--- **Ops** - Enhanced Naval Group. -- -- **Main Features:** -- -- * Dynamically add and remove waypoints. -- * Let the group steam into the wind. -- * Command a full stop. -- * Let a submarine dive and surface. -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.NavyGroup -- @image OPS_NavyGroup.png --- NAVYGROUP class. -- @type NAVYGROUP -- @field #boolean turning If true, group is currently turning. -- @field #NAVYGROUP.IntoWind intowind Into wind info. -- @field #table Qintowind Queue of "into wind" turns. -- @field #number depth Ordered depth in meters. -- @field #boolean collisionwarning If true, collition warning. -- @field #boolean pathfindingOn If true, enable pathfining. -- @field #boolean ispathfinding If true, group is currently path finding. -- @extends Ops.OpsGroup#OPSGROUP --- *Something must be left to chance; nothing is sure in a sea fight above all.* -- Horatio Nelson -- -- === -- -- ![Banner Image](..\Presentations\NAVYGROUP\NavyGroup_Main.jpg) -- -- # The NAVYGROUP Concept -- -- This class enhances naval groups. -- -- @field #NAVYGROUP NAVYGROUP = { ClassName = "NAVYGROUP", turning = false, intowind = nil, intowindcounter = 0, Qintowind = {}, } --- Navy group element. -- @type NAVYGROUP.Element -- @field #string name Name of the element, i.e. the unit. -- @field #string typename Type name. --- Navy group element. -- @type NAVYGROUP.IntoWind -- @field #number Tstart Time to start. -- @field #number Tstop Time to stop. -- @field #boolean Uturn U-turn. -- @field #number Speed Speed in knots. -- @field #number Offset Offset angle in degrees. -- @field #number Id Unique ID of the turn. -- @field Ops.OpsGroup#OPSGROUP.Waypoint waypoint Turn into wind waypoint. -- @field Core.Point#COORDINATE Coordinate Coordinate where we left the route. -- @field #number Heading Heading the boat will take in degrees. -- @field #boolean Open Currently active. -- @field #boolean Over This turn is over. --- NavyGroup version. -- @field #string version NAVYGROUP.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Collision warning. -- DONE: Detour, add temporary waypoint and resume route. -- DONE: Stop and resume route. -- DONE: Add waypoints. -- DONE: Add tasks. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new NAVYGROUP class object. -- @param #NAVYGROUP self -- @param #string GroupName Name of the group. -- @return #NAVYGROUP self function NAVYGROUP:New(GroupName) -- Inherit everything from FSM class. local self=BASE:Inherit(self, OPSGROUP:New(GroupName)) -- #NAVYGROUP -- Set some string id for output to DCS.log file. self.lid=string.format("NAVYGROUP %s | ", self.groupname) -- Defaults self:SetDetection() self:SetPatrolAdInfinitum(true) self:SetPathfinding(false) -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "FullStop", "Holding") -- Hold position. self:AddTransition("*", "Cruise", "Cruising") -- Hold position. self:AddTransition("*", "TurnIntoWind", "IntoWind") -- Command the group to turn into the wind. self:AddTransition("*", "TurnIntoWindOver", "Cruising") -- Turn into wind is over. self:AddTransition("*", "TurningStarted", "*") -- Group started turning. self:AddTransition("*", "TurningStopped", "*") -- Group stopped turning. self:AddTransition("*", "Detour", "OnDetour") -- Make a detour to a coordinate and resume route afterwards. self:AddTransition("OnDetour", "DetourReached", "Cruising") -- Group reached the detour coordinate. self:AddTransition("*", "CollisionWarning", "*") -- Collision warning. self:AddTransition("*", "ClearAhead", "*") -- Clear ahead. self:AddTransition("*", "Dive", "Diving") -- Command a submarine to dive. self:AddTransition("Diving", "Surface", "Cruising") -- Command a submarine to go to the surface. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Stop". Stops the NAVYGROUP and all its event handlers. -- @param #NAVYGROUP self --- Triggers the FSM event "Stop" after a delay. Stops the NAVYGROUP and all its event handlers. -- @function [parent=#NAVYGROUP] __Stop -- @param #NAVYGROUP self -- @param #number delay Delay in seconds. -- TODO: Add pseudo functions. -- Init waypoints. self:InitWaypoints() -- Initialize the group. self:_InitGroup() -- Debug trace. if false then self.Debug=true BASE:TraceOnOff(true) BASE:TraceClass(self.ClassName) BASE:TraceLevel(1) end -- Handle events: self:HandleEvent(EVENTS.Birth, self.OnEventBirth) self:HandleEvent(EVENTS.Dead, self.OnEventDead) self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit) -- Start the status monitoring. self:__CheckZone(-1) self:__Status(-2) self:__QueueUpdate(-3) return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Group patrols ad inifintum. If the last waypoint is reached, it will go to waypoint one and repeat its route. -- @param #NAVYGROUP self -- @param #boolean switch If true or nil, patrol until the end of time. If false, go along the waypoints once and stop. -- @return #NAVYGROUP self function NAVYGROUP:SetPatrolAdInfinitum(switch) if switch==false then self.adinfinitum=false else self.adinfinitum=true end return self end --- Enable/disable pathfinding. -- @param #NAVYGROUP self -- @param #boolean Switch If true, enable pathfinding. -- @return #NAVYGROUP self function NAVYGROUP:SetPathfinding(Switch) self.pathfindingOn=Switch end --- Add a *scheduled* task. -- @param #NAVYGROUP self -- @param Core.Point#COORDINATE Coordinate Coordinate of the target. -- @param #string Clock Time when to start the attack. -- @param #number Radius Radius in meters. Default 100 m. -- @param #number Nshots Number of shots to fire. Default 3. -- @param #number WeaponType Type of weapon. Default auto. -- @param #number Prio Priority of the task. -- @return Ops.OpsGroup#OPSGROUP.Task The task data. function NAVYGROUP:AddTaskFireAtPoint(Coordinate, Radius, Nshots, WeaponType, Clock, Prio) local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType) local task=self:AddTask(DCStask, Clock, nil, Prio) return task end --- Add a *waypoint* task. -- @param #NAVYGROUP self -- @param Core.Point#COORDINATE Coordinate Coordinate of the target. -- @param Ops.OpsGroup#OPSGROUP.Waypoint Waypoint Where the task is executed. Default is next waypoint. -- @param #number Radius Radius in meters. Default 100 m. -- @param #number Nshots Number of shots to fire. Default 3. -- @param #number WeaponType Type of weapon. Default auto. -- @param #number Prio Priority of the task. -- @return Ops.OpsGroup#OPSGROUP.Task The task table. function NAVYGROUP:AddTaskWaypointFireAtPoint(Coordinate, Waypoint, Radius, Nshots, WeaponType, Prio) Waypoint=Waypoint or self:GetWaypointNext() local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType) local task=self:AddTaskWaypoint(DCStask, Waypoint, nil, Prio) return task end --- Add a *scheduled* task. -- @param #NAVYGROUP self -- @param Wrapper.Group#GROUP TargetGroup Target group. -- @param #number WeaponExpend How much weapons does are used. -- @param #number WeaponType Type of weapon. Default auto. -- @param #string Clock Time when to start the attack. -- @param #number Prio Priority of the task. -- @return Ops.OpsGroup#OPSGROUP.Task The task data. function NAVYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio) local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack) local task=self:AddTask(DCStask, Clock, nil, Prio) return task end --- Add aircraft recovery time window and recovery case. -- @param #NAVYGROUP self -- @param #string starttime Start time, e.g. "8:00" for eight o'clock. Default now. -- @param #string stoptime Stop time, e.g. "9:00" for nine o'clock. Default 90 minutes after start time. -- @param #number speed Speed in knots during turn into wind leg. -- @param #boolean uturn If true (or nil), carrier wil perform a U-turn and go back to where it came from before resuming its route to the next waypoint. If false, it will go directly to the next waypoint. -- @param #number offset Offset angle in degrees, e.g. to account for an angled runway. Default 0 deg. -- @return #NAVYGROUP.IntoWind Recovery window. function NAVYGROUP:CreateTurnIntoWind(starttime, stoptime, speed, uturn, offset) -- Absolute mission time in seconds. local Tnow=timer.getAbsTime() -- Convert number to Clock. if starttime and type(starttime)=="number" then starttime=UTILS.SecondsToClock(Tnow+starttime) end -- Input or now. starttime=starttime or UTILS.SecondsToClock(Tnow) -- Set start time. local Tstart=UTILS.ClockToSeconds(starttime) -- Set stop time. local Tstop=Tstart+90*60 if stoptime==nil then Tstop=Tstart+90*60 elseif type(stoptime)=="number" then Tstop=Tstart+stoptime else Tstop=UTILS.ClockToSeconds(stoptime) end -- Consistancy check for timing. if Tstart>Tstop then self:E(string.format("ERROR:Into wind stop time %s lies before start time %s. Input rejected!", UTILS.SecondsToClock(Tstart), UTILS.SecondsToClock(Tstop))) return self end if Tstop<=Tnow then self:I(string.format("WARNING: Into wind stop time %s already over. Tnow=%s! Input rejected.", UTILS.SecondsToClock(Tstop), UTILS.SecondsToClock(Tnow))) return self end -- Increase counter. self.intowindcounter=self.intowindcounter+1 -- Recovery window. local recovery={} --#NAVYGROUP.IntoWind recovery.Tstart=Tstart recovery.Tstop=Tstop recovery.Open=false recovery.Over=false recovery.Speed=speed or 20 recovery.Uturn=uturn and uturn or false recovery.Offset=offset or 0 recovery.Id=self.intowindcounter return recovery end --- Add aircraft recovery time window and recovery case. -- @param #NAVYGROUP self -- @param #string starttime Start time, e.g. "8:00" for eight o'clock. Default now. -- @param #string stoptime Stop time, e.g. "9:00" for nine o'clock. Default 90 minutes after start time. -- @param #number speed Speed in knots during turn into wind leg. -- @param #boolean uturn If true (or nil), carrier wil perform a U-turn and go back to where it came from before resuming its route to the next waypoint. If false, it will go directly to the next waypoint. -- @param #number offset Offset angle in degrees, e.g. to account for an angled runway. Default 0 deg. -- @return #NAVYGROUP.IntoWind Recovery window. function NAVYGROUP:AddTurnIntoWind(starttime, stoptime, speed, uturn, offset) local recovery=self:CreateTurnIntoWind(starttime, stoptime, speed, uturn, offset) --TODO: check if window is overlapping with an other and if extend the window. -- Add to table table.insert(self.Qintowind, recovery) return recovery end --- Check if the group is currently holding its positon. -- @param #NAVYGROUP self -- @return #boolean If true, group was ordered to hold. function NAVYGROUP:IsHolding() return self:Is("Holding") end --- Check if the group is currently cruising. -- @param #NAVYGROUP self -- @return #boolean If true, group cruising. function NAVYGROUP:IsCruising() return self:Is("Cruising") end --- Check if the group is currently on a detour. -- @param #NAVYGROUP self -- @return #boolean If true, group is on a detour function NAVYGROUP:IsOnDetour() return self:Is("OnDetour") end --- Check if the group is currently diving. -- @param #NAVYGROUP self -- @return #boolean If true, group is currently diving. function NAVYGROUP:IsDiving() return self:Is("Diving") end --- Check if the group is currently turning. -- @param #NAVYGROUP self -- @return #boolean If true, group is currently turning. function NAVYGROUP:IsTurning() return self.turning end --- Check if the group is currently steaming into the wind. -- @param #NAVYGROUP self -- @return #boolean If true, group is currently steaming into the wind. function NAVYGROUP:IsSteamingIntoWind() if self.intowind then return true else return false end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- Update status. -- @param #NAVYGROUP self function NAVYGROUP:onbeforeStatus(From, Event, To) if self:IsDead() then self:I(self.lid..string.format("Onbefore Status DEAD ==> false")) return false elseif self:IsStopped() then self:I(self.lid..string.format("Onbefore Status STOPPED ==> false")) return false end return true end --- Update status. -- @param #NAVYGROUP self function NAVYGROUP:onafterStatus(From, Event, To) -- FSM state. local fsmstate=self:GetState() if self:IsAlive() then --- -- Detection --- -- Check if group has detected any units. if self.detectionOn then self:_CheckDetectedUnits() end -- Current heading and position of the carrier. local hdg=self:GetHeading() local pos=self:GetCoordinate() local speed=self.group:GetVelocityKNOTS() -- Check if group started or stopped turning. self:_CheckTurning() local freepath=UTILS.NMToMeters(10) -- Only check if not currently turning. if not self:IsTurning() then -- Check free path ahead. freepath=self:_CheckFreePath(freepath, 100) if freepath<5000 then if not self.collisionwarning then -- Issue a collision warning event. self:CollisionWarning(freepath) end if self.pathfindingOn and not self.ispathfinding then self.ispathfinding=self:_FindPathToNextWaypoint() end end -- Check water is ahead. --collision=self:_CheckCollisionCoord(pos:Translate(freepath+100, hdg)) end -- Check into wind queue. self:_CheckTurnsIntoWind() -- Check if group got stuck. self:_CheckStuck() -- Get number of tasks and missions. local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks() local nMissions=self:CountRemainingMissison() local intowind=self:IsSteamingIntoWind() and UTILS.SecondsToClock(self.intowind.Tstop-timer.getAbsTime(), true) or "N/A" local turning=tostring(self:IsTurning()) local alt=pos.y local speedExpected=UTILS.MpsToKnots(self.speed or 0) local wpidxCurr=self.currentwp local wpuidCurr=0 local wpidxNext=self:GetWaypointIndexNext() local wpuidNext=0 local wpDist=UTILS.MetersToNM(self:GetDistanceToWaypoint()) local wpETA=UTILS.SecondsToClock(self:GetTimeToWaypoint(), true) local roe=self:GetROE() or 0 local als=self:GetAlarmstate() or 0 -- Info text. local text=string.format("%s [ROE=%d,AS=%d, T/M=%d/%d]: Wp=%d[%d]-->%d[%d] (of %d) Dist=%.1f NM ETA=%s - Speed=%.1f (%.1f) kts, Depth=%.1f m, Hdg=%03d, Turn=%s Collision=%d IntoWind=%s", fsmstate, roe, als, nTaskTot, nMissions, wpidxCurr, wpuidCurr, wpidxNext, wpuidNext, #self.waypoints, wpDist, wpETA, speed, speedExpected, alt, hdg, turning, freepath, intowind) self:I(self.lid..text) else -- Info text. local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive())) self:I(self.lid..text) end --- -- Tasks & Missions --- self:_PrintTaskAndMissionStatus() -- Next status update in 30 seconds. self:__Status(-30) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "ElementSpawned" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #NAVYGROUP.Element Element The group element. function NAVYGROUP:onafterElementSpawned(From, Event, To, Element) self:I(self.lid..string.format("Element spawned %s", Element.name)) -- Set element status. self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED) end --- On after "ElementDead" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #NAVYGROUP.Element Element The group element. function NAVYGROUP:onafterElementDead(From, Event, To, Element) self:T(self.lid..string.format("Element dead %s.", Element.name)) -- Set element status. self:_UpdateStatus(Element, OPSGROUP.ElementStatus.DEAD) end --- On after "Spawned" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterSpawned(From, Event, To) self:I(self.lid..string.format("Group spawned!")) if self.ai then -- Set default ROE. if self.option.ROE then self:SwitchROE(self.option.ROE) else self:SwitchROE(ENUMS.ROE.ReturnFire) end -- Set default Alarm State. if self.option.Alarm then self:SwitchAlarmstate(self.option.Alarm) else self:SwitchAlarmstate(0) end -- Turn TACAN beacon on. if self.tacan.On then self:_SwitchTACAN(self.tacan) end -- Turn ICLS on. if self.icls.On then self:_SwitchICLS(self.icls) end -- Turn on the radio. if self.radio.On then self:SwitchRadio(self.radio.Freq, self.radio.Modu) else self.radio.On=true -- Radio is always on for ships. If not set, it is default. end end -- Get orientation. self.Corientlast=self.group:GetUnit(1):GetOrientationX() -- Update route. self:Cruise() end --- On after "UpdateRoute" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number n Waypoint number. Default is next waypoint. -- @param #number Speed Speed in knots to the next waypoint. -- @param #number Depth Depth in meters to the next waypoint. function NAVYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth) -- Update route from this waypoint number onwards. n=n or self:GetWaypointIndexNext() -- Debug info. self:T(self.lid..string.format("FF Update route n=%d", n)) -- Update waypoint tasks, i.e. inject WP tasks into waypoint table. self:_UpdateWaypointTasks(n) -- Waypoints. local waypoints={} -- Add remaining waypoints to route. local depth=nil for i=n, #self.waypoints do -- Waypoint. local wp=self.waypoints[i] --Ops.OpsGroup#OPSGROUP.Waypoint -- Check if next wp. if i==n then -- Speed. if Speed then -- Take speed specified. wp.speed=UTILS.KnotsToMps(Speed) else -- Take default waypoint speed. end if Depth then wp.alt=-Depth elseif self.depth then wp.alt=-self.depth else -- Take default waypoint alt. end -- Current set speed in m/s. self.speed=wp.speed -- Current set depth. depth=wp.alt else -- Dive depth is applied to all other waypoints. if self.depth then wp.alt=-self.depth else -- Take default waypoint depth. end end -- Add waypoint. table.insert(waypoints, wp) end -- Current waypoint. local current=self:GetCoordinate():WaypointNaval(UTILS.MpsToKmph(self.speed), depth) table.insert(waypoints, 1, current) if #waypoints>1 then self:I(self.lid..string.format("Updateing route: WP %d-->%d-->%d (#%d), Speed=%.1f knots, Depth=%d m", self.currentwp, n, #self.waypoints, #waypoints-1, UTILS.MpsToKnots(self.speed), depth)) -- Route group to all defined waypoints remaining. self:Route(waypoints) else --- -- No waypoints left ==> Full Stop --- self:E(self.lid..string.format("WARNING: No waypoints left ==> Full Stop!")) self:FullStop() end end --- On after "Detour" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Point#COORDINATE Coordinate Coordinate where to go. -- @param #number Speed Speed in knots. Default cruise speed. -- @param #number Depth Depth in meters. Default 0 meters. -- @param #number ResumeRoute If true, resume route after detour point was reached. If false, the group will stop at the detour point and wait for futher commands. function NAVYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Depth, ResumeRoute) -- Depth for submarines. Depth=Depth or 0 -- Speed in knots. Speed=Speed or self:GetSpeedCruise() -- ID of current waypoint. local uid=self:GetWaypointCurrent().uid -- Add waypoint after current. local wp=self:AddWaypoint(Coordinate, Speed, uid, Depth, true) -- Set if we want to resume route after reaching the detour waypoint. if ResumeRoute then wp.detour=1 else wp.detour=0 end end --- On after "DetourReached" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterDetourReached(From, Event, To) self:I(self.lid.."Group reached detour coordinate.") end --- On after "TurnIntoWind" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #NAVYGROUP.IntoWind Into wind parameters. function NAVYGROUP:onafterTurnIntoWind(From, Event, To, IntoWind) IntoWind.Heading=self:GetHeadingIntoWind(IntoWind.Offset) IntoWind.Open=true IntoWind.Coordinate=self:GetCoordinate() self.intowind=IntoWind -- Wind speed in m/s. local _,vwind=self:GetWind() -- Convert to knots. vwind=UTILS.MpsToKnots(vwind) -- Speed of carrier relative to wind but at least 2 knots. local speed=math.max(IntoWind.Speed-vwind, 2) -- Debug info. self:I(self.lid..string.format("Steaming into wind: Heading=%03d Speed=%.1f Vwind=%.1f Vtot=%.1f knots, Tstart=%d Tstop=%d", IntoWind.Heading, speed, vwind, speed+vwind, IntoWind.Tstart, IntoWind.Tstop)) local distance=UTILS.NMToMeters(1000) local coord=self:GetCoordinate() local Coord=coord:Translate(distance, IntoWind.Heading) -- ID of current waypoint. local uid=self:GetWaypointCurrent().uid local wptiw=self:AddWaypoint(Coord, speed, uid) wptiw.intowind=true IntoWind.waypoint=wptiw if IntoWind.Uturn and self.Debug then IntoWind.Coordinate:MarkToAll("Return coord") end end --- On after "TurnIntoWindOver" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Duration Duration in seconds. -- @param #number Speed Speed in knots. -- @param #boolean Uturn Return to the place we came from. function NAVYGROUP:onafterTurnIntoWindOver(From, Event, To) env.info("FF Turn Into Wind Over!") self.intowind.Over=true self.intowind.Open=false -- Remove additional waypoint. self:RemoveWaypointByID(self.intowind.waypoint.uid) if self.intowind.Uturn then env.info("FF Turn Into Wind Over Uturn!") self:Detour(self.intowind.Coordinate, self:GetSpeedCruise(), 0, true) else env.info("FF Turn Into Wind Over Next WP!") local indx=self:GetWaypointIndexNext() local speed=self:GetWaypointSpeed(indx) self:__UpdateRoute(-1, indx, speed) end self.intowind=nil end --- On after "FullStop" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterFullStop(From, Event, To) -- Get current position. local pos=self:GetCoordinate() -- Create a new waypoint. local wp=pos:WaypointNaval(0) -- Create new route consisting of only this position ==> Stop! self:Route({wp}) end --- On after "Cruise" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Speed Speed in knots until next waypoint is reached. Default is speed set for waypoint. function NAVYGROUP:onafterCruise(From, Event, To, Speed) -- No set depth. self.depth=nil self:__UpdateRoute(-1, nil, Speed) end --- On after "Dive" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Depth Dive depth in meters. Default 50 meters. -- @param #number Speed Speed in knots until next waypoint is reached. function NAVYGROUP:onafterDive(From, Event, To, Depth, Speed) Depth=Depth or 50 self:I(self.lid..string.format("Diving to %d meters", Depth)) self.depth=Depth self:__UpdateRoute(-1, nil, Speed) end --- On after "Surface" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Speed Speed in knots until next waypoint is reached. function NAVYGROUP:onafterSurface(From, Event, To, Speed) self.depth=0 self:__UpdateRoute(-1, nil, Speed) end --- On after "TurningStarted" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterTurningStarted(From, Event, To) self.turning=true end --- On after "TurningStarted" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterTurningStopped(From, Event, To) self.turning=false self.collisionwarning=false end --- On after "CollisionWarning" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Distance Distance in meters where obstacle was detected. function NAVYGROUP:onafterCollisionWarning(From, Event, To, Distance) self:I(self.lid..string.format("Iceberg ahead in %d meters!", Distance or -1)) self.collisionwarning=true end --- On after "Dead" event. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterDead(From, Event, To) self:I(self.lid..string.format("Group dead!")) -- Delete waypoints so they are re-initialized at the next spawn. self.waypoints=nil self.groupinitialized=false -- Cancel all mission. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG self:MissionCancel(mission) mission:GroupDead(self) end -- Stop self:Stop() end --- On after Start event. Starts the NAVYGROUP FSM and event handlers. -- @param #NAVYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function NAVYGROUP:onafterStop(From, Event, To) -- Check if group is still alive. if self:IsAlive() then -- Destroy group. No event is generated. self.group:Destroy(false) end -- Handle events: self:UnHandleEvent(EVENTS.Birth) self:UnHandleEvent(EVENTS.Dead) self:UnHandleEvent(EVENTS.RemoveUnit) self.CallScheduler:Clear() self:I(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from database.") end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Events DCS ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Event function handling the birth of a unit. -- @param #NAVYGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function NAVYGROUP: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 if self.respawning then local function reset() self.respawning=nil end -- Reset switch in 1 sec. This should allow all birth events of n>1 groups to have passed. -- TODO: Can I do this more rigorously? self:ScheduleOnce(1, reset) else -- Get element. local element=self:GetElementByName(unitname) -- Set element to spawned state. self:T3(self.lid..string.format("EVENT: Element %s born ==> spawned", element.name)) self:ElementSpawned(element) end end end --- Flightgroup event function handling the crash of a unit. -- @param #NAVYGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function NAVYGROUP: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:T(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 then self:I(self.lid..string.format("EVENT: Element %s dead ==> dead", element.name)) self:ElementDead(element) end end end --- Flightgroup event function handling the crash of a unit. -- @param #NAVYGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function NAVYGROUP: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 local unit=EventData.IniUnit local group=EventData.IniGroup local unitname=EventData.IniUnitName -- Get element. local element=self:GetElementByName(unitname) if element then self:I(self.lid..string.format("EVENT: Element %s removed ==> dead", element.name)) self:ElementDead(element) end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Routing ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add an a waypoint to the route. -- @param #NAVYGROUP self -- @param Core.Point#COORDINATE Coordinate The coordinate of the waypoint. Use COORDINATE:SetAltitude(altitude) to define the altitude. -- @param #number Speed Speed in knots. Default is default cruise speed or 70% of max speed. -- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint. -- @param #number Depth Depth at waypoint in meters. Only for submarines. -- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call. -- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table. function NAVYGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Depth, Updateroute) -- Check if a coordinate was given or at least a positionable. if not Coordinate:IsInstanceOf("COORDINATE") then if Coordinate:IsInstanceOf("POSITIONABLE") or Coordinate:IsInstanceOf("ZONE_BASE") then self:I(self.lid.."WARNING: Coordinate is not a COORDINATE but a POSITIONABLE. Trying to get coordinate") Coordinate=Coordinate:GetCoordinate() else self:E(self.lid.."ERROR: Coordinate is neither a COORDINATE nor any POSITIONABLE!") return nil end end -- Set waypoint index. local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID) -- Check if final waypoint is still passed. if wpnumber>self.currentwp then self.passedfinalwp=false end -- Speed in knots. Speed=Speed or self:GetSpeedCruise() -- Create a Naval waypoint. local wp=Coordinate:WaypointNaval(UTILS.KnotsToKmph(Speed), Depth) -- Create waypoint data table. local waypoint=self:_CreateWaypoint(wp) -- Add waypoint to table. self:_AddWaypoint(waypoint, wpnumber) -- Debug info. self:I(self.lid..string.format("Adding NAVAL waypoint index=%d uid=%d, speed=%.1f knots. Last waypoint passed was #%d. Total waypoints #%d", wpnumber, waypoint.uid, Speed, self.currentwp, #self.waypoints)) -- Update route. if Updateroute==nil or Updateroute==true then self:_CheckGroupDone(1) end return waypoint end --- Initialize group parameters. Also initializes waypoints if self.waypoints is nil. -- @param #NAVYGROUP self -- @return #NAVYGROUP self function NAVYGROUP:_InitGroup() -- First check if group was already initialized. if self.groupinitialized then self:E(self.lid.."WARNING: Group was already initialized!") return end -- Get template of group. self.template=self.group:GetTemplate() -- Define category. self.isAircraft=false self.isNaval=true self.isGround=false -- Helo group. --self.isSubmarine=self.group:IsSubmarine() -- Ships are always AI. self.ai=true -- Is (template) group late activated. self.isLateActivated=self.template.lateActivation -- Naval groups cannot be uncontrolled. self.isUncontrolled=false -- Max speed in km/h. self.speedmax=self.group:GetSpeedMax() -- Cruise speed: 70% of max speed. self.speedCruise=self.speedmax*0.7 -- Group ammo. self.ammo=self:GetAmmoTot() self.traveldist=0 self.traveltime=timer.getAbsTime() self.position=self:GetCoordinate() -- Radio parameters from template. self.radio.On=false -- Radio is always on for ships but we set it to false to check if it has been changed before spawn. self.radio.Freq=tonumber(self.template.units[1].frequency)/1000000 self.radio.Modu=tonumber(self.template.units[1].modulation) -- Set default formation. No really applicable for ships. self.optionDefault.Formation="Off Road" self.option.Formation=self.optionDefault.Formation -- Get all units of the group. local units=self.group:GetUnits() for _,_unit in pairs(units) do local unit=_unit --Wrapper.Unit#UNIT local element={} --#NAVYGROUP.Element element.name=unit:GetName() element.typename=unit:GetTypeName() element.status=OPSGROUP.ElementStatus.INUTERO element.unit=unit table.insert(self.elements, element) self:GetAmmoUnit(unit, false) if unit:IsAlive() then self:ElementSpawned(element) end end -- Get first unit. This is used to extract other parameters. local unit=self.group:GetUnit(1) if unit then self.descriptors=unit:GetDesc() self.actype=unit:GetTypeName() -- Debug info. local text=string.format("Initialized Navy Group %s:\n", self.groupname) text=text..string.format("AC type = %s\n", self.actype) text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedmax)) text=text..string.format("Speed cruise = %.1f Knots\n", UTILS.KmphToKnots(self.speedCruise)) text=text..string.format("Elements = %d\n", #self.elements) text=text..string.format("Waypoints = %d\n", #self.waypoints) text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On)) text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d/T=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles, self.ammo.Torpedos) text=text..string.format("FSM state = %s\n", self:GetState()) text=text..string.format("Is alive = %s\n", tostring(self.group:IsAlive())) text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated())) self:I(self.lid..text) -- Init done. self.groupinitialized=true end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Option Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check for possible collisions between two coordinates. -- @param #NAVYGROUP self -- @param #number DistanceMax Max distance in meters ahead to check. Default 5000. -- @param #number dx -- @return #number Free distance in meters. function NAVYGROUP:_CheckFreePath(DistanceMax, dx) local distance=DistanceMax or 5000 local dx=dx or 100 -- If the group is turning, we cannot really tell anything about a possible collision. if self:IsTurning() then return distance end -- Offset above sea level. local offsetY=0.1 -- Current bug on Caucasus. LoS returns false. if UTILS.GetDCSMap()==DCSMAP.Caucasus then offsetY=5.01 end -- Current coordinate. local coordinate=self:GetCoordinate():SetAltitude(offsetY, true) -- Current heading. local heading=self:GetHeading() -- Check from 500 meters in front. --coordinate=coordinate:Translate(500, heading, true) local function LoS(dist) local checkcoord=coordinate:Translate(dist, heading, true) return coordinate:IsLOS(checkcoord, offsetY) end -- First check if everything is clear. if LoS(DistanceMax) then return DistanceMax end local function check() local xmin=0 local xmax=DistanceMax local Nmax=100 local eps=100 local N=1 while N<=Nmax do local d=xmax-xmin local x=xmin+d/2 local los=LoS(x) -- Debug message. self:T(self.lid..string.format("N=%d: xmin=%.1f xmax=%.1f x=%.1f d=%.3f los=%s", N, xmin, xmax, x, d, tostring(los))) if los and d<=eps then return x end if los then xmin=x else xmax=x end N=N+1 end return 0 end return check() end --- Check for possible collisions between two coordinates. -- @param #NAVYGROUP self -- @param Core.Point#COORDINATE coordto Coordinate to which the collision is check. -- @param Core.Point#COORDINATE coordfrom Coordinate from which the collision is check. -- @return #boolean If true, surface type ahead is not deep water. -- @return #number Max free distance in meters. function NAVYGROUP:_CheckCollisionCoord(coordto, coordfrom) -- Increment in meters. local dx=100 -- From coordinate. Default 500 in front of the carrier. local d=0 if coordfrom then d=0 else d=250 coordfrom=self:GetCoordinate():Translate(d, self:GetHeading()) end -- Distance between the two coordinates. local dmax=coordfrom:Get2DDistance(coordto) -- Direction. local direction=coordfrom:HeadingTo(coordto) -- Scan path between the two coordinates. local clear=true while d<=dmax do -- Check point. local cp=coordfrom:Translate(d, direction) -- Check if surface type is water. if not cp:IsSurfaceTypeWater() then -- Debug mark points. if self.Debug or true then local st=cp:GetSurfaceType() cp:MarkToAll(string.format("Collision check surface type %d", st)) end -- Collision WARNING! clear=false break end -- Increase distance. d=d+dx end local text="" if clear then text=string.format("Path into direction %03d° is clear for the next %.1f NM.", direction, UTILS.MetersToNM(d)) else text=string.format("Detected obstacle at distance %.1f NM into direction %03d°.", UTILS.MetersToNM(d), direction) end self:T(self.lid..text) return not clear, d end --- Check if group is turning. -- @param #NAVYGROUP self function NAVYGROUP:_CheckTurning() local unit=self.group:GetUnit(1) if unit and unit:IsAlive() then -- Current orientation of carrier. local vNew=unit:GetOrientationX() -- Last orientation from 30 seconds ago. local vLast=self.Corientlast or vNew -- We only need the X-Z plane. vNew.y=0 ; vLast.y=0 -- Angle between current heading and last time we checked ~30 seconds ago. local deltaLast=math.deg(math.acos(UTILS.VecDot(vNew,vLast)/UTILS.VecNorm(vNew)/UTILS.VecNorm(vLast))) -- Last orientation becomes new orientation self.Corientlast=vNew -- Carrier is turning when its heading changed by at least two degrees since last check. local turning=math.abs(deltaLast)>=2 -- Check if turning stopped. if self.turning and not turning then -- Carrier was turning but is not any more. self:TurningStopped() elseif turning and not self.turning then -- Carrier was not turning but is now. self:TurningStarted() end -- Update turning. self.turning=turning end end --- Check if group got stuck. -- @param #NAVYGROUP self function NAVYGROUP:_CheckStuck() if self:IsHolding() then return end local holdtime=0 if self.holdtimestamp then holdtime=timer.getTime()-self.holdtimestamp end local ExpectedSpeed=self:GetExpectedSpeed() local speed=self:GetVelocity() if speed<0.5 and ExpectedSpeed>0 then if not self.holdtimestamp then self:E(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected", speed, ExpectedSpeed)) self.holdtimestamp=timer.getTime() end end end --- Check queued turns into wind. -- @param #NAVYGROUP self function NAVYGROUP:_CheckTurnsIntoWind() -- Get current abs time. local time=timer.getAbsTime() local Cnow=UTILS.SecondsToClock(time) -- Debug output: local text=string.format(self.lid.."Recovery time windows:") -- Handle case with no recoveries. if #self.Qintowind==0 then text=text.." none!" end -- Sort windows wrt to start time. table.sort(self.Qintowind, function(a, b) return a.Tstart=recovery.Tstart and time=self.intowind.Tstop then self:TurnIntoWindOver() end end end --- Check queued turns into wind. -- @param #NAVYGROUP self -- @return #NAVYGROUP.IntoWind Next into wind data. function NAVYGROUP:GetNextTurnIntoWind() -- Loop over all windows. for _,_recovery in pairs(self.Qintowind) do local recovery=_recovery --#NAVYGROUP.IntoWind end end --- Get wind direction and speed at current position. -- @param #NAVYGROUP self -- @return #number Direction the wind is blowing **from** in degrees. -- @return #number Wind speed in m/s. function NAVYGROUP:GetWind() -- Current position of the carrier or input. local coord=self:GetCoordinate() -- Wind direction and speed. By default at 50 meters ASL. local Wdir, Wspeed=coord:GetWind(50) return Wdir, Wspeed end --- Get heading of group into the wind. -- @param #NAVYGROUP self -- @param #number Offset Offset angle in degrees, e.g. to account for an angled runway. -- @return #number Carrier heading in degrees. function NAVYGROUP:GetHeadingIntoWind(Offset) Offset=Offset or 0 -- Get direction the wind is blowing from. This is where we want to go. local windfrom, vwind=self:GetWind() -- Actually, we want the runway in the wind. local intowind=windfrom-Offset -- If no wind, take current heading. if vwind<0.1 then intowind=self:GetHeading() end -- Adjust negative values. if intowind<0 then intowind=intowind+360 end return intowind end --- Find free path to next waypoint. -- @param #NAVYGROUP self -- @return #boolean If true, a path was found. function NAVYGROUP:_FindPathToNextWaypoint() -- Pathfinding A* local astar=ASTAR:New() -- Current positon of the group. local position=self:GetCoordinate() -- Next waypoint. local wpnext=self:GetWaypointNext() -- Next waypoint coordinate. local nextwp=wpnext.coordinate -- If we are currently turning into the wind... if wpnext.intowind then local hdg=self:GetHeading() nextwp=position:Translate(UTILS.NMToMeters(20), hdg, true) end local speed=UTILS.MpsToKnots(wpnext.speed) -- Set start coordinate. astar:SetStartCoordinate(position) -- Set end coordinate. astar:SetEndCoordinate(nextwp) -- Distance to next waypoint. local dist=position:Get2DDistance(nextwp) local boxwidth=dist*2 local spacex=dist*0.1 local delta=dist/10 -- Create a grid of nodes. We only want nodes of surface type water. astar:CreateGrid({land.SurfaceType.WATER}, boxwidth, spacex, delta, delta*2, self.Debug) -- Valid neighbour nodes need to have line of sight. astar:SetValidNeighbourLoS(400) --- Function to find a path and add waypoints to the group. local function findpath() -- Calculate path from start to end node. local path=astar:GetPath(true, true) if path then -- Loop over nodes in found path. local uid=self:GetWaypointCurrent().uid -- ID of current waypoint. for i,_node in ipairs(path) do local node=_node --Core.Astar#ASTAR.Node -- Add waypoints along detour path to next waypoint. local wp=self:AddWaypoint(node.coordinate, speed, uid) wp.astar=true -- Update id so the next wp is added after this one. uid=wp.uid -- Debug: smoke and mark path. node.coordinate:MarkToAll(string.format("Path node #%d", i)) end return #path>0 else return false end end return findpath() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------