--- **Ops** - Enhanced Ground Group. -- -- **Main Features:** -- -- * Dynamically add and remove waypoints. -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.ArmyGroup -- @image OPS_ArmyGroup.png --- ARMYGROUP class. -- @type ARMYGROUP -- @field #boolean adinfinitum Resume route at first waypoint when final waypoint is reached. -- @extends Ops.OpsGroup#OPSGROUP --- *Something must be left to chance; nothing is sure in a sea fight above all.* -- Horatio Nelson -- -- === -- -- ![Banner Image](..\Presentations\ARMYGROUP\NavyGroup_Main.jpg) -- -- # The ARMYGROUP Concept -- -- This class enhances naval groups. -- -- @field #ARMYGROUP ARMYGROUP = { ClassName = "ARMYGROUP", } --- Navy group element. -- @type ARMYGROUP.Element -- @field #string name Name of the element, i.e. the unit. -- @field #string typename Type name. --- NavyGroup version. -- @field #string version ARMYGROUP.version="0.0.1" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: A lot. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new ARMYGROUP class object. -- @param #ARMYGROUP self -- @param #string GroupName Name of the group. -- @return #ARMYGROUP self function ARMYGROUP:New(GroupName) -- Inherit everything from FSM class. local self=BASE:Inherit(self, OPSGROUP:New(GroupName)) -- #ARMYGROUP -- Set some string id for output to DCS.log file. self.lid=string.format("ARMYGROUP %s | ", self.groupname) -- Defaults self:SetDefaultROE() self:SetDetection() self:SetPatrolAdInfinitum(true) -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "FullStop", "Holding") -- Hold position. self:AddTransition("*", "Detour", "OnDetour") -- Make a detour to a coordinate and resume route afterwards. self:AddTransition("OnDetour", "DetourReached", "Cruising") -- Group reached the detour coordinate. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Stop". Stops the ARMYGROUP and all its event handlers. -- @param #ARMYGROUP self --- Triggers the FSM event "Stop" after a delay. Stops the ARMYGROUP and all its event handlers. -- @function [parent=#ARMYGROUP] __Stop -- @param #ARMYGROUP 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 #ARMYGROUP self -- @param #boolean switch If true or nil, patrol until the end of time. If false, go along the waypoints once and stop. -- @return #ARMYGROUP self function ARMYGROUP:SetPatrolAdInfinitum(switch) if switch==false then self.adinfinitum=false else self.adinfinitum=true end return self end --- Group patrols ad inifintum. If the last waypoint is reached, it will go to waypoint one and repeat its route. -- @param #ARMYGROUP self -- @param #number Speed Speed in knots. Default 70% of max speed. -- @return #ARMYGROUP self function ARMYGROUP:SetSpeedCruise(Speed) self.speedCruise=Speed and UTILS.KnotsToKmph(Speed) or self.speedmax*0.7 return self end --- Add a *scheduled* task. -- @param #ARMYGROUP self -- @param Core.Point#COORDINATE Coordinate Coordinate of the target. -- @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 #string Clock Time when to start the attack. -- @param #number Prio Priority of the task. function ARMYGROUP:AddTaskFireAtPoint(Coordinate, Radius, Nshots, WeaponType, Clock, Prio) local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType) self:AddTask(DCStask, Clock, nil, Prio) end --- Add a *scheduled* task. -- @param #ARMYGROUP 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. function ARMYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio) local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack) self:AddTask(DCStask, Clock, nil, Prio) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- Update status. -- @param #ARMYGROUP self function ARMYGROUP: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 #ARMYGROUP self function ARMYGROUP:onafterStatus(From, Event, To) -- FSM state. local fsmstate=self:GetState() --- -- Detection --- -- Check if group has detected any units. if self.detectionOn then self:_CheckDetectedUnits() end if self:IsAlive() and not self:IsDead() then -- Current heading and position of the carrier. local hdg=self:GetHeading() local pos=self:GetCoordinate() local speed=self.group:GetVelocityKNOTS() -- Get number of tasks and missions. local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks() local nMissions=self:CountRemainingMissison() -- Info text. local text=string.format("State %s: Wp=%d/%d Speed=%.1f Heading=%03d Tasks=%d Missions=%d", fsmstate, self.currentwp, #self.waypoints, speed, hdg, nTaskTot, nMissions) 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 --- -- Task queue. if #self.taskqueue>0 and self.verbose>1 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 --- -- Current mission name. if self.verbose>0 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 self:__Status(-10) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "ElementSpawned" event. -- @param #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #ARMYGROUP.Element Element The group element. function ARMYGROUP: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 #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #ARMYGROUP.Element Element The group element. function ARMYGROUP: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 #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function ARMYGROUP:onafterSpawned(From, Event, To) self:I(self.lid..string.format("Group spawned!")) if self.ai then -- Set default ROE and ROT options. self:SetOptionROE(self.roe) end -- Get orientation. self.Corientlast=self.group:GetUnit(1):GetOrientationX() self.depth=self.group:GetHeight() -- Update route. self:Cruise() end --- On after "UpdateRoute" event. -- @param #ARMYGROUP 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. Default cruise speed. -- @param #number Depth Depth in meters. Default 0 meters. function ARMYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth) -- Update route from this waypoint number onwards. n=n or self:GetWaypointIndexNext(self.adinfinitum) -- 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={} -- Depth for submarines. local depth=Depth or 0 -- Get current speed in km/h. local speed=Speed and UTILS.KnotsToKmph(Speed) or self.group:GetVelocityKMH() -- Current waypoint. local current=self:GetCoordinate():WaypointNaval(speed, depth) table.insert(waypoints, current) -- Add remaining waypoints to route. for i=n, #self.waypoints do local wp=self.waypoints[i] -- Set speed. if i==n then if Speed then wp.speed=UTILS.KnotsToMps(Speed) elseif self.speedCruise then wp.speed=UTILS.KmphToMps(self.speedCruise) else -- Take default waypoint speed. end else if self.speedCruise then wp.speed=UTILS.KmphToMps(self.speedCruise) else -- Take default waypoint speed. end end -- Set depth. wp.alt=-depth --Depth and -Depth or wp.alt -- Add waypoint. table.insert(waypoints, wp) end if #waypoints>1 then self:I(self.lid..string.format("Updateing route: WP=%d, Speed=%.1f knots, depth=%d meters", #self.waypoints-n+1, UTILS.KmphToKnots(speed), depth)) -- Route group to all defined waypoints remaining. self:Route(waypoints) else --- -- No waypoints left --- self:I(self.lid..string.format("No waypoints left")) if #self.waypoints>1 then self:I(self.lid..string.format("Resuming route at first waypoint")) self:__UpdateRoute(-1, 1, nil, self.depth) end end end --- On after "Detour" event. -- @param #ARMYGROUP 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. function ARMYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Depth, ResumeRoute) -- Waypoints. local waypoints={} -- Depth for submarines. local depth=Depth or 0 -- Get current speed in km/h. local speed=Speed and UTILS.KnotsToKmph(Speed) or self.group:GetVelocityKMH() -- Current waypoint. local current=self:GetCoordinate():WaypointGround(Speed,Formation,DCSTasks) table.insert(waypoints, current) -- At each waypoint report passing. local Task=self.group:TaskFunction("ARMYGROUP._DetourReached", self, ResumeRoute) local detour=Coordinate:WaypointNaval(speed, depth, {Task}) table.insert(waypoints, detour) self:Route(waypoints) end --- On after "DetourReached" event. -- @param #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function ARMYGROUP:onafterDetourReached(From, Event, To) self:I(self.lid.."Group reached detour coordinate.") end --- Function called when a group is passing a waypoint. --@param Wrapper.Group#GROUP group Group that passed the waypoint --@param #ARMYGROUP navygroup Navy group object. --@param #boolean resume Resume route. function ARMYGROUP._DetourReached(group, navygroup, resume) -- Debug message. local text=string.format("Group reached detour coordinate") navygroup:I(navygroup.lid..text) if resume then local indx=navygroup:GetWaypointIndexNext(true) local speed=navygroup:GetSpeedToWaypoint(indx) navygroup:UpdateRoute(indx, speed, navygroup.depth) end navygroup:DetourReached() end --- On after "FullStop" event. -- @param #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function ARMYGROUP: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 #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #number Speed Speed in knots. function ARMYGROUP:onafterCruise(From, Event, To, Speed) self:UpdateRoute(nil, Speed, self.depth) end --- On after "Dead" event. -- @param #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function ARMYGROUP: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 ARMYGROUP FSM and event handlers. -- @param #ARMYGROUP self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function ARMYGROUP: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 #ARMYGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function ARMYGROUP: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 #ARMYGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function ARMYGROUP: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 #ARMYGROUP self -- @param Core.Event#EVENTDATA EventData Event data. function ARMYGROUP: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 #ARMYGROUP 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 wpnumber Waypoint number. Default at the end. -- @param #boolean updateroute If true or nil, call UpdateRoute. If false, no call. -- @return #number Waypoint index. function ARMYGROUP:AddWaypoint(coordinate, speed, wpnumber, updateroute) -- Waypoint number. Default is at the end. wpnumber=wpnumber or #self.waypoints+1 if wpnumber>self.currentwp then self.passedfinalwp=false end -- Speed in knots. speed=speed or self:GetSpeedCruise() -- Speed at waypoint. local speedkmh=UTILS.KnotsToKmph(speed) -- Create a Naval waypoint. local wp=coordinate:WaypointNaval(speedkmh) -- Add to table. table.insert(self.waypoints, wpnumber, wp) -- Debug info. self:T(self.lid..string.format("Adding NAVAL waypoint #%d, speed=%.1f knots. Last waypoint passed was #%s. Total waypoints #%d", wpnumber, speed, self.currentwp, #self.waypoints)) -- Update route. if updateroute==nil or updateroute==true then self:_CheckGroupDone(1) end return wpnumber end --- Initialize group parameters. Also initializes waypoints if self.waypoints is nil. -- @param #ARMYGROUP self -- @return #ARMYGROUP self function ARMYGROUP:_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=false self.isGround=true -- 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() -- Group ammo. --self.ammo=self:GetAmmoTot() self.traveldist=0 self.traveltime=timer.getAbsTime() self.position=self:GetCoordinate() -- Radio parameters from template. self.radioOn=true -- Radio is always on for ships. self.radioFreq=tonumber(self.template.units[1].frequency)/1000000 self.radioModu=tonumber(self.template.units[1].modulation)/1000000 -- If not set by the use explicitly yet, we take the template values as defaults. if not self.radioFreqDefault then self.radioFreqDefault=self.radioFreq self.radioModuDefault=self.radioModu end -- Set default formation. if not self.formationDefault then if self.ishelo then self.formationDefault=ENUMS.Formation.RotaryWing.EchelonLeft.D300 else self.formationDefault=ENUMS.Formation.FixedWing.EchelonLeft.Group end end local units=self.group:GetUnits() for _,_unit in pairs(units) do local unit=_unit --Wrapper.Unit#UNIT local element={} --#ARMYGROUP.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.radioFreq, UTILS.GetModulationName(self.radioModu), tostring(self.radioOn)) --text=text..string.format("Ammo = %d (G=%d/R=%d/B=%d/M=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Bombs, self.ammo.Missiles) 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 ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check if group is done, i.e. -- -- * passed the final waypoint, -- * no current task -- * no current mission -- * number of remaining tasks is zero -- * number of remaining missions is zero -- -- @param #ARMYGROUP self -- @param #number delay Delay in seconds. function ARMYGROUP:_CheckGroupDone(delay) if self:IsAlive() and self.ai then if delay and delay>0 then -- Delayed call. self:ScheduleOnce(delay, ARMYGROUP._CheckGroupDone, self) else if self.passedfinalwp then if #self.waypoints>1 and self.adinfinitum then local speed=self:GetSpeedToWaypoint(1) -- Start route at first waypoint. self:__UpdateRoute(-1, 1, speed, self.depth) end else self:UpdateRoute(nil, nil, self.depth) end end end end --- Get default cruise speed. -- @param #ARMYGROUP self -- @return #number Cruise speed (>0) in knots. function ARMYGROUP:GetSpeedCruise() return UTILS.KmphToKnots(self.speedCruise or self.speedmax*0.7) end --- Returns a non-zero speed to the next waypoint (even if the waypoint speed is zero). -- @param #ARMYGROUP self -- @param #number indx Waypoint index. -- @return #number Speed to next waypoint (>0) in knots. function ARMYGROUP:GetSpeedToWaypoint(indx) local speed=self:GetWaypointSpeed(indx) if speed<=0.1 then speed=self:GetSpeedCruise() end return speed end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------