--- **Ops** - Airwing Squadron. -- -- **Main Features:** -- -- * Set parameters like livery, skill valid for all squadron members. -- * Define modex and callsigns. -- * Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG). -- * Pause/unpause squadron operations. -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Squadron -- @image OPS_Squadron.png --- SQUADRON class. -- @type SQUADRON -- @field #string ClassName Name of the class. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field #number verbose Verbosity level. -- @field #string lid Class id string for output to DCS log file. -- @field #string name Name of the squadron. -- @field #string templatename Name of the template group. -- @field #string aircrafttype Type of the airframe the squadron is using. -- @field Wrapper.Group#GROUP templategroup Template group. -- @field #number ngrouping User defined number of units in the asset group. -- @field #table assets Squadron assets. -- @field #table missiontypes Capabilities (mission types and performances) of the squadron. -- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight. -- @field #number repairtime Time in seconds for each -- @field #string livery Livery of the squadron. -- @field #number skill Skill of squadron members. -- @field #number modex Modex. -- @field #number modexcounter Counter to incease modex number for assets. -- @field #string callsignName Callsign name. -- @field #number callsigncounter Counter to increase callsign names for new assets. -- @field Ops.AirWing#AIRWING airwing The AIRWING object the squadron belongs to. -- @field #number Ngroups Number of asset flight groups this squadron has. -- @field #number engageRange Engagement range in meters. -- @field #string attribute Generalized attribute of the squadron template group. -- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil. -- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil. -- @field #number TACANmin TACAN min channel. -- @field #number TACANmax TACAN max channel. -- @field #table TACANused Table of used TACAN channels. -- @field #number radioFreq Radio frequency in MHz the squad uses. -- @field #number radioModu Radio modulation the squad uses. -- @extends Core.Fsm#FSM --- *It is unbelievable what a squadron of twelve aircraft did to tip the balance.* -- Adolf Galland -- -- === -- -- ![Banner Image](..\Presentations\Squadron\SQUADRON_Main.jpg) -- -- # The SQUADRON Concept -- -- A SQUADRON is essential part of an AIRWING and consists of **one** type of aircraft. -- -- -- -- @field #SQUADRON SQUADRON = { ClassName = "SQUADRON", Debug = nil, verbose = 0, lid = nil, name = nil, templatename = nil, aircrafttype = nil, assets = {}, missiontypes = {}, repairtime = 0, maintenancetime= 0, livery = nil, skill = nil, modex = nil, modexcounter = 0, callsignName = nil, callsigncounter= 11, airwing = nil, Ngroups = nil, engageRange = nil, tankerSystem = nil, refuelSystem = nil, TACANmin = nil, TACANmax = nil, TACANused = {}, } --- SQUADRON class version. -- @field #string version SQUADRON.version="0.1.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DONE: Engage radius. -- DONE: Modex. -- DONE: Call signs. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new SQUADRON object and start the FSM. -- @param #SQUADRON self -- @param #string TemplateGroupName Name of the template group. -- @param #number Ngroups Number of asset groups of this squadron. Default 3. -- @param #string SquadronName Name of the squadron, e.g. "VFA-37". -- @return #SQUADRON self function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #SQUADRON -- Name of the template group. self.templatename=TemplateGroupName -- Squadron name. self.name=tostring(SquadronName or TemplateGroupName) -- Set some string id for output to DCS.log file. self.lid=string.format("SQUADRON %s | ", self.name) -- Template group. self.templategroup=GROUP:FindByName(self.templatename) -- Check if template group exists. if not self.templategroup then self:E(self.lid..string.format("ERROR: Template group %s does not exist!", tostring(self.templatename))) return nil end -- Defaults. self.Ngroups=Ngroups or 3 self:SetEngagementRange() -- Everyone can ORBIT. self:AddMissionCapability(AUFTRAG.Type.ORBIT) self.attribute=self.templategroup:GetAttribute() self.aircrafttype=self.templategroup:GetTypeName() self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable()) self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker()) -- Start State. self:SetStartState("Stopped") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("Stopped", "Start", "OnDuty") -- Start FSM. self:AddTransition("*", "Status", "*") -- Status update. self:AddTransition("OnDuty", "Pause", "Paused") -- Pause squadron. self:AddTransition("Paused", "Unpause", "OnDuty") -- Unpause squadron. self:AddTransition("*", "Stop", "Stopped") -- Stop squadron. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the SQUADRON. Initializes parameters and starts event handlers. -- @function [parent=#SQUADRON] Start -- @param #SQUADRON self --- Triggers the FSM event "Start" after a delay. Starts the SQUADRON. Initializes parameters and starts event handlers. -- @function [parent=#SQUADRON] __Start -- @param #SQUADRON self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the SQUADRON and all its event handlers. -- @param #SQUADRON self --- Triggers the FSM event "Stop" after a delay. Stops the SQUADRON and all its event handlers. -- @function [parent=#SQUADRON] __Stop -- @param #SQUADRON self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". -- @function [parent=#SQUADRON] Status -- @param #SQUADRON self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#SQUADRON] __Status -- @param #SQUADRON self -- @param #number delay Delay in seconds. -- Debug trace. if false then self.Debug=true BASE:TraceOnOff(true) BASE:TraceClass(self.ClassName) BASE:TraceLevel(1) end self.Debug=true return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set livery painted on all squadron aircraft. -- Note that the livery name in general is different from the name shown in the mission editor. -- -- Valid names are the names of the **livery directories**. Check out the folder in your DCS installation for: -- -- * Full modules: `DCS World OpenBeta\CoreMods\aircraft\\Liveries\\` -- * AI units: `DCS World OpenBeta\Bazar\Liveries\\` -- -- The folder name `` is the string you want. -- -- Or personal liveries you have installed somewhere in your saved games folder. -- -- @param #SQUADRON self -- @param #string LiveryName Name of the livery. -- @return #SQUADRON self function SQUADRON:SetLivery(LiveryName) self.livery=LiveryName return self end --- Set skill level of all squadron team members. -- @param #SQUADRON self -- @param #string Skill Skill of all flights. -- @usage mysquadron:SetSkill(AI.Skill.EXCELLENT) -- @return #SQUADRON self function SQUADRON:SetSkill(Skill) self.skill=Skill return self end --- Set turnover and repair time. If an asset returns from a mission to the airwing, it will need some time until the asset is available for further missions. -- @param #SQUADRON self -- @param #number MaintenanceTime Time in minutes it takes until a flight is combat ready again. Default is 0 min. -- @param #number RepairTime Time in minutes it takes to repair a flight for each percent damage taken. Default is 0 min. -- @return #SQUADRON self function SQUADRON:SetTurnoverTime(MaintenanceTime, RepairTime) self.maintenancetime=MaintenanceTime and MaintenanceTime*60 or 0 self.repairtime=RepairTime and RepairTime*60 or 0 return self end --- Set radio frequency and modulation the squad uses. -- @param #SQUADRON self -- @param #number Frequency Radio frequency in MHz. Default 251 MHz. -- @param #number Modulation Radio modulation. Default 0=AM. -- @usage mysquadron:SetSkill(AI.Skill.EXCELLENT) -- @return #SQUADRON self function SQUADRON:SetRadio(Frequency, Modulation) self.radioFreq=Frequency or 251 self.radioModu=Modulation or radio.modulation.AM return self end --- Set number of units in groups. -- @param #SQUADRON self -- @param #number nunits Number of units. Must be >=1 and <=4. Default 2. -- @return #SQUADRON self function SQUADRON:SetGrouping(nunits) self.ngrouping=nunits or 2 if self.ngrouping<1 then self.ngrouping=1 end if self.ngrouping>4 then self.ngrouping=4 end return self end --- Set mission types this squadron is able to perform. -- @param #SQUADRON self -- @param #table MissionTypes Table of mission types. Can also be passed as a #string if only one type. -- @param #number Performance Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100. -- @return #SQUADRON self function SQUADRON:AddMissionCapability(MissionTypes, Performance) -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end -- Set table. self.missiontypes=self.missiontypes or {} for _,missiontype in pairs(MissionTypes) do -- Check not to add the same twice. if self:CheckMissionCapability(missiontype, self.missiontypes) then self:E(self.lid.."WARNING: Mission capability already present! No need to add it twice.") -- TODO: update performance. else local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=missiontype capability.Performance=Performance or 50 table.insert(self.missiontypes, capability) end end -- Debug info. self:I(self.missiontypes) return self end --- Get mission types this squadron is able to perform. -- @param #SQUADRON self -- @return #table Table of mission types. Could be empty {}. function SQUADRON:GetMissionTypes() local missiontypes={} for _,Capability in pairs(self.missiontypes) do local capability=Capability --Ops.Auftrag#AUFTRAG.Capability table.insert(missiontypes, capability.MissionType) end return missiontypes end --- Get mission capabilities of this squadron. -- @param #SQUADRON self -- @return #table Table of mission capabilities. function SQUADRON:GetMissionCapabilities() return self.missiontypes end --- Get mission performance for a given type of misson. -- @param #SQUADRON self -- @param #string MissionType Type of mission. -- @return #number Performance or -1. function SQUADRON:GetMissionPeformance(MissionType) for _,Capability in pairs(self.missiontypes) do local capability=Capability --Ops.Auftrag#AUFTRAG.Capability if capability.MissionType==MissionType then return capability.Performance end end return -1 end --- Set max engagement range. -- @param #SQUADRON self -- @param #number EngageRange Engagement range in NM. Default 80 NM. -- @return #SQUADRON self function SQUADRON:SetEngagementRange(EngageRange) self.engageRange=UTILS.NMToMeters(EngageRange or 80) return self end --- Set call sign. -- @param #SQUADRON self -- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY. -- @param #number Index Callsign index, Chevy-**1**. -- @return #SQUADRON self function SQUADRON:SetCallsign(Callsign, Index) self.callsignName=Callsign self.callsignIndex=Index return self end --- Set modex. -- @param #SQUADRON self -- @param #number Modex A number like 100. -- @param #string Prefix A prefix string, which is put before the `Modex` number. -- @param #string Suffix A suffix string, which is put after the `Modex` number. -- @return #SQUADRON self function SQUADRON:SetModex(Modex, Prefix, Suffix) self.modex=Modex self.modexPrefix=Prefix self.modexSuffix=Suffix return self end --- Set airwing. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING Airwing The airwing. -- @return #SQUADRON self function SQUADRON:SetAirwing(Airwing) self.airwing=Airwing return self end --- Add airwing asset to squadron. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset. -- @return #SQUADRON self function SQUADRON:AddAsset(Asset) self:T(self.lid..string.format("Adding asset %s of type %s", Asset.spawngroupname, Asset.unittype)) Asset.squadname=self.name table.insert(self.assets, Asset) return self end --- Remove airwing asset from squadron. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset. -- @return #SQUADRON self function SQUADRON:DelAsset(Asset) for i,_asset in pairs(self.assets) do local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset if Asset.uid==asset.uid then self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname)) table.remove(self.assets, i) break end end return self end --- Get radio frequency and modulation. -- @param #SQUADRON self -- @return #number Radio frequency in MHz. -- @return #number Radio Modulation (0=AM, 1=FM). function SQUADRON:GetRadio() return self.radioFreq, self.radioModu end --- Create a callsign for the asset. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset. -- @return #SQUADRON self function SQUADRON:GetCallsign(Asset) if self.callsignName then Asset.callsign={} for i=1,Asset.nunits do local callsign={} callsign[1]=self.callsignName callsign[2]=math.floor(self.callsigncounter / 10) callsign[3]=self.callsigncounter % 10 if callsign[3]==0 then callsign[3]=1 self.callsigncounter=self.callsigncounter+2 else self.callsigncounter=self.callsigncounter+1 end Asset.callsign[i]=callsign self:T3({callsign=callsign}) --TODO: there is also a table entry .name, which is a string. end end end --- Create a modex for the asset. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset. -- @return #SQUADRON self function SQUADRON:GetModex(Asset) if self.modex then Asset.modex={} for i=1,Asset.nunits do Asset.modex[i]=string.format("%03d", self.modex+self.modexcounter) self.modexcounter=self.modexcounter+1 self:T3({modex=Asset.modex[i]}) end end end --- Get an unused TACAN channel. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset. -- @return #number TACAN channel or *nil* if no channel is free. function SQUADRON:GetTACAN() if self.TACANmin and self.TACANmax then for channel=self.TACANmin, self.TACANmax do if not self.TACANused[channel] then self.TACANused[channel]=true return channel end end end return nil end --- "Return" a used TACAN channel. -- @param #SQUADRON self -- @param #number channel The channel that is available again. function SQUADRON:ReturnTACAN(channel) self.TACANused[channel]=false end --- Check if squadron is "OnDuty". -- @param #SQUADRON self -- @return #boolean If true, squdron is in state "OnDuty". function SQUADRON:IsOnDuty() return self:Is("OnDuty") end --- Check if squadron is "Stopped". -- @param #SQUADRON self -- @return #boolean If true, squdron is in state "Stopped". function SQUADRON:IsStopped() return self:Is("Stopped") end --- Check if squadron is "Paused". -- @param #SQUADRON self -- @return #boolean If true, squdron is in state "Paused". function SQUADRON:IsPaused() return self:Is("Paused") end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. Starts the FLIGHTGROUP FSM and event handlers. -- @param #SQUADRON self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function SQUADRON:onafterStart(From, Event, To) -- Short info. local text=string.format("Starting SQUADRON", self.name) self:I(self.lid..text) -- Start the status monitoring. self:__Status(-1) end --- On after "Status" event. -- @param #SQUADRON self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function SQUADRON:onafterStatus(From, Event, To) -- FSM state. local fsmstate=self:GetState() local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A" local modex=self.modex and self.modex or -1 local skill=self.skill and tostring(self.skill) or "N/A" local NassetsTot=#self.assets local NassetsInS=self:CountAssetsInStock() local NassetsQP, NassetsP, NassetsQ=self.airwing and self.airwing:CountAssetsOnMission(nil, self) or 0,0,0 -- Short info. local text=string.format("%s [Type=%s, Callsign=%s, Modex=%d, Skill=%s]: Assets Total=%d, InStock=%d, OnMission=%d [P=%d, Q=%d]", fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ) self:I(self.lid..text) -- Check if group has detected any units. self:_CheckAssetStatus() if not self:IsStopped() then self:__Status(-30) end end --- Check asset status. -- @param #SQUADRON self function SQUADRON:_CheckAssetStatus() if self.verbose>=0 then local text="" for j,_asset in pairs(self.assets) do local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset -- Text. text=text..string.format("\n-[%d] %s*%d: ", j, asset.unittype, asset.nunits) if asset.spawned then --- -- Spawned --- -- Mission info. local mission=self.airwing and self.airwing:GetAssetCurrentMission(asset) or false if mission then local distance=asset.flightgroup and UTILS.MetersToNM(mission:GetTargetDistance(asset.flightgroup.group:GetCoordinate())) or 0 text=text..string.format(" Mission %s - %s: Status=%s, Dist=%.1f NM", mission.name, mission.type, mission.status, distance) end -- Flight status. text=text..", Flight: " if asset.flightgroup and asset.flightgroup:IsAlive() then local status=asset.flightgroup:GetState() local fuelmin=asset.flightgroup:GetFuelMin() local fuellow=asset.flightgroup:IsFuelLow() local fuelcri=asset.flightgroup:IsFuelCritical() text=text..string.format("%s Fuel=%d", status, fuelmin) if fuelcri then text=text.." (Critical!)" elseif fuellow then text=text.." (Low)" end local lifept, lifept0=asset.flightgroup:GetLifePoints() text=text..string.format(", Life=%d/%d", lifept, lifept0) local ammo=asset.flightgroup:GetAmmoTot() text=text..string.format(", Ammo=%d [G=%d, R=%d, B=%d, M=%d]", ammo.Total,ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles) else text=text.."N/A" end -- Payload info. local payload=asset.payload and table.concat(self.airwing:GetPayloadMissionTypes(asset.payload), ", ") or "None" text=text..", Payload={"..payload.."}" else --- -- In Stock --- if asset.Treturned then local T=timer.getAbsTime()-asset.Treturned text=text..string.format(" Treturn=%d sec", T) end if asset.damage then text=text..string.format(" Damage=%.1f", asset.damage) end text=text..string.format(" Repaired=%s T=%d sec", tostring(self:IsRepaired(asset)), self:GetRepairTime(asset)) end end self:I(self.lid..text) end end --- On after "Stop" event. -- @param #SQUADRON self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function SQUADRON:onafterStop(From, Event, To) self:I(self.lid.."STOPPING Squadron!") -- Remove all assets. for i=#self.assets,1,-1 do local asset=self.assets[i] self:DelAsset(asset) end self.CallScheduler:Clear() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check if there is a squadron that can execute a given mission. -- We check the mission type, the refuelling system, engagement range -- @param #SQUADRON self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #boolean If true, Squadron can do that type of mission. function SQUADRON:CanMission(Mission) local cando=true -- On duty?= if not self:IsOnDuty() then self:I(self.lid..string.format("Squad in not OnDuty but in state %s. Cannot do mission %s with target %s", self:GetState(), Mission.name, Mission:GetTargetName())) return false end -- Check mission type. WARNING: This assumes that all assets of the squad can do the same mission types! if not self:CheckMissionType(Mission.type, self:GetMissionTypes()) then self:I(self.lid..string.format("INFO: Squad cannot do mission type %s (%s, %s)", Mission.type, Mission.name, Mission:GetTargetName())) return false end -- Check that tanker mission if Mission.type==AUFTRAG.Type.TANKER then if Mission.refuelSystem and Mission.refuelSystem==self.tankerSystem then -- Correct refueling system. else self:I(self.lid..string.format("INFO: Wrong refueling system requested=%s != %s=available", tostring(Mission.refuelSystem), tostring(self.tankerSystem))) return false end end -- Distance to target. local TargetDistance=Mission:GetTargetDistance(self.airwing:GetCoordinate()) -- Max engage range. local engagerange=Mission.engageRange and math.max(self.engageRange, Mission.engageRange) or self.engageRange -- Set range is valid. Mission engage distance can overrule the squad engage range. if TargetDistance>engagerange then self:I(self.lid..string.format("INFO: Squad is not in range. Target dist=%d > %d NM max engage Range", UTILS.MetersToNM(TargetDistance), UTILS.MetersToNM(engagerange))) return false end return true end --- Count assets in airwing (warehous) stock. -- @param #SQUADRON self -- @return #number Assets not spawned. function SQUADRON:CountAssetsInStock() local N=0 for _,_asset in pairs(self.assets) do local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset if asset.spawned then else N=N+1 end end return N end --- Get assets for a mission. -- @param #SQUADRON self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #number Nplayloads Number of payloads available. -- @return #table Assets that can do the required mission. function SQUADRON:RecruitAssets(Mission, Npayloads) -- Number of payloads available. Npayloads=Npayloads or self.airwing:CountPayloadsInStock(Mission.type, self.aircrafttype, Mission.payloads) local assets={} -- Loop over assets. for _,_asset in pairs(self.assets) do local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset -- Check if asset is currently on a mission (STARTED or QUEUED). if self.airwing:IsAssetOnMission(asset) then --- -- Asset is already on a mission. --- -- Check if this asset is currently on a GCCAP mission (STARTED or EXECUTING). if self.airwing:IsAssetOnMission(asset, AUFTRAG.Type.GCCAP) and Mission.type==AUFTRAG.Type.INTERCEPT then -- Check if the payload of this asset is compatible with the mission. -- Note: we do not check the payload as an asset that is on a GCCAP mission should be able to do an INTERCEPT as well! self:I(self.lid.."Adding asset on GCCAP mission for an INTERCEPT mission") table.insert(assets, asset) end else --- -- Asset as NO current mission --- if asset.spawned then --- -- Asset is already SPAWNED (could be uncontrolled on the airfield or inbound after another mission) --- local flightgroup=asset.flightgroup -- Firstly, check if it has the right payload. if self:CheckMissionCapability(Mission.type, asset.payload.capabilities) and flightgroup and flightgroup:IsAlive() then -- Assume we are ready and check if any condition tells us we are not. local combatready=true if Mission.type==AUFTRAG.Type.INTERCEPT then combatready=flightgroup:CanAirToAir() else combatready=flightgroup:CanAirToGround() end -- No more attacks if fuel is already low. Safety first! if flightgroup:IsFuelLow() then combatready=false end -- Check if in a state where we really do not want to fight any more. if flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() or flightgroup:IsDead() then combatready=false end -- This asset is "combatready". if combatready then self:I(self.lid.."Adding SPAWNED asset to ANOTHER mission as it is COMBATREADY") table.insert(assets, asset) end end else --- -- Asset is still in STOCK --- -- Check that asset is not already requested for another mission. if Npayloads>0 and self:IsRepaired(asset) and (not asset.requested) then -- Add this asset to the selection. table.insert(assets, asset) -- Reduce number of payloads so we only return the number of assets that could do the job. Npayloads=Npayloads-1 end end end end -- loop over assets return assets end --- Get the time an asset needs to be repaired. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset. -- @return #number Time in seconds until asset is repaired. function SQUADRON:GetRepairTime(Asset) if Asset.Treturned then local t=self.maintenancetime t=t+Asset.damage*self.repairtime -- Seconds after returned. local dt=timer.getAbsTime()-Asset.Treturned local T=t-dt return T else return 0 end end --- Checks if a mission type is contained in a table of possible types. -- @param #SQUADRON self -- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset. -- @return #boolean If true, the requested mission type is part of the possible mission types. function SQUADRON:IsRepaired(Asset) if Asset.Treturned then local Tnow=timer.getAbsTime() local Trepaired=Asset.Treturned+self.maintenancetime if Tnow>=Trepaired then return true else return false end else return true end end --- Checks if a mission type is contained in a table of possible types. -- @param #SQUADRON self -- @param #string MissionType The requested mission type. -- @param #table PossibleTypes A table with possible mission types. -- @return #boolean If true, the requested mission type is part of the possible mission types. function SQUADRON:CheckMissionType(MissionType, PossibleTypes) if type(PossibleTypes)=="string" then PossibleTypes={PossibleTypes} end for _,canmission in pairs(PossibleTypes) do if canmission==MissionType then return true end end return false end --- Check if a mission type is contained in a list of possible capabilities. -- @param #SQUADRON self -- @param #string MissionType The requested mission type. -- @param #table Capabilities A table with possible capabilities. -- @return #boolean If true, the requested mission type is part of the possible mission types. function SQUADRON:CheckMissionCapability(MissionType, Capabilities) for _,cap in pairs(Capabilities) do local capability=cap --Ops.Auftrag#AUFTRAG.Capability if capability.MissionType==MissionType then return true end end return false end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------