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set the default ROE for the group. This is the ROE state gets when the group is spawned or to which it defaults back after a mission. -- @param #OPSGROUP self -- @param #number roe ROE of group. Default is `ENUMS.ROE.ReturnFire`. -- @return #OPSGROUP self function OPSGROUP:SetDefaultROE(roe) self.optionDefault.ROE=roe or ENUMS.ROE.ReturnFire return self end --- Set current ROE for the group. -- @param #OPSGROUP self -- @param #string roe ROE of group. Default is value set in `SetDefaultROE` (usually `ENUMS.ROE.ReturnFire`). -- @return #OPSGROUP self function OPSGROUP:SwitchROE(roe) if self:IsAlive() or self:IsInUtero() then self.option.ROE=roe or self.optionDefault.ROE if self:IsInUtero() then self:T2(self.lid..string.format("Setting current ROE=%d when GROUP is SPAWNED", self.option.ROE)) else self.group:OptionROE(self.option.ROE) self:T(self.lid..string.format("Setting current ROE=%d (%s)", self.option.ROE, self:_GetROEName(self.option.ROE))) end else self:T(self.lid.."WARNING: Cannot switch ROE! Group is not alive") end return self end --- Get name of ROE corresponding to the numerical value. -- @param #OPSGROUP self -- @return #string Name of ROE. function OPSGROUP:_GetROEName(roe) local name="unknown" if roe==0 then name="Weapon Free" elseif roe==1 then name="Open Fire/Weapon Free" elseif roe==2 then name="Open Fire" elseif roe==3 then name="Return Fire" elseif roe==4 then name="Weapon Hold" end return name end --- Get current ROE of the group. -- @param #OPSGROUP self -- @return #number Current ROE. function OPSGROUP:GetROE() return self.option.ROE or self.optionDefault.ROE end --- Set the default ROT for the group. This is the ROT state gets when the group is spawned or to which it defaults back after a mission. -- @param #OPSGROUP self -- @param #number rot ROT of group. Default is `ENUMS.ROT.PassiveDefense`. -- @return #OPSGROUP self function OPSGROUP:SetDefaultROT(rot) self.optionDefault.ROT=rot or ENUMS.ROT.PassiveDefense return self end --- Set ROT for the group. -- @param #OPSGROUP self -- @param #string rot ROT of group. Default is value set in `:SetDefaultROT` (usually `ENUMS.ROT.PassiveDefense`). -- @return #OPSGROUP self function OPSGROUP:SwitchROT(rot) if self:IsFlightgroup() then if self:IsAlive() or self:IsInUtero() then self.option.ROT=rot or self.optionDefault.ROT if self:IsInUtero() then self:T2(self.lid..string.format("Setting current ROT=%d when GROUP is SPAWNED", self.option.ROT)) else self.group:OptionROT(self.option.ROT) -- Debug info. self:T(self.lid..string.format("Setting current ROT=%d (0=NoReaction, 1=Passive, 2=Evade, 3=ByPass, 4=AllowAbort)", self.option.ROT)) end else self:T(self.lid.."WARNING: Cannot switch ROT! Group is not alive") end end return self end --- Get current ROT of the group. -- @param #OPSGROUP self -- @return #number Current ROT. function OPSGROUP:GetROT() return self.option.ROT or self.optionDefault.ROT end --- Set the default Alarm State for the group. This is the state gets when the group is spawned or to which it defaults back after a mission. -- @param #OPSGROUP self -- @param #number alarmstate Alarm state of group. Default is `AI.Option.Ground.val.ALARM_STATE.AUTO` (0). -- @return #OPSGROUP self function OPSGROUP:SetDefaultAlarmstate(alarmstate) self.optionDefault.Alarm=alarmstate or 0 return self end --- Set current Alarm State of the group. -- -- * 0 = "Auto" -- * 1 = "Green" -- * 2 = "Red" -- -- @param #OPSGROUP self -- @param #number alarmstate Alarm state of group. Default is 0="Auto". -- @return #OPSGROUP self function OPSGROUP:SwitchAlarmstate(alarmstate) if self:IsAlive() or self:IsInUtero() then if self.isArmygroup or self.isNavygroup then self.option.Alarm=alarmstate or self.optionDefault.Alarm if self:IsInUtero() then self:T2(self.lid..string.format("Setting current Alarm State=%d when GROUP is SPAWNED", self.option.Alarm)) else if self.option.Alarm==0 then self.group:OptionAlarmStateAuto() elseif self.option.Alarm==1 then self.group:OptionAlarmStateGreen() elseif self.option.Alarm==2 then self.group:OptionAlarmStateRed() else self:T("ERROR: Unknown Alarm State! Setting to AUTO") self.group:OptionAlarmStateAuto() self.option.Alarm=0 end self:T(self.lid..string.format("Setting current Alarm State=%d (0=Auto, 1=Green, 2=Red)", self.option.Alarm)) end end else self:T(self.lid.."WARNING: Cannot switch Alarm State! Group is not alive.") end return self end --- Get current Alarm State of the group. -- @param #OPSGROUP self -- @return #number Current Alarm State. function OPSGROUP:GetAlarmstate() return self.option.Alarm or self.optionDefault.Alarm end --- Set the default EPLRS for the group. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true`, EPLRS is on by default. If `false` default EPLRS setting is off. If `nil`, default is on if group has EPLRS and off if it does not have a datalink. -- @return #OPSGROUP self function OPSGROUP:SetDefaultEPLRS(OnOffSwitch) if OnOffSwitch==nil then self.optionDefault.EPLRS=self.isEPLRS else self.optionDefault.EPLRS=OnOffSwitch end return self end --- Switch EPLRS datalink on or off. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true` or `nil`, switch EPLRS on. If `false` EPLRS switched off. -- @return #OPSGROUP self function OPSGROUP:SwitchEPLRS(OnOffSwitch) if self:IsAlive() or self:IsInUtero() then if OnOffSwitch==nil then self.option.EPLRS=self.optionDefault.EPLRS else self.option.EPLRS=OnOffSwitch end if self:IsInUtero() then self:T2(self.lid..string.format("Setting current EPLRS=%s when GROUP is SPAWNED", tostring(self.option.EPLRS))) else self.group:CommandEPLRS(self.option.EPLRS) self:T(self.lid..string.format("Setting current EPLRS=%s", tostring(self.option.EPLRS))) end else self:E(self.lid.."WARNING: Cannot switch EPLRS! Group is not alive") end return self end --- Get current EPLRS state. -- @param #OPSGROUP self -- @return #boolean If `true`, EPLRS is on. function OPSGROUP:GetEPLRS() return self.option.EPLRS or self.optionDefault.EPLRS end --- Set the default EPLRS for the group. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true`, EPLRS is on by default. If `false` default EPLRS setting is off. If `nil`, default is on if group has EPLRS and off if it does not have a datalink. -- @return #OPSGROUP self function OPSGROUP:SetDefaultEmission(OnOffSwitch) if OnOffSwitch==nil then self.optionDefault.Emission=true else self.optionDefault.EPLRS=OnOffSwitch end return self end --- Switch emission on or off. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true` or `nil`, switch emission on. If `false` emission switched off. -- @return #OPSGROUP self function OPSGROUP:SwitchEmission(OnOffSwitch) if self:IsAlive() or self:IsInUtero() then if OnOffSwitch==nil then self.option.Emission=self.optionDefault.Emission else self.option.Emission=OnOffSwitch end if self:IsInUtero() then self:T2(self.lid..string.format("Setting current EMISSION=%s when GROUP is SPAWNED", tostring(self.option.Emission))) else self.group:EnableEmission(self.option.Emission) self:T(self.lid..string.format("Setting current EMISSION=%s", tostring(self.option.Emission))) end else self:E(self.lid.."WARNING: Cannot switch Emission! Group is not alive") end return self end --- Get current emission state. -- @param #OPSGROUP self -- @return #boolean If `true`, emission is on. function OPSGROUP:GetEmission() return self.option.Emission or self.optionDefault.Emission end --- Set the default invisible for the group. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true`, group is ivisible by default. -- @return #OPSGROUP self function OPSGROUP:SetDefaultInvisible(OnOffSwitch) if OnOffSwitch==nil then self.optionDefault.Invisible=true else self.optionDefault.Invisible=OnOffSwitch end return self end --- Switch invisibility on or off. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true` or `nil`, switch invisibliity on. If `false` invisibility switched off. -- @return #OPSGROUP self function OPSGROUP:SwitchInvisible(OnOffSwitch) if self:IsAlive() or self:IsInUtero() then if OnOffSwitch==nil then self.option.Invisible=self.optionDefault.Invisible else self.option.Invisible=OnOffSwitch end if self:IsInUtero() then self:T2(self.lid..string.format("Setting current INVISIBLE=%s when GROUP is SPAWNED", tostring(self.option.Invisible))) else self.group:SetCommandInvisible(self.option.Invisible) self:T(self.lid..string.format("Setting current INVISIBLE=%s", tostring(self.option.Invisible))) end else self:E(self.lid.."WARNING: Cannot switch Invisible! Group is not alive") end return self end --- Set the default immortal for the group. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true`, group is immortal by default. -- @return #OPSGROUP self function OPSGROUP:SetDefaultImmortal(OnOffSwitch) if OnOffSwitch==nil then self.optionDefault.Immortal=true else self.optionDefault.Immortal=OnOffSwitch end return self end --- Switch immortality on or off. -- @param #OPSGROUP self -- @param #boolean OnOffSwitch If `true` or `nil`, switch immortality on. If `false` immortality switched off. -- @return #OPSGROUP self function OPSGROUP:SwitchImmortal(OnOffSwitch) if self:IsAlive() or self:IsInUtero() then if OnOffSwitch==nil then self.option.Immortal=self.optionDefault.Immortal else self.option.Immortal=OnOffSwitch end if self:IsInUtero() then self:T2(self.lid..string.format("Setting current IMMORTAL=%s when GROUP is SPAWNED", tostring(self.option.Immortal))) else self.group:SetCommandImmortal(self.option.Immortal) self:T(self.lid..string.format("Setting current IMMORTAL=%s", tostring(self.option.Immortal))) end else self:E(self.lid.."WARNING: Cannot switch Immortal! Group is not alive") end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- SETTINGS FUNCTIONS ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set default TACAN parameters. -- @param #OPSGROUP self -- @param #number Channel TACAN channel. Default is 74. -- @param #string Morse Morse code. Default "XXX". -- @param #string UnitName Name of the unit acting as beacon. -- @param #string Band TACAN mode. Default is "X" for ground and "Y" for airborne units. -- @param #boolean OffSwitch If true, TACAN is off by default. -- @return #OPSGROUP self function OPSGROUP:SetDefaultTACAN(Channel, Morse, UnitName, Band, OffSwitch) self.tacanDefault={} self.tacanDefault.Channel=Channel or 74 self.tacanDefault.Morse=Morse or "XXX" self.tacanDefault.BeaconName=UnitName if self:IsFlightgroup() then Band=Band or "Y" else Band=Band or "X" end self.tacanDefault.Band=Band if OffSwitch then self.tacanDefault.On=false else self.tacanDefault.On=true end return self end --- Activate/switch TACAN beacon settings. -- @param #OPSGROUP self -- @param #OPSGROUP.Beacon Tacan TACAN data table. Default is the default TACAN settings. -- @return #OPSGROUP self function OPSGROUP:_SwitchTACAN(Tacan) if Tacan then self:SwitchTACAN(Tacan.Channel, Tacan.Morse, Tacan.BeaconName, Tacan.Band) else if self.tacanDefault.On then self:SwitchTACAN() else self:TurnOffTACAN() end end end --- Activate/switch TACAN beacon settings. -- @param #OPSGROUP self -- @param #number Channel TACAN Channel. -- @param #string Morse TACAN morse code. Default is the value set in @{#OPSGROUP.SetDefaultTACAN} or if not set "XXX". -- @param #string UnitName Name of the unit in the group which should activate the TACAN beacon. Can also be given as #number to specify the unit number. Default is the first unit of the group. -- @param #string Band TACAN channel mode "X" or "Y". Default is "Y" for aircraft and "X" for ground and naval groups. -- @return #OPSGROUP self function OPSGROUP:SwitchTACAN(Channel, Morse, UnitName, Band) if self:IsInUtero() then self:T(self.lid..string.format("Switching TACAN to DEFAULT when group is spawned")) self:SetDefaultTACAN(Channel, Morse, UnitName, Band) elseif self:IsAlive() then Channel=Channel or self.tacanDefault.Channel Morse=Morse or self.tacanDefault.Morse Band=Band or self.tacanDefault.Band UnitName=UnitName or self.tacanDefault.BeaconName local unit=self:GetUnit(1) --Wrapper.Unit#UNIT if UnitName then if type(UnitName)=="number" then unit=self.group:GetUnit(UnitName) else unit=UNIT:FindByName(UnitName) end end if not unit then self:T(self.lid.."WARNING: Could not get TACAN unit. Trying first unit in the group") unit=self:GetUnit(1) end if unit and unit:IsAlive() then -- Unit ID. local UnitID=unit:GetID() -- Type local Type=BEACON.Type.TACAN -- System local System=BEACON.System.TACAN if self:IsFlightgroup() then System=BEACON.System.TACAN_TANKER_Y end -- Tacan frequency. local Frequency=UTILS.TACANToFrequency(Channel, Band) -- Activate beacon. unit:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Band, true, Morse, true) -- Update info. self.tacan.Channel=Channel self.tacan.Morse=Morse self.tacan.Band=Band self.tacan.BeaconName=unit:GetName() self.tacan.BeaconUnit=unit self.tacan.On=true -- Debug info. self:T(self.lid..string.format("Switching TACAN to Channel %d%s Morse %s on unit %s", self.tacan.Channel, self.tacan.Band, tostring(self.tacan.Morse), self.tacan.BeaconName)) else self:T(self.lid.."ERROR: Cound not set TACAN! Unit is not alive") end else self:T(self.lid.."ERROR: Cound not set TACAN! Group is not alive and not in utero any more") end return self end --- Deactivate TACAN beacon. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:TurnOffTACAN() if self.tacan.BeaconUnit and self.tacan.BeaconUnit:IsAlive() then self.tacan.BeaconUnit:CommandDeactivateBeacon() end self:T(self.lid..string.format("Switching TACAN OFF")) self.tacan.On=false end --- Get current TACAN parameters. -- @param #OPSGROUP self -- @return #number TACAN channel. -- @return #string TACAN Morse code. -- @return #string TACAN band ("X" or "Y"). -- @return #boolean TACAN is On (true) or Off (false). -- @return #string UnitName Name of the unit acting as beacon. function OPSGROUP:GetTACAN() return self.tacan.Channel, self.tacan.Morse, self.tacan.Band, self.tacan.On, self.tacan.BeaconName end --- Get current TACAN parameters. -- @param #OPSGROUP self -- @return #OPSGROUP.Beacon TACAN beacon. function OPSGROUP:GetBeaconTACAN() return self.tacan end --- Set default ICLS parameters. -- @param #OPSGROUP self -- @param #number Channel ICLS channel. Default is 1. -- @param #string Morse Morse code. Default "XXX". -- @param #string UnitName Name of the unit acting as beacon. -- @param #boolean OffSwitch If true, TACAN is off by default. -- @return #OPSGROUP self function OPSGROUP:SetDefaultICLS(Channel, Morse, UnitName, OffSwitch) self.iclsDefault={} self.iclsDefault.Channel=Channel or 1 self.iclsDefault.Morse=Morse or "XXX" self.iclsDefault.BeaconName=UnitName if OffSwitch then self.iclsDefault.On=false else self.iclsDefault.On=true end return self end --- Activate/switch ICLS beacon settings. -- @param #OPSGROUP self -- @param #OPSGROUP.Beacon Icls ICLS data table. -- @return #OPSGROUP self function OPSGROUP:_SwitchICLS(Icls) if Icls then self:SwitchICLS(Icls.Channel, Icls.Morse, Icls.BeaconName) else if self.iclsDefault.On then self:SwitchICLS() else self:TurnOffICLS() end end end --- Activate/switch ICLS beacon settings. -- @param #OPSGROUP self -- @param #number Channel ICLS Channel. Default is what is set in `SetDefaultICLS()` so usually channel 1. -- @param #string Morse ICLS morse code. Default is what is set in `SetDefaultICLS()` so usually "XXX". -- @param #string UnitName Name of the unit in the group which should activate the ICLS beacon. Can also be given as #number to specify the unit number. Default is the first unit of the group. -- @return #OPSGROUP self function OPSGROUP:SwitchICLS(Channel, Morse, UnitName) if self:IsInUtero() then self:SetDefaultICLS(Channel,Morse,UnitName) self:T2(self.lid..string.format("Switching ICLS to Channel %d Morse %s on unit %s when GROUP is SPAWNED", self.iclsDefault.Channel, tostring(self.iclsDefault.Morse), tostring(self.iclsDefault.BeaconName))) elseif self:IsAlive() then Channel=Channel or self.iclsDefault.Channel Morse=Morse or self.iclsDefault.Morse local unit=self:GetUnit(1) --Wrapper.Unit#UNIT if UnitName then if type(UnitName)=="number" then unit=self:GetUnit(UnitName) else unit=UNIT:FindByName(UnitName) end end if not unit then self:T(self.lid.."WARNING: Could not get ICLS unit. Trying first unit in the group") unit=self:GetUnit(1) end if unit and unit:IsAlive() then -- Unit ID. local UnitID=unit:GetID() -- Activate beacon. unit:CommandActivateICLS(Channel, UnitID, Morse) -- Update info. self.icls.Channel=Channel self.icls.Morse=Morse self.icls.Band=nil self.icls.BeaconName=unit:GetName() self.icls.BeaconUnit=unit self.icls.On=true -- Debug info. self:T(self.lid..string.format("Switching ICLS to Channel %d Morse %s on unit %s", self.icls.Channel, tostring(self.icls.Morse), self.icls.BeaconName)) else self:T(self.lid.."ERROR: Cound not set ICLS! Unit is not alive.") end end return self end --- Deactivate ICLS beacon. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:TurnOffICLS() if self.icls.BeaconUnit and self.icls.BeaconUnit:IsAlive() then self.icls.BeaconUnit:CommandDeactivateICLS() end self:T(self.lid..string.format("Switching ICLS OFF")) self.icls.On=false end --- Set default Radio frequency and modulation. -- @param #OPSGROUP self -- @param #number Frequency Radio frequency in MHz. Default 251 MHz. -- @param #number Modulation Radio modulation. Default `radio.Modulation.AM`. -- @param #boolean OffSwitch If true, radio is OFF by default. -- @return #OPSGROUP self function OPSGROUP:SetDefaultRadio(Frequency, Modulation, OffSwitch) self.radioDefault={} self.radioDefault.Freq=Frequency or 251 self.radioDefault.Modu=Modulation or radio.modulation.AM if OffSwitch then self.radioDefault.On=false else self.radioDefault.On=true end return self end --- Get current Radio frequency and modulation. -- @param #OPSGROUP self -- @return #number Radio frequency in MHz or nil. -- @return #number Radio modulation or nil. -- @return #boolean If true, the radio is on. Otherwise, radio is turned off. function OPSGROUP:GetRadio() return self.radio.Freq, self.radio.Modu, self.radio.On end --- Turn radio on or switch frequency/modulation. -- @param #OPSGROUP self -- @param #number Frequency Radio frequency in MHz. Default is value set in `SetDefaultRadio` (usually 251 MHz). -- @param #number Modulation Radio modulation. Default is value set in `SetDefaultRadio` (usually `radio.Modulation.AM`). -- @return #OPSGROUP self function OPSGROUP:SwitchRadio(Frequency, Modulation) if self:IsInUtero() then -- Set default radio. self:SetDefaultRadio(Frequency, Modulation) -- Debug info. self:T2(self.lid..string.format("Switching radio to frequency %.3f MHz %s when GROUP is SPAWNED", self.radioDefault.Freq, UTILS.GetModulationName(self.radioDefault.Modu))) elseif self:IsAlive() then Frequency=Frequency or self.radioDefault.Freq Modulation=Modulation or self.radioDefault.Modu if self:IsFlightgroup() and not self.radio.On then self.group:SetOption(AI.Option.Air.id.SILENCE, false) end -- Give command self.group:CommandSetFrequency(Frequency, Modulation) -- Update current settings. self.radio.Freq=Frequency self.radio.Modu=Modulation self.radio.On=true -- Debug info. self:T(self.lid..string.format("Switching radio to frequency %.3f MHz %s", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu))) else self:T(self.lid.."ERROR: Cound not set Radio! Group is not alive or not in utero any more") end return self end --- Turn radio off. -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:TurnOffRadio() if self:IsAlive() then if self:IsFlightgroup() then -- Set group to be silient. self.group:SetOption(AI.Option.Air.id.SILENCE, true) -- Radio is off. self.radio.On=false self:T(self.lid..string.format("Switching radio OFF")) else self:T(self.lid.."ERROR: Radio can only be turned off for aircraft!") end end return self end --- Set default formation. -- @param #OPSGROUP self -- @param #number Formation The formation the groups flies in. -- @return #OPSGROUP self function OPSGROUP:SetDefaultFormation(Formation) self.optionDefault.Formation=Formation return self end --- Switch to a specific formation. -- @param #OPSGROUP self -- @param #number Formation New formation the group will fly in. Default is the setting of `SetDefaultFormation()`. -- @return #OPSGROUP self function OPSGROUP:SwitchFormation(Formation) if self:IsAlive() then Formation=Formation or self.optionDefault.Formation if self:IsFlightgroup() then self.group:SetOption(AI.Option.Air.id.FORMATION, Formation) elseif self.isArmygroup then -- Polymorphic and overwritten in ARMYGROUP. else self:T(self.lid.."ERROR: Formation can only be set for aircraft or ground units!") return self end -- Set current formation. self.option.Formation=Formation -- Debug info. self:T(self.lid..string.format("Switching formation to %s", tostring(self.option.Formation))) end return self end --- Set default callsign. -- @param #OPSGROUP self -- @param #number CallsignName Callsign name. -- @param #number CallsignNumber Callsign number. Default 1. -- @return #OPSGROUP self function OPSGROUP:SetDefaultCallsign(CallsignName, CallsignNumber) self.callsignDefault={} --#OPSGROUP.Callsign self.callsignDefault.NumberSquad=CallsignName self.callsignDefault.NumberGroup=CallsignNumber or 1 self.callsignDefault.NameSquad=UTILS.GetCallsignName(self.callsign.NumberSquad) --self:I(self.lid..string.format("Default callsign=%s", self.callsignDefault.NameSquad)) return self end --- Switch to a specific callsign. -- @param #OPSGROUP self -- @param #number CallsignName Callsign name. -- @param #number CallsignNumber Callsign number. -- @return #OPSGROUP self function OPSGROUP:SwitchCallsign(CallsignName, CallsignNumber) if self:IsInUtero() then -- Set default callsign. We switch to this when group is spawned. self:SetDefaultCallsign(CallsignName, CallsignNumber) --self.callsign=UTILS.DeepCopy(self.callsignDefault) elseif self:IsAlive() then CallsignName=CallsignName or self.callsignDefault.NumberSquad CallsignNumber=CallsignNumber or self.callsignDefault.NumberGroup -- Set current callsign. self.callsign.NumberSquad=CallsignName self.callsign.NumberGroup=CallsignNumber -- Debug. self:T(self.lid..string.format("Switching callsign to %d-%d", self.callsign.NumberSquad, self.callsign.NumberGroup)) -- Give command to change the callsign. self.group:CommandSetCallsign(self.callsign.NumberSquad, self.callsign.NumberGroup) -- Callsign of the group, e.g. Colt-1 self.callsignName=UTILS.GetCallsignName(self.callsign.NumberSquad).."-"..self.callsign.NumberGroup self.callsign.NameSquad=UTILS.GetCallsignName(self.callsign.NumberSquad) -- Set callsign of elements. for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD then element.callsign=element.unit:GetCallsign() end end else self:T(self.lid.."ERROR: Group is not alive and not in utero! Cannot switch callsign") end return self end --- Get callsign -- @param #OPSGROUP self -- @return #string Callsign name, e.g. Uzi-1 function OPSGROUP:GetCallsignName() local numberSquad=self.callsign.NumberSquad or self.callsignDefault.NumberSquad local numberGroup=self.callsign.NumberGroup or self.callsignDefault.NumberGroup local callsign="Unknown 1" if numberSquad and numberGroup then local nameSquad=UTILS.GetCallsignName(numberSquad) callsign=string.format("%s %d", nameSquad, numberGroup) else end return callsign end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Element and Group Status Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check if all elements of the group have the same status (or are dead). -- @param #OPSGROUP self -- @return #OPSGROUP self function OPSGROUP:_UpdatePosition() if self:IsExist() then -- Backup last state to monitor differences. self.positionLast=self.position or self:GetVec3() self.headingLast=self.heading or self:GetHeading() self.orientXLast=self.orientX or self:GetOrientationX() self.velocityLast=self.velocity or self.group:GetVelocityMPS() -- Current state. self.position=self:GetVec3() self.heading=self:GetHeading() self.orientX=self:GetOrientationX() self.velocity=self:GetVelocity() for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element element.vec3=self:GetVec3(element.name) end -- Update time. local Tnow=timer.getTime() self.dTpositionUpdate=self.TpositionUpdate and Tnow-self.TpositionUpdate or 0 self.TpositionUpdate=Tnow if not self.traveldist then self.traveldist=0 end -- Travel distance since last check. self.travelds=UTILS.VecNorm(UTILS.VecSubstract(self.position, self.positionLast)) -- Add up travelled distance. self.traveldist=self.traveldist+self.travelds end return self end --- Check if all elements of the group have the same status (or are dead). -- @param #OPSGROUP self -- @param #string unitname Name of unit. function OPSGROUP:_AllSameStatus(status) for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status==OPSGROUP.ElementStatus.DEAD then -- Do nothing. Element is already dead and does not count. elseif element.status~=status then -- At least this element has a different status. return false end end return true end --- Check if all elements of the group have the same status (or are dead). -- @param #OPSGROUP self -- @param #string status Status to check. -- @return #boolean If true, all elements have a similar status. function OPSGROUP:_AllSimilarStatus(status) -- Check if all are dead. if status==OPSGROUP.ElementStatus.DEAD then for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD then -- At least one is still alive. return false end end return true end for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element self:T2(self.lid..string.format("Status=%s, element %s status=%s", status, element.name, element.status)) -- Dead units dont count ==> We wont return false for those. if element.status~=OPSGROUP.ElementStatus.DEAD then ---------- -- ALIVE ---------- if status==OPSGROUP.ElementStatus.INUTERO then -- Element INUTERO: Check that ALL others are also INUTERO if element.status~=status then return false end elseif status==OPSGROUP.ElementStatus.SPAWNED then -- Element SPAWNED: Check that others are not still IN UTERO if element.status~=status and element.status==OPSGROUP.ElementStatus.INUTERO then return false end elseif status==OPSGROUP.ElementStatus.PARKING then -- Element PARKING: Check that the other are not still SPAWNED if element.status~=status or (element.status==OPSGROUP.ElementStatus.INUTERO or element.status==OPSGROUP.ElementStatus.SPAWNED) then return false end elseif status==OPSGROUP.ElementStatus.ENGINEON then -- Element TAXIING: Check that the other are not still SPAWNED or PARKING if element.status~=status and (element.status==OPSGROUP.ElementStatus.INUTERO or element.status==OPSGROUP.ElementStatus.SPAWNED or element.status==OPSGROUP.ElementStatus.PARKING) then return false end elseif status==OPSGROUP.ElementStatus.TAXIING then -- Element TAXIING: Check that the other are not still SPAWNED or PARKING if element.status~=status and (element.status==OPSGROUP.ElementStatus.INUTERO or element.status==OPSGROUP.ElementStatus.SPAWNED or element.status==OPSGROUP.ElementStatus.PARKING or element.status==OPSGROUP.ElementStatus.ENGINEON) then return false end elseif status==OPSGROUP.ElementStatus.TAKEOFF then -- Element TAKEOFF: Check that the other are not still SPAWNED, PARKING or TAXIING if element.status~=status and (element.status==OPSGROUP.ElementStatus.INUTERO or element.status==OPSGROUP.ElementStatus.SPAWNED or element.status==OPSGROUP.ElementStatus.PARKING or element.status==OPSGROUP.ElementStatus.ENGINEON or element.status==OPSGROUP.ElementStatus.TAXIING) then return false end elseif status==OPSGROUP.ElementStatus.AIRBORNE then -- Element AIRBORNE: Check that the other are not still SPAWNED, PARKING, TAXIING or TAKEOFF if element.status~=status and (element.status==OPSGROUP.ElementStatus.INUTERO or element.status==OPSGROUP.ElementStatus.SPAWNED or element.status==OPSGROUP.ElementStatus.PARKING or element.status==OPSGROUP.ElementStatus.ENGINEON or element.status==OPSGROUP.ElementStatus.TAXIING or element.status==OPSGROUP.ElementStatus.TAKEOFF) then return false end elseif status==OPSGROUP.ElementStatus.LANDED then -- Element LANDED: check that the others are not still AIRBORNE or LANDING if element.status~=status and (element.status==OPSGROUP.ElementStatus.AIRBORNE or element.status==OPSGROUP.ElementStatus.LANDING) then return false end elseif status==OPSGROUP.ElementStatus.ARRIVED then -- Element ARRIVED: check that the others are not still AIRBORNE, LANDING, or LANDED (taxiing). if element.status~=status and (element.status==OPSGROUP.ElementStatus.AIRBORNE or element.status==OPSGROUP.ElementStatus.LANDING or element.status==OPSGROUP.ElementStatus.LANDED) then return false end end else -- Element is dead. We don't care unless all are dead. end --DEAD end -- Debug info. self:T2(self.lid..string.format("All %d elements have similar status %s ==> returning TRUE", #self.elements, status)) return true end --- Check if all elements of the group have the same status or are dead. -- @param #OPSGROUP self -- @param #OPSGROUP.Element element Element. -- @param #string newstatus New status of element -- @param Wrapper.Airbase#AIRBASE airbase Airbase if applicable. function OPSGROUP:_UpdateStatus(element, newstatus, airbase) -- Old status. local oldstatus=element.status -- Update status of element. element.status=newstatus -- Debug self:T3(self.lid..string.format("UpdateStatus element=%s: %s --> %s", element.name, oldstatus, newstatus)) for _,_element in pairs(self.elements) do local Element=_element -- #OPSGROUP.Element self:T3(self.lid..string.format("Element %s: %s", Element.name, Element.status)) end if newstatus==OPSGROUP.ElementStatus.INUTERO then --- -- INUTERO --- if self:_AllSimilarStatus(newstatus) then self:InUtero() end elseif newstatus==OPSGROUP.ElementStatus.SPAWNED then --- -- SPAWNED --- if self:_AllSimilarStatus(newstatus) then self:Spawned() end elseif newstatus==OPSGROUP.ElementStatus.PARKING then --- -- PARKING --- if self:_AllSimilarStatus(newstatus) then self:Parking() end elseif newstatus==OPSGROUP.ElementStatus.ENGINEON then --- -- ENGINEON --- -- No FLIGHT status. Waiting for taxiing. elseif newstatus==OPSGROUP.ElementStatus.TAXIING then --- -- TAXIING --- if self:_AllSimilarStatus(newstatus) then self:Taxiing() end elseif newstatus==OPSGROUP.ElementStatus.TAKEOFF then --- -- TAKEOFF --- if self:_AllSimilarStatus(newstatus) then -- Trigger takeoff event. Also triggers airborne event. self:Takeoff(airbase) end elseif newstatus==OPSGROUP.ElementStatus.AIRBORNE then --- -- AIRBORNE --- if self:_AllSimilarStatus(newstatus) then self:Airborne() end elseif newstatus==OPSGROUP.ElementStatus.LANDED then --- -- LANDED --- if self:_AllSimilarStatus(newstatus) then if self:IsLandingAt() then self:LandedAt() else self:Landed(airbase) end end elseif newstatus==OPSGROUP.ElementStatus.ARRIVED then --- -- ARRIVED --- if self:_AllSimilarStatus(newstatus) then if self:IsLanded() then self:Arrived() elseif self:IsAirborne() then self:Landed() self:Arrived() end end elseif newstatus==OPSGROUP.ElementStatus.DEAD then --- -- DEAD --- if self:_AllSimilarStatus(newstatus) then self:Dead() end end end --- Set status for all elements (except dead ones). -- @param #OPSGROUP self -- @param #string status Element status. function OPSGROUP:_SetElementStatusAll(status) for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD then element.status=status end end end --- Get the element of a group. -- @param #OPSGROUP self -- @param #string unitname Name of unit. -- @return #OPSGROUP.Element The element. function OPSGROUP:GetElementByName(unitname) if unitname and type(unitname)=="string" then for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.name==unitname then return element end end end return nil end --- Get the bounding box of the element. -- @param #OPSGROUP self -- @param #string UnitName Name of unit. -- @return Core.Zone#ZONE_POLYGON Bounding box polygon zone. function OPSGROUP:GetElementZoneBoundingBox(UnitName) local element=self:GetElementByName(UnitName) if element and element.status~=OPSGROUP.ElementStatus.DEAD then -- Create a new zone if necessary. element.zoneBoundingbox=element.zoneBoundingbox or ZONE_POLYGON_BASE:New(element.name.." Zone Bounding Box", {}) -- Length in meters. local l=element.length -- Width in meters. local w=element.width -- Orientation vector. local X=self:GetOrientationX(element.name) -- Heading in degrees. local heading=math.deg(math.atan2(X.z, X.x)) -- Debug info. self:T(self.lid..string.format("Element %s bouding box: l=%d w=%d heading=%d", element.name, l, w, heading)) -- Set of edges facing "North" at the origin of the map. local b={} b[1]={x=l/2, y=-w/2} --DCS#Vec2 b[2]={x=l/2, y=w/2} --DCS#Vec2 b[3]={x=-l/2, y=w/2} --DCS#Vec2 b[4]={x=-l/2, y=-w/2} --DCS#Vec2 -- Rotate box to match current heading of the unit. for i,p in pairs(b) do b[i]=UTILS.Vec2Rotate2D(p, heading) end -- Translate the zone to the positon of the unit. local vec2=self:GetVec2(element.name) local d=UTILS.Vec2Norm(vec2) local h=UTILS.Vec2Hdg(vec2) for i,p in pairs(b) do b[i]=UTILS.Vec2Translate(p, d, h) end -- Update existing zone. element.zoneBoundingbox:UpdateFromVec2(b) return element.zoneBoundingbox end return nil end --- Get the loading zone of the element. -- @param #OPSGROUP self -- @param #string UnitName Name of unit. -- @return Core.Zone#ZONE_POLYGON Bounding box polygon zone. function OPSGROUP:GetElementZoneLoad(UnitName) local element=self:GetElementByName(UnitName) if element and element.status~=OPSGROUP.ElementStatus.DEAD then element.zoneLoad=element.zoneLoad or ZONE_POLYGON_BASE:New(element.name.." Zone Load", {}) self:_GetElementZoneLoader(element, element.zoneLoad, self.carrierLoader) return element.zoneLoad end return nil end --- Get the unloading zone of the element. -- @param #OPSGROUP self -- @param #string UnitName Name of unit. -- @return Core.Zone#ZONE_POLYGON Bounding box polygon zone. function OPSGROUP:GetElementZoneUnload(UnitName) local element=self:GetElementByName(UnitName) if element and element.status~=OPSGROUP.ElementStatus.DEAD then element.zoneUnload=element.zoneUnload or ZONE_POLYGON_BASE:New(element.name.." Zone Unload", {}) self:_GetElementZoneLoader(element, element.zoneUnload, self.carrierUnloader) return element.zoneUnload end return nil end --- Get/update the (un-)loading zone of the element. -- @param #OPSGROUP self -- @param #OPSGROUP.Element Element Element. -- @param Core.Zone#ZONE_POLYGON Zone The zone. -- @param #OPSGROUP.CarrierLoader Loader Loader parameters. -- @return Core.Zone#ZONE_POLYGON Bounding box polygon zone. function OPSGROUP:_GetElementZoneLoader(Element, Zone, Loader) if Element.status~=OPSGROUP.ElementStatus.DEAD then local l=Element.length local w=Element.width -- Orientation 3D vector where the "nose" is pointing. local X=self:GetOrientationX(Element.name) -- Heading in deg. local heading=math.deg(math.atan2(X.z, X.x)) -- Bounding box at the origin of the map facing "North". local b={} -- Create polygon rectangles. if Loader.type:lower()=="front" then table.insert(b, {x= l/2, y=-Loader.width/2}) -- left, low table.insert(b, {x= l/2+Loader.length, y=-Loader.width/2}) -- left, up table.insert(b, {x= l/2+Loader.length, y= Loader.width/2}) -- right, up table.insert(b, {x= l/2, y= Loader.width/2}) -- right, low elseif Loader.type:lower()=="back" then table.insert(b, {x=-l/2, y=-Loader.width/2}) -- left, low table.insert(b, {x=-l/2-Loader.length, y=-Loader.width/2}) -- left, up table.insert(b, {x=-l/2-Loader.length, y= Loader.width/2}) -- right, up table.insert(b, {x=-l/2, y= Loader.width/2}) -- right, low elseif Loader.type:lower()=="left" then table.insert(b, {x= Loader.length/2, y= -w/2}) -- right, up table.insert(b, {x= Loader.length/2, y= -w/2-Loader.width}) -- left, up table.insert(b, {x=-Loader.length/2, y= -w/2-Loader.width}) -- left, down table.insert(b, {x=-Loader.length/2, y= -w/2}) -- right, down elseif Loader.type:lower()=="right" then table.insert(b, {x= Loader.length/2, y= w/2}) -- right, up table.insert(b, {x= Loader.length/2, y= w/2+Loader.width}) -- left, up table.insert(b, {x=-Loader.length/2, y= w/2+Loader.width}) -- left, down table.insert(b, {x=-Loader.length/2, y= w/2}) -- right, down else -- All aspect. Rectangle around the unit but need to cut out the area of the unit itself. b[1]={x= l/2, y=-w/2} --DCS#Vec2 b[2]={x= l/2, y= w/2} --DCS#Vec2 b[3]={x=-l/2, y= w/2} --DCS#Vec2 b[4]={x=-l/2, y=-w/2} --DCS#Vec2 table.insert(b, {x=b[1].x+Loader.length, y=b[1].y-Loader.width}) table.insert(b, {x=b[2].x+Loader.length, y=b[2].y+Loader.width}) table.insert(b, {x=b[3].x-Loader.length, y=b[3].y+Loader.width}) table.insert(b, {x=b[4].x-Loader.length, y=b[4].y-Loader.width}) end -- Rotate edges to match the current heading of the unit. for i,p in pairs(b) do b[i]=UTILS.Vec2Rotate2D(p, heading) end -- Translate box to the current position of the unit. local vec2=self:GetVec2(Element.name) local d=UTILS.Vec2Norm(vec2) local h=UTILS.Vec2Hdg(vec2) for i,p in pairs(b) do b[i]=UTILS.Vec2Translate(p, d, h) end -- Update existing zone. Zone:UpdateFromVec2(b) return Zone end return nil end --- Get the first element of a group, which is alive. -- @param #OPSGROUP self -- @return #OPSGROUP.Element The element or `#nil` if no element is alive any more. function OPSGROUP:GetElementAlive() for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD then if element.unit and element.unit:IsAlive() then return element end end end return nil end --- Get number of elements alive. -- @param #OPSGROUP self -- @param #string status (Optional) Only count number, which are in a special status. -- @return #number Number of elements. function OPSGROUP:GetNelements(status) local n=0 for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element.status~=OPSGROUP.ElementStatus.DEAD then if element.unit and element.unit:IsAlive() then if status==nil or element.status==status then n=n+1 end end end end return n end --- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up. -- @param #OPSGROUP self -- @param #OPSGROUP.Element element The element. -- @return #OPSGROUP.Ammo Ammo data. function OPSGROUP:GetAmmoElement(element) return self:GetAmmoUnit(element.unit) end --- Get total amount of ammunition of the whole group. -- @param #OPSGROUP self -- @return #OPSGROUP.Ammo Ammo data. function OPSGROUP:GetAmmoTot() local units=self.group:GetUnits() local Ammo={} --#OPSGROUP.Ammo Ammo.Total=0 Ammo.Guns=0 Ammo.Rockets=0 Ammo.Bombs=0 Ammo.Torpedos=0 Ammo.Missiles=0 Ammo.MissilesAA=0 Ammo.MissilesAG=0 Ammo.MissilesAS=0 Ammo.MissilesCR=0 Ammo.MissilesSA=0 for _,_unit in pairs(units or {}) do local unit=_unit --Wrapper.Unit#UNIT if unit and unit:IsAlive()~=nil then -- Get ammo of the unit. local ammo=self:GetAmmoUnit(unit) -- Add up total. Ammo.Total=Ammo.Total+ammo.Total Ammo.Guns=Ammo.Guns+ammo.Guns Ammo.Rockets=Ammo.Rockets+ammo.Rockets Ammo.Bombs=Ammo.Bombs+ammo.Bombs Ammo.Torpedos=Ammo.Torpedos+ammo.Torpedos Ammo.Missiles=Ammo.Missiles+ammo.Missiles Ammo.MissilesAA=Ammo.MissilesAA+ammo.MissilesAA Ammo.MissilesAG=Ammo.MissilesAG+ammo.MissilesAG Ammo.MissilesAS=Ammo.MissilesAS+ammo.MissilesAS Ammo.MissilesCR=Ammo.MissilesCR+ammo.MissilesCR Ammo.MissilesSA=Ammo.MissilesSA+ammo.MissilesSA end end return Ammo end --- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up. -- @param #OPSGROUP self -- @param Wrapper.Unit#UNIT unit The unit object. -- @param #boolean display Display ammo table as message to all. Default false. -- @return #OPSGROUP.Ammo Ammo data. function OPSGROUP:GetAmmoUnit(unit, display) -- Default is display false. if display==nil then display=false end unit=unit or self.group:GetUnit(1) -- Init counter. local nammo=0 local nshells=0 local nrockets=0 local nmissiles=0 local nmissilesAA=0 local nmissilesAG=0 local nmissilesAS=0 local nmissilesSA=0 local nmissilesBM=0 local nmissilesCR=0 local ntorps=0 local nbombs=0 -- Output. local text=string.format("OPSGROUP group %s - unit %s:\n", self.groupname, unit:GetName()) -- Get ammo table. local ammotable=unit:GetAmmo() if ammotable then local weapons=#ammotable --self:I(ammotable) -- Loop over all weapons. for w=1,weapons do -- Number of current weapon. local Nammo=ammotable[w]["count"] -- Range in meters. Seems only to exist for missiles (not shells). local rmin=ammotable[w]["desc"]["rangeMin"] or 0 local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0 -- Type name of current weapon. local Tammo=ammotable[w]["desc"]["typeName"] local _weaponString = UTILS.Split(Tammo,"%.") local _weaponName = _weaponString[#_weaponString] -- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3, torpedo=4 local Category=ammotable[w].desc.category -- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6 local MissileCategory=nil if Category==Weapon.Category.MISSILE then MissileCategory=ammotable[w].desc.missileCategory end -- We are specifically looking for shells or rockets here. if Category==Weapon.Category.SHELL then -- Add up all shells. nshells=nshells+Nammo -- Debug info. text=text..string.format("- %d shells of type %s, range=%d - %d meters\n", Nammo, _weaponName, rmin, rmax) elseif Category==Weapon.Category.ROCKET then -- Add up all rockets. nrockets=nrockets+Nammo -- Debug info. text=text..string.format("- %d rockets of type %s, \n", Nammo, _weaponName, rmin, rmax) elseif Category==Weapon.Category.BOMB then -- Add up all rockets. nbombs=nbombs+Nammo -- Debug info. text=text..string.format("- %d bombs of type %s\n", Nammo, _weaponName) elseif Category==Weapon.Category.MISSILE then -- Add up all cruise missiles (category 5) if MissileCategory==Weapon.MissileCategory.AAM then nmissiles=nmissiles+Nammo nmissilesAA=nmissilesAA+Nammo elseif MissileCategory==Weapon.MissileCategory.SAM then nmissiles=nmissiles+Nammo nmissilesSA=nmissilesSA+Nammo elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then nmissiles=nmissiles+Nammo nmissilesAS=nmissilesAS+Nammo elseif MissileCategory==Weapon.MissileCategory.BM then nmissiles=nmissiles+Nammo nmissilesBM=nmissilesBM+Nammo elseif MissileCategory==Weapon.MissileCategory.CRUISE then nmissiles=nmissiles+Nammo nmissilesCR=nmissilesCR+Nammo elseif MissileCategory==Weapon.MissileCategory.OTHER then nmissiles=nmissiles+Nammo nmissilesAG=nmissilesAG+Nammo end -- Debug info. text=text..string.format("- %d %s missiles of type %s, range=%d - %d meters\n", Nammo, self:_MissileCategoryName(MissileCategory), _weaponName, rmin, rmax) elseif Category==Weapon.Category.TORPEDO then -- Add up all rockets. ntorps=ntorps+Nammo -- Debug info. text=text..string.format("- %d torpedos of type %s\n", Nammo, _weaponName) else -- Debug info. text=text..string.format("- %d unknown ammo of type %s (category=%d, missile category=%s)\n", Nammo, Tammo, Category, tostring(MissileCategory)) end end end -- Debug text and send message. if display then self:I(self.lid..text) else self:T3(self.lid..text) end -- Total amount of ammunition. nammo=nshells+nrockets+nmissiles+nbombs+ntorps local ammo={} --#OPSGROUP.Ammo ammo.Total=nammo ammo.Guns=nshells ammo.Rockets=nrockets ammo.Bombs=nbombs ammo.Torpedos=ntorps ammo.Missiles=nmissiles ammo.MissilesAA=nmissilesAA ammo.MissilesAG=nmissilesAG ammo.MissilesAS=nmissilesAS ammo.MissilesCR=nmissilesCR ammo.MissilesBM=nmissilesBM ammo.MissilesSA=nmissilesSA return ammo end --- Returns a name of a missile category. -- @param #OPSGROUP self -- @param #number categorynumber Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon -- @return #string Missile category name. function OPSGROUP:_MissileCategoryName(categorynumber) local cat="unknown" if categorynumber==Weapon.MissileCategory.AAM then cat="air-to-air" elseif categorynumber==Weapon.MissileCategory.SAM then cat="surface-to-air" elseif categorynumber==Weapon.MissileCategory.BM then cat="ballistic" elseif categorynumber==Weapon.MissileCategory.ANTI_SHIP then cat="anti-ship" elseif categorynumber==Weapon.MissileCategory.CRUISE then cat="cruise" elseif categorynumber==Weapon.MissileCategory.OTHER then cat="other" end return cat end --- Set passed final waypoint value. -- @param #OPSGROUP self -- @param #boolean final If `true`, final waypoint was passed. -- @param #string comment Some comment as to why the final waypoint was passed. function OPSGROUP:_PassedFinalWaypoint(final, comment) -- Debug info. self:T(self.lid..string.format("Passed final waypoint=%s [from %s]: comment \"%s\"", tostring(final), tostring(self.passedfinalwp), tostring(comment))) if final==true and not self.passedfinalwp then self:PassedFinalWaypoint() end -- Set value. self.passedfinalwp=final end --- Get coordinate from an object. -- @param #OPSGROUP self -- @param Wrapper.Object#OBJECT Object The object. -- @return Core.Point#COORDINATE The coordinate of the object. function OPSGROUP:_CoordinateFromObject(Object) if Object then if Object:IsInstanceOf("COORDINATE") then return Object else if Object:IsInstanceOf("POSITIONABLE") or Object:IsInstanceOf("ZONE_BASE") then self:T(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE or ZONE. Trying to get coordinate") local coord=Object:GetCoordinate() return coord else self:T(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE or ZONE!") end end else self:T(self.lid.."ERROR: Object passed is nil!") end return nil end --- Check if a unit is an element of the flightgroup. -- @param #OPSGROUP self -- @param #string unitname Name of unit. -- @return #boolean If true, unit is element of the flight group or false if otherwise. function OPSGROUP:_IsElement(unitname) for _,_element in pairs(self.elements) do local element=_element --Ops.OpsGroup#OPSGROUP.Element if element.name==unitname then return true end end return false end --- Count elements of the group. -- @param #OPSGROUP self -- @param #table States (Optional) Only count elements in specific states. Can also be a single state passed as #string. -- @return #number Number of elements. function OPSGROUP:CountElements(States) if States then if type(States)=="string" then States={States} end else States=OPSGROUP.ElementStatus end local IncludeDeads=true local N=0 for _,_element in pairs(self.elements) do local element=_element --#OPSGROUP.Element if element and (IncludeDeads or element.status~=OPSGROUP.ElementStatus.DEAD) then for _,state in pairs(States) do if element.status==state then N=N+1 break end end end end return N end --- Add a unit/element to the OPS group. -- @param #OPSGROUP self -- @param #string unitname Name of unit. -- @return #OPSGROUP.Element The element or nil. function OPSGROUP:_AddElementByName(unitname) local unit=UNIT:FindByName(unitname) if unit then -- Get unit template. local unittemplate=unit:GetTemplate() --local unittemplate=_DATABASE:GetUnitTemplateFromUnitName(unitname) -- Element table. local element=self:GetElementByName(unitname) -- Add element to table. if element then -- We already know this element. else -- Add a new element. element={} element.status=OPSGROUP.ElementStatus.INUTERO table.insert(self.elements, element) end -- Name and status. element.name=unitname -- Unit and group. element.unit=unit element.DCSunit=Unit.getByName(unitname) element.gid=element.DCSunit:getNumber() element.uid=element.DCSunit:getID() --element.group=unit:GetGroup() element.controller=element.DCSunit:getController() element.Nhit=0 element.opsgroup=self -- Skill etc. element.skill=unittemplate.skill or "Unknown" if element.skill=="Client" or element.skill=="Player" then element.ai=false element.client=CLIENT:FindByName(unitname) else element.ai=true end -- Descriptors and type/category. element.descriptors=unit:GetDesc() element.category=unit:GetUnitCategory() element.categoryname=unit:GetCategoryName() element.typename=unit:GetTypeName() -- Describtors. --self:I({desc=element.descriptors}) -- Ammo. element.ammo0=self:GetAmmoUnit(unit, false) -- Life points. element.life=unit:GetLife() element.life0=math.max(unit:GetLife0(), element.life) -- Some units report a life0 that is smaller than its initial life points. -- Size and dimensions. element.size, element.length, element.height, element.width=unit:GetObjectSize() -- Weight and cargo. element.weightEmpty=element.descriptors.massEmpty or 666 if self.isArmygroup then element.weightMaxTotal=element.weightEmpty+10*95 --If max mass is not given, we assume 10 soldiers. elseif self.isNavygroup then element.weightMaxTotal=element.weightEmpty+10*1000 else -- Looks like only aircraft have a massMax value in the descriptors. element.weightMaxTotal=element.descriptors.massMax or element.weightEmpty+8*95 --If max mass is not given, we assume 8 soldiers. end -- Max cargo weight: unit:SetCargoBayWeightLimit() element.weightMaxCargo=unit.__.CargoBayWeightLimit -- Cargo bay (empty). if element.cargoBay then -- After a respawn, the cargo bay might not be empty! element.weightCargo=self:GetWeightCargo(element.name, false) else element.cargoBay={} element.weightCargo=0 end element.weight=element.weightEmpty+element.weightCargo -- FLIGHTGROUP specific. if self.isFlightgroup then element.callsign=element.unit:GetCallsign() element.modex=unittemplate.onboard_num element.payload=unittemplate.payload element.pylons=unittemplate.payload and unittemplate.payload.pylons or nil element.fuelmass0=unittemplate.payload and unittemplate.payload.fuel or 0 element.fuelmass=element.fuelmass0 element.fuelrel=element.unit:GetFuel() else element.callsign="Peter-1-1" element.modex="000" element.payload={} element.pylons={} element.fuelmass0=99999 element.fuelmass =99999 element.fuelrel=1 end -- Debug text. local text=string.format("Adding element %s: status=%s, skill=%s, life=%.1f/%.1f category=%s (%d), type=%s, size=%.1f (L=%.1f H=%.1f W=%.1f), weight=%.1f/%.1f (cargo=%.1f/%.1f)", element.name, element.status, element.skill, element.life, element.life0, element.categoryname, element.category, element.typename, element.size, element.length, element.height, element.width, element.weight, element.weightMaxTotal, element.weightCargo, element.weightMaxCargo) self:T(self.lid..text) -- Trigger spawned event if alive. if unit:IsAlive() and element.status~=OPSGROUP.ElementStatus.SPAWNED then -- This needs to be slightly delayed (or moved elsewhere) or the first element will always trigger the group spawned event as it is not known that more elements are in the group. self:__ElementSpawned(0.05, element) end return element end return nil end --- Set the template of the group. -- @param #OPSGROUP self -- @param #table Template Template to set. Default is from the GROUP. -- @return #OPSGROUP self function OPSGROUP:_SetTemplate(Template) -- Set the template. self.template=Template or UTILS.DeepCopy(_DATABASE:GetGroupTemplate(self.groupname)) --self.group:GetTemplate() -- Debug info. self:T3(self.lid.."Setting group template") return self end --- Get the template of the group. -- @param #OPSGROUP self -- @param #boolean Copy Get a deep copy of the template. -- @return #table Template table. function OPSGROUP:_GetTemplate(Copy) if self.template then if Copy then local template=UTILS.DeepCopy(self.template) return template else return self.template end else self:T(self.lid..string.format("ERROR: No template was set yet!")) end return nil end --- Clear waypoints. -- @param #OPSGROUP self -- @param #number IndexMin Clear waypoints up to this min WP index. Default 1. -- @param #number IndexMax Clear waypoints up to this max WP index. Default `#self.waypoints`. function OPSGROUP:ClearWaypoints(IndexMin, IndexMax) IndexMin=IndexMin or 1 IndexMax=IndexMax or #self.waypoints -- Clear all waypoints. for i=IndexMax,IndexMin,-1 do table.remove(self.waypoints, i) end --self.waypoints={} end --- Get target group. -- @param #OPSGROUP self -- @return Wrapper.Group#GROUP Detected target group. -- @return #number Distance to target. function OPSGROUP:_GetDetectedTarget() -- Target. local targetgroup=nil --Wrapper.Group#GROUP local targetdist=math.huge -- Loop over detected groups. for _,_group in pairs(self.detectedgroups:GetSet()) do local group=_group --Wrapper.Group#GROUP if group and group:IsAlive() then -- Get 3D vector of target. local targetVec3=group:GetVec3() -- Distance to target. local distance=UTILS.VecDist3D(self.position, targetVec3) if distance<=self.engagedetectedRmax and distance