--- **Ops** - Chief of Staff. -- -- **Main Features:** -- -- * Automatic target engagement based on detection network -- * Define multiple border, conflict and attack zones -- * Define strategic "capture" zones -- * Set strategy of chief from passive to agressive -- * Manual target engagement via AUFTRAG and TARGET classes -- * Add AIRWINGS, BRIGADES and FLEETS as resources -- * Seamless air-to-air, air-to-ground, ground-to-ground dispatching -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Chief -- @image OPS_Chief.png --- CHIEF class. -- @type CHIEF -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity level. -- @field #string lid Class id string for output to DCS log file. -- @field #table targetqueue Target queue. -- @field #table zonequeue Strategic zone queue. -- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory. -- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected. -- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged. -- @field #number threatLevelMin Lowest threat level of targets to attack. -- @field #number threatLevelMax Highest threat level of targets to attack. -- @field #string Defcon Defence condition. -- @field #string strategy Strategy of the CHIEF. -- @field Ops.Commander#COMMANDER commander Commander of assigned legions. -- @field #number Nsuccess Number of successful missions. -- @field #number Nfailure Number of failed mission. -- @extends Ops.Intelligence#INTEL --- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower -- -- === -- -- # The CHIEF Concept -- -- The Chief of staff gathers INTEL and assigns missions (AUFTRAG) the airforce, army and/or navy. -- -- # Territory -- -- The chief class allows you to define boarder zones, conflict zones and attack zones. -- -- ## Border Zones -- -- Border zones define your own territory. -- They can be set via the @{#CHIEF.SetBorderZones}() function as a set or added zone by zone via the @{#CHIEF.AddBorderZone}() function. -- -- ## Conflict Zones -- -- Conflict zones define areas, which usually are under dispute of different coalitions. -- They can be set via the @{#CHIEF.SetConflictZones}() function as a set or added zone by zone via the @{#CHIEF.AddConflictZone}() function. -- -- ## Attack Zones -- -- Attack zones are zones that usually lie within the enemy territory. They are only enganged with an agressive strategy. -- They can be set via the @{#CHIEF.SetAttackZones}() function as a set or added zone by zone via the @{#CHIEF.AddAttackZone}() function. -- -- # Defense Condition -- -- The defence condition (DEFCON) depends on enemy activity detected in the different zone types and is set automatically. -- -- * `CHIEF.Defcon.GREEN`: No enemy activities detected. -- * `CHIEF.Defcon.YELLOW`: Enemy activity detected in conflict zones. -- * `CHIEF.Defcon.RED`: Enemy activity detected in border zones. -- -- The current DEFCON can be retrieved with the @(#CHIEF.GetDefcon)() function. -- -- When the DEFCON changed, an FSM event @{#CHIEF.DefconChange} is triggered. Mission designers can hook into this event via the @{#CHIEF.OnAfterDefconChange}() function: -- -- --- Function called when the DEFCON changes. -- function myChief:OnAfterDefconChange(From, Event, To, Defcon) -- local text=string.format("Changed DEFCON to %s", Defcon) -- MESSAGE:New(text, 120):ToAll() -- end -- -- # Strategy -- -- The strategy of the chief determines, in which areas targets are engaged automatically. -- -- * `CHIEF.Strategy.PASSIVE`: Chief is completely passive. No targets at all are engaged automatically. -- * `CHIEF.Strategy.DEFENSIVE`: Chief acts defensively. Only targets in his own territory are engaged. -- * `CHIEF.Strategy.OFFENSIVE`: Chief behaves offensively. Targets in his own territory and in conflict zones are enganged. -- * `CHIEF.Strategy.AGGRESSIVE`: Chief is aggressive. Targets in his own territory, in conflict zones and in attack zones are enganged. -- * `CHIEF.Strategy.TOTALWAR`: Anything anywhere is enganged. -- -- The strategy can be set by the @(#CHIEF.SetStrategy)() and retrieved with the @(#CHIEF.GetStrategy)() function. -- -- When the strategy is changed, the FSM event @{#CHIEF.StrategyChange} is triggered and customized code can be added to the @{#CHIEF.OnAfterStrategyChange}() function: -- -- --- Function called when the STRATEGY changes. -- function myChief:OnAfterStrategyChange(From, Event, To, Strategy) -- local text=string.format("Strategy changd to %s", Strategy) -- MESSAGE:New(text, 120):ToAll() -- end -- -- # Resources -- -- A chief needs resources such as air, ground and naval assets. These can be added in form of AIRWINGs, BRIGADEs and FLEETs. -- -- Whenever the chief detects a target or receives a mission, he will select the best available assets and assign them to the mission. -- The best assets are determined by their mission performance, payload performance (in case of air), distance to the target, skill level, etc. -- -- ## Adding Airwings -- -- Airwings can be added via the @{#CHIEF.AddAirwing}() function. -- -- ## Adding Brigades -- -- Brigades can be added via the @{#CHIEF.AddBrigade}() function. -- -- ## Adding Fleets -- -- Fleets can be added via the @{#CHIEF.AddFleet}() function. -- -- ## Response on Target -- -- When the chief detects a valid target, he will launch a certain number of selected assets. Only whole groups from SQUADRONs, PLATOONs or FLOTILLAs can be selected. -- In other words, it is not possible to specify the abount of individual *units*. -- -- By default, one group is selected for any detected target. This can, however, be customized with the @{CHIEF.SetResponseOnTarget}() function. The number of min and max -- asset groups can be specified depending on threatlevel, category, mission type, number of units, defcon and strategy. -- -- For example: -- -- -- One group for aircraft targets of threat level 0 or higher. -- myChief:SetResponseOnTarget(1, 1, 0, TARGET.Category.AIRCRAFT) -- -- At least one and up to two groups for aircraft targets of threat level 8 or higher. This will overrule the previous response! -- myChief:SetResponseOnTarget(1, 2, 8, TARGET.Category.AIRCRAFT) -- -- -- At least one and up to three groups for ground targets of threat level 0 or higher if current strategy is aggressive. -- myChief:SetResponseOnTarget(1, 1, 0, TARGET.Category.GROUND, nil ,nil, nil, CHIEF.Strategy.DEFENSIVE) -- -- -- One group for BAI missions if current defcon is green. -- myChief:SetResponseOnTarget(1, 1, 0, nil, AUFTRAG.Type.BAI, nil, CHIEF.DEFCON.GREEN) -- -- -- At least one and up to four groups for BAI missions if current defcon is red. -- myChief:SetResponseOnTarget(1, 2, 0, nil, AUFTRAG.Type.BAI, nil, CHIEF.DEFCON.YELLOW) -- -- -- At least one and up to four groups for BAI missions if current defcon is red. -- myChief:SetResponseOnTarget(1, 3, 0, nil, AUFTRAG.Type.BAI, nil, CHIEF.DEFCON.RED) -- -- -- # Strategic (Capture) Zones -- -- Strategically important zones, which should be captured can be added via the @{#CHIEF.AddStrategicZone}(*OpsZone, Prio, Importance*) function. -- The first parameter *OpsZone* is an @{Ops.OpsZone#OPSZONE} specifying the zone. This has to be a **circular zone** due to DCS API restrictions. -- The second parameter *Prio* is the priority. The zone queue is sorted wrt to lower prio values. By default this is set to 50. -- The third parameter *Importance* is the importance of the zone. By default this is `nil`. If you specify one zone with importance 2 and a second zone with -- importance 3, then the zone of importance 2 is attacked first and only if that zone has been captured, zones that have importances with higher values are attacked. -- -- For example: -- -- local myStratZone=myChief:AddStrategicZone(myOpsZone, nil , 2) -- -- Will at a strategic zone with importance 2. -- -- If the zone is currently owned by another coalition and enemy ground troops are present in the zone, a CAS and an ARTY mission are lauchned: -- -- * A mission of type `AUFTRAG.Type.CASENHANCED` is started if assets are available that can carry out this mission type. -- * A mission of type `AUFTRAG.Type.ARTY` is started provided assets are available. -- -- The CAS flight(s) will patrol the zone randomly and take out enemy ground units they detect. It can always be possible that the enemies cannot be detected however. -- The assets will shell the zone. However, it is unlikely that they hit anything as they do not have any information about the location of the enemies. -- -- Once the zone is cleaned of enemy forces, ground troops are send there. By default, two missions are launched: -- -- * First mission is of type `AUFTRAG.Type.ONGUARD` and will send infantry groups. These are transported by helicopters. Therefore, helo assets with `AUFTRAG.Type.OPSTRANSPORT` need to be available. -- * The second mission is also of type `AUFTRAG.Type.ONGUARD` but will send tanks if these are available. -- -- ## Customized Reaction -- -- The default mission types and number of assets can be customized for the two scenarious (zone empty or zone occupied by the enemy). -- -- In order to do this, you need to create resource lists (one for each scenario) via the @{#CHIEF.CreateResource}() function. -- These lists can than passed as additional parameters to the @{#CHIEF.AddStrategicZone} function. -- -- For example: -- -- --- Create a resource list of mission types and required assets for the case that the zone is OCCUPIED. -- -- -- -- Here, we create an enhanced CAS mission and employ at least on and at most two asset groups. -- local ResourceOccupied=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2) -- -- We also add ARTY missions with at least one and at most two assets. We additionally require these to be MLRS groups (and not howitzers). -- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.ARTY, 1, 2, nil, "MLRS") -- -- Add at least one RECON mission that uses UAV type assets. -- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.RECON, 1, nil, GROUP.Attribute.AIR_UAV) -- -- Add at least one but at most two BOMBCARPET missions. -- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.BOMBCARPET, 1, 2) -- -- --- Create a resource list of mission types and required assets for the case that the zone is EMPTY. -- -- -- -- Here, we create an ONGUARD mission and employ at least on and at most five infantry assets. -- local ResourceEmpty=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY) -- -- Additionally, we send up to three tank groups. -- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_TANK) -- -- Finally, we send two groups that patrol the zone. -- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.PATROLZONE, 2) -- -- -- Add stratetic zone with customized reaction. -- myChief:AddStrategicZone(myOpsZone, nil , 2, ResourceOccupied, ResourceEmpty) -- -- As the location of the enemies is not known, only mission types that don't require an explicit target group are possible. These are -- -- * `AUFTRAG.Type.CASENHANCED` -- * `AUFTRAG.Type.ARTY` -- * `AUFTRAG.Type.PATROLZONE` -- * `AUFTRAG.Type.ONGUARD` -- * `AUFTRAG.Type.RECON` -- * `AUFTRAG.Type.AMMOSUPPLY` -- * `AUFTRAG.Type.BOMBING` -- * `AUFTRAG.Type.BOMBCARPET` -- * `AUFTRAG.Type.BARRAGE` -- -- ## Events -- -- Whenever a strategic zone is captured by us the FSM event @{#CHIEF.ZoneCaptured} is triggered and customized further actions can be executed -- with the @{#CHIEF.OnAfterZoneCaptured}() function. -- -- Whenever a strategic zone is lost (captured by the enemy), the FSM event @{#CHIEF.ZoneLost} is triggered and customized further actions can be executed -- with the @{#CHIEF.OnAfterZoneLost}() function. -- -- Further events are -- -- * @{#CHIEF.ZoneEmpty}, once the zone is completely empty of ground troops. Code can be added to the @{#CHIEF.OnAfterZoneEmpty}() function. -- * @{#CHIEF.ZoneAttacked}, once the zone is under attack. Code can be added to the @{#CHIEF.OnAfterZoneAttacked}() function. -- -- Note that the ownership of a zone is determined via zone scans, i.e. not via the detection network. In other words, there is an all knowing eye. -- Think of it as the local population providing the intel. It's not totally realistic but the best compromise within the limits of DCS. -- -- -- -- @field #CHIEF CHIEF = { ClassName = "CHIEF", verbose = 0, lid = nil, targetqueue = {}, zonequeue = {}, borderzoneset = nil, yellowzoneset = nil, engagezoneset = nil, tacview = false, Nsuccess = 0, Nfailure = 0, } --- Defence condition. -- @type CHIEF.DEFCON -- @field #string GREEN No enemy activities detected in our terretory or conflict zones. -- @field #string YELLOW Enemy in conflict zones. -- @field #string RED Enemy within our border. CHIEF.DEFCON = { GREEN="Green", YELLOW="Yellow", RED="Red", } --- Strategy. -- @type CHIEF.Strategy -- @field #string PASSIVE No targets at all are engaged. -- @field #string DEFENSIVE Only target in our own terretory are engaged. -- @field #string OFFENSIVE Targets in own terretory and yellow zones are engaged. -- @field #string AGGRESSIVE Targets in own terretory, conflict zones and attack zones are engaged. -- @field #string TOTALWAR Anything is engaged anywhere. CHIEF.Strategy = { PASSIVE="Passive", DEFENSIVE="Defensive", OFFENSIVE="Offensive", AGGRESSIVE="Aggressive", TOTALWAR="Total War" } --- Mission performance. -- @type CHIEF.MissionPerformance -- @field #string MissionType Mission Type. -- @field #number Performance Performance: a number between 0 and 100, where 100 is best performance. --- Asset numbers for detected targets. -- @type CHIEF.AssetNumber -- @field #number nAssetMin Min number of assets. -- @field #number nAssetMax Max number of assets. -- @field #number threatlevel Threat level. -- @field #string targetCategory Target category. -- @field #string missionType Mission type. -- @field #number nUnits Number of enemy units. -- @field #string defcon Defense condition. -- @field #string strategy Strategy. --- Strategic zone. -- @type CHIEF.StrategicZone -- @field Ops.OpsZone#OPSZONE opszone OPS zone. -- @field #number prio Priority. -- @field #number importance Importance. -- @field #table resourceEmpty Resource list. -- @field #table resourceOccup Resource list. -- @field #table missions Mission. --- Resource. -- @type CHIEF.Resource -- @field #string MissionType Mission type, e.g. `AUFTRAG.Type.BAI`. -- @field #number Nmin Min number of assets. -- @field #number Nmax Max number of assets. -- @field #table Attributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`. -- @field #table Properties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`. -- @field Ops.Auftrag#AUFTRAG mission Attached mission. --- CHIEF class version. -- @field #string version CHIEF.version="0.4.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Let user specify amount of resources. -- DONE: Tactical overview. -- DONE: Add event for opsgroups on mission. -- DONE: Add event for zone captured. -- DONE: Limits of missions? -- DONE: Create a good mission, which can be passed on to the COMMANDER. -- DONE: Capture OPSZONEs. -- DONE: Get list of own assets and capabilities. -- DONE: Get list/overview of enemy assets etc. -- DONE: Put all contacts into target list. Then make missions from them. -- DONE: Set of interesting zones. -- DONE: Add/remove spawned flightgroups to detection set. -- DONE: Borderzones. -- NOGO: Maybe it's possible to preselect the assets for the mission. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new CHIEF object and start the FSM. -- @param #CHIEF self -- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral". -- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set. -- @param #string Alias An *optional* alias how this object is called in the logs etc. -- @return #CHIEF self function CHIEF:New(Coalition, AgentSet, Alias) -- Set alias. Alias=Alias or "CHIEF" -- coalition if type(Coalition) == "string" then if string.lower(Coalition) == "blue" then Coalition = coalition.side.BLUE elseif string.lower(Coalition) == "red" then Coalition = coalition.side.RED else Coalition = coalition.side.NEUTRAL end end -- Inherit everything from INTEL class. local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition, Alias)) --#CHIEF -- Defaults. self:SetBorderZones() self:SetConflictZones() self:SetAttackZones() self:SetThreatLevelRange() -- Init stuff. self.Defcon=CHIEF.DEFCON.GREEN self.strategy=CHIEF.Strategy.DEFENSIVE self.TransportCategories = {Group.Category.HELICOPTER} -- Create a new COMMANDER. self.commander=COMMANDER:New(Coalition) -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "MissionAssign", "*") -- Assign mission to a COMMANDER. self:AddTransition("*", "MissionCancel", "*") -- Cancel mission. self:AddTransition("*", "TransportCancel", "*") -- Cancel transport. self:AddTransition("*", "OpsOnMission", "*") -- An OPSGROUP was send on a Mission (AUFTRAG). self:AddTransition("*", "ZoneCaptured", "*") -- self:AddTransition("*", "ZoneLost", "*") -- self:AddTransition("*", "ZoneEmpty", "*") -- self:AddTransition("*", "ZoneAttacked", "*") -- self:AddTransition("*", "DefconChange", "*") -- Change defence condition. self:AddTransition("*", "StrategyChange", "*") -- Change strategy condition. ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". -- @function [parent=#CHIEF] Start -- @param #CHIEF self --- Triggers the FSM event "Start" after a delay. -- @function [parent=#CHIEF] __Start -- @param #CHIEF self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". -- @param #CHIEF self --- Triggers the FSM event "Stop" after a delay. -- @function [parent=#CHIEF] __Stop -- @param #CHIEF self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". -- @function [parent=#CHIEF] Status -- @param #CHIEF self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#CHIEF] __Status -- @param #CHIEF self -- @param #number delay Delay in seconds. --- Triggers the FSM event "DefconChange". -- @function [parent=#CHIEF] DefconChange -- @param #CHIEF self -- @param #string Defcon New Defence Condition. --- Triggers the FSM event "DefconChange" after a delay. -- @function [parent=#CHIEF] __DefconChange -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param #string Defcon New Defence Condition. --- On after "DefconChange" event. -- @function [parent=#CHIEF] OnAfterDefconChange -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Defcon New Defence Condition. --- Triggers the FSM event "StrategyChange". -- @function [parent=#CHIEF] StrategyChange -- @param #CHIEF self -- @param #string Strategy New strategy. --- Triggers the FSM event "StrategyChange" after a delay. -- @function [parent=#CHIEF] __StrategyChange -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param #string Strategy New strategy. --- On after "StrategyChange" event. -- @function [parent=#CHIEF] OnAfterStrategyChange -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Strategy New strategy. --- Triggers the FSM event "MissionAssign". -- @function [parent=#CHIEF] MissionAssign -- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. --- Triggers the FSM event "MissionAssign" after a delay. -- @function [parent=#CHIEF] __MissionAssign -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. --- On after "MissionAssign" event. -- @function [parent=#CHIEF] OnAfterMissionAssign -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. --- Triggers the FSM event "MissionCancel". -- @function [parent=#CHIEF] MissionCancel -- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "MissionCancel" after a delay. -- @function [parent=#CHIEF] __MissionCancel -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "MissionCancel" event. -- @function [parent=#CHIEF] OnAfterMissionCancel -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "TransportCancel". -- @function [parent=#CHIEF] TransportCancel -- @param #CHIEF self -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "TransportCancel" after a delay. -- @function [parent=#CHIEF] __TransportCancel -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- On after "TransportCancel" event. -- @function [parent=#CHIEF] OnAfterTransportCancel -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. --- Triggers the FSM event "OpsOnMission". -- @function [parent=#CHIEF] OpsOnMission -- @param #CHIEF self -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "OpsOnMission" after a delay. -- @function [parent=#CHIEF] __OpsOnMission -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- On after "OpsOnMission" event. -- @function [parent=#CHIEF] OnAfterOpsOnMission -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission. --- Triggers the FSM event "ZoneCaptured". -- @function [parent=#CHIEF] ZoneCaptured -- @param #CHIEF self -- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured. --- Triggers the FSM event "ZoneCaptured" after a delay. -- @function [parent=#CHIEF] __ZoneCaptured -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured. --- On after "ZoneCaptured" event. -- @function [parent=#CHIEF] OnAfterZoneCaptured -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured. --- Triggers the FSM event "ZoneLost". -- @function [parent=#CHIEF] ZoneLost -- @param #CHIEF self -- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost. --- Triggers the FSM event "ZoneLost" after a delay. -- @function [parent=#CHIEF] __ZoneLost -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost. --- On after "ZoneLost" event. -- @function [parent=#CHIEF] OnAfterZoneLost -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost. --- Triggers the FSM event "ZoneEmpty". -- @function [parent=#CHIEF] ZoneEmpty -- @param #CHIEF self -- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now. --- Triggers the FSM event "ZoneEmpty" after a delay. -- @function [parent=#CHIEF] __ZoneEmpty -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now. --- On after "ZoneEmpty" event. -- @function [parent=#CHIEF] OnAfterZoneEmpty -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now. --- Triggers the FSM event "ZoneAttacked". -- @function [parent=#CHIEF] ZoneAttacked -- @param #CHIEF self -- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked. --- Triggers the FSM event "ZoneAttacked" after a delay. -- @function [parent=#CHIEF] __ZoneAttacked -- @param #CHIEF self -- @param #number delay Delay in seconds. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked. --- On after "ZoneAttacked" event. -- @function [parent=#CHIEF] OnAfterZoneAttacked -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetAirToAny() self:SetFilterCategory({}) return self end --- Set this to be an air-to-air dispatcher. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetAirToAir() self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER}) return self end --- Set this to be an air-to-ground dispatcher, i.e. engage only ground units -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetAirToGround() self:SetFilterCategory({Unit.Category.GROUND_UNIT}) return self end --- Set this to be an air-to-sea dispatcher, i.e. engage only naval units. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetAirToSea() self:SetFilterCategory({Unit.Category.SHIP}) return self end --- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetAirToSurface() self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP}) return self end --- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat. -- Targets with threat level 0 are usually harmless. -- @param #CHIEF self -- @param #number ThreatLevelMin Min threat level. Default 1. -- @param #number ThreatLevelMax Max threat level. Default 10. -- @return #CHIEF self function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax) self.threatLevelMin=ThreatLevelMin or 1 self.threatLevelMax=ThreatLevelMax or 10 return self end --- Set defence condition. -- @param #CHIEF self -- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`. -- @return #CHIEF self function CHIEF:SetDefcon(Defcon) -- Check if valid string was passed. local gotit=false for _,defcon in pairs(CHIEF.DEFCON) do if defcon==Defcon then gotit=true end end if not gotit then self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon))) return self end -- Trigger event if defcon changed. if Defcon~=self.Defcon then self:DefconChange(Defcon) end -- Set new DEFCON. self.Defcon=Defcon return self end --- Create a new resource list of required assets. -- @param #CHIEF self -- @param #string MissionType The mission type. -- @param #number Nmin Min number of required assets. Default 1. -- @param #number Nmax Max number of requried assets. Default 1. -- @param #table Attributes Generalized attribute(s). Default `nil`. -- @param #table Properties DCS attribute(s). Default `nil`. -- @return #table The resource object. function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties) local resource={} self:AddToResource(resource, MissionType, Nmin, Nmax, Attributes, Properties) return resource end --- Add mission type and number of required assets to resource. -- @param #CHIEF self -- @param #table Resource Resource table. -- @param #string MissionType Mission Type. -- @param #number Nmin Min number of required assets. -- @param #number Nmax Max number of requried assets. -- @param #table Attributes Generalized attribute(s). -- @param #table Properties DCS attribute(s). Default `nil`. -- @return #CHIEF self function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties) -- Ensure table. if Attributes and type(Attributes)~="table" then Attributes={Attributes} end -- Ensure table. if Properties and type(Properties)~="table" then Properties={Properties} end -- Create new resource table. local resource={} --#CHIEF.Resource resource.MissionType=MissionType resource.Nmin=Nmin or 1 resource.Nmax=Nmax or 1 resource.Attributes=Attributes or {} resource.Properties=Properties or {} -- Add to table. table.insert(Resource, resource) -- Debug output. if self.verbose>10 then local text="Resource:" for _,_r in pairs(Resource) do local r=_r --#CHIEF.Resource text=text..string.format("\nmission=%s, Nmin=%d, Nmax=%d, attribute=%s, properties=%s", r.MissionType, r.Nmin, r.Nmax, tostring(r.Attributes[1]), tostring(r.Properties[1])) end self:I(self.lid..text) end return self end --- Delete mission type from resource list. All running missions are cancelled. -- @param #CHIEF self -- @param #table Resource Resource table. -- @param #string MissionType Mission Type. -- @return #CHIEF self function CHIEF:DeleteFromResource(Resource, MissionType) for i=#Resource,1,-1 do local resource=Resource[i] --#CHIEF.Resource if resource.MissionType==MissionType then if resource.mission and resource.mission:IsNotOver() then resource.mission:Cancel() end table.remove(Resource, i) end end return self end --- Set number of assets requested for detected targets. -- @param #CHIEF self -- @param #number NassetsMin Min number of assets. Should be at least 1. Default 1. -- @param #number NassetsMax Max number of assets. Default is same as `NassetsMin`. -- @param #number ThreatLevel Only apply this setting if the target threat level is greater or equal this number. Default 0. -- @param #string TargetCategory Only apply this setting if the target is of this category, e.g. `TARGET.Category.AIRCRAFT`. -- @param #string MissionType Only apply this setting for this mission type, e.g. `AUFTRAG.Type.INTERCEPT`. -- @param #string Nunits Only apply this setting if the number of enemy units is greater or equal this number. -- @param #string Defcon Only apply this setting if this defense condition is in place. -- @param #string Strategy Only apply this setting if this strategy is in currently. place. -- @return #CHIEF self function CHIEF:SetResponseOnTarget(NassetsMin, NassetsMax, ThreatLevel, TargetCategory, MissionType, Nunits, Defcon, Strategy) local bla={} --#CHIEF.AssetNumber bla.nAssetMin=NassetsMin or 1 bla.nAssetMax=NassetsMax or bla.nAssetMin bla.threatlevel=ThreatLevel or 0 bla.targetCategory=TargetCategory bla.missionType=MissionType bla.nUnits=Nunits or 1 bla.defcon=Defcon bla.strategy=Strategy self.assetNumbers=self.assetNumbers or {} -- Add to table. table.insert(self.assetNumbers, bla) end --- Add mission type and number of required assets to resource. -- @param #CHIEF self -- @param Ops.Target#TARGET Target The target. -- @param #string MissionType Mission type. -- @return #number Number of min assets. -- @return #number Number of max assets. function CHIEF:_GetAssetsForTarget(Target, MissionType) -- Threat level. local threatlevel=Target:GetThreatLevelMax() -- Number of units. local nUnits=Target.N0 -- Target category. local targetcategory=Target:GetCategory() -- Debug info. self:T(self.lid..string.format("Getting number of assets for target with TL=%d, Category=%s, nUnits=%s, MissionType=%s", threatlevel, targetcategory, nUnits, tostring(MissionType))) -- Candidates. local candidates={} local threatlevelMatch=nil for _,_assetnumber in pairs(self.assetNumbers or {}) do local assetnumber=_assetnumber --#CHIEF.AssetNumber if (threatlevelMatch==nil and threatlevel>=assetnumber.threatlevel) or (threatlevelMatch~=nil and threatlevelMatch==threatlevel) then if threatlevelMatch==nil then threatlevelMatch=threatlevel end -- Number of other parameters matching. local nMatch=0 -- Assume cand. local cand=true if assetnumber.targetCategory~=nil then if assetnumber.targetCategory==targetcategory then nMatch=nMatch+1 else cand=false end end if MissionType and assetnumber.missionType~=nil then if assetnumber.missionType==MissionType then nMatch=nMatch+1 else cand=false end end if assetnumber.nUnits~=nil then if assetnumber.nUnits>=nUnits then nMatch=nMatch+1 else cand=false end end if assetnumber.defcon~=nil then if assetnumber.defcon==self.Defcon then nMatch=nMatch+1 else cand=false end end if assetnumber.strategy~=nil then if assetnumber.strategy==self.strategy then nMatch=nMatch+1 else cand=false end end -- Add to candidates. if cand then table.insert(candidates, {assetnumber=assetnumber, nMatch=nMatch}) end end end if #candidates>0 then -- Return greater match. local function _sort(a,b) return a.nMatch>b.nMatch end -- Sort table by matches. table.sort(candidates, _sort) -- Pick the candidate with most matches. local candidate=candidates[1] -- Asset number. local an=candidate.assetnumber --#CHIEF.AssetNumber -- Debug message. self:T(self.lid..string.format("Picking candidate with %d matches: NassetsMin=%d, NassetsMax=%d, ThreatLevel=%d, TargetCategory=%s, MissionType=%s, Defcon=%s, Strategy=%s", candidate.nMatch, an.nAssetMin, an.nAssetMax, an.threatlevel, tostring(an.targetCategory), tostring(an.missionType), tostring(an.defcon), tostring(an.strategy))) -- Return number of assetes. return an.nAssetMin, an.nAssetMax else return 1, 1 end end --- Get defence condition. -- @param #CHIEF self -- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`. function CHIEF:GetDefcon(Defcon) return self.Defcon end --- Set limit for number of total or specific missions to be executed simultaniously. -- @param #CHIEF self -- @param #number Limit Number of max. mission of this type. Default 10. -- @param #string MissionType Type of mission, e.g. `AUFTRAG.Type.BAI`. Default `"Total"` for total number of missions. -- @return #CHIEF self function CHIEF:SetLimitMission(Limit, MissionType) self.commander:SetLimitMission(Limit, MissionType) return self end --- Set tactical overview on. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetTacticalOverviewOn() self.tacview=true return self end --- Set tactical overview off. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:SetTacticalOverviewOff() self.tacview=false return self end --- Set strategy. -- @param #CHIEF self -- @param #string Strategy Strategy. See @{#CHIEF.strategy}, e.g. `CHIEF.Strategy.DEFENSIVE` (default). -- @return #CHIEF self function CHIEF:SetStrategy(Strategy) -- Trigger event if Strategy changed. if Strategy~=self.strategy then self:StrategyChange(Strategy) end -- Set new Strategy. self.strategy=Strategy return self end --- Get defence condition. -- @param #CHIEF self -- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`. function CHIEF:GetDefcon(Defcon) return self.Defcon end --- Get the commander. -- @param #CHIEF self -- @return Ops.Commander#COMMANDER The commander. function CHIEF:GetCommander() return self.commander end --- Add an AIRWING to the chief's commander. -- @param #CHIEF self -- @param Ops.AirWing#AIRWING Airwing The airwing to add. -- @return #CHIEF self function CHIEF:AddAirwing(Airwing) -- Add airwing to the commander. self:AddLegion(Airwing) return self end --- Add a BRIGADE to the chief's commander. -- @param #CHIEF self -- @param Ops.Brigade#BRIGADE Brigade The brigade to add. -- @return #CHIEF self function CHIEF:AddBrigade(Brigade) -- Add brigade to the commander. self:AddLegion(Brigade) return self end --- Add a FLEET to the chief's commander. -- @param #CHIEF self -- @param Ops.Fleet#FLEET Fleet The fleet to add. -- @return #CHIEF self function CHIEF:AddFleet(Fleet) -- Add fleet to the commander. self:AddLegion(Fleet) return self end --- Add a LEGION to the chief's commander. -- @param #CHIEF self -- @param Ops.Legion#LEGION Legion The legion to add. -- @return #CHIEF self function CHIEF:AddLegion(Legion) -- Set chief of the legion. Legion.chief=self -- Add legion to the commander. self.commander:AddLegion(Legion) return self end --- Add mission to mission queue of the COMMANDER. -- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be added. -- @return #CHIEF self function CHIEF:AddMission(Mission) Mission.chief=self Mission.statusChief=AUFTRAG.Status.PLANNED self:I(self.lid..string.format("Adding mission #%d", Mission.auftragsnummer)) self.commander:AddMission(Mission) return self end --- Remove mission from queue. -- @param #CHIEF self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. -- @return #CHIEF self function CHIEF:RemoveMission(Mission) Mission.chief=nil self.commander:RemoveMission(Mission) return self end --- Add transport to transport queue of the COMMANDER. -- @param #CHIEF self -- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be added. -- @return #CHIEF self function CHIEF:AddOpsTransport(Transport) Transport.chief=self self.commander:AddOpsTransport(Transport) return self end --- Remove transport from queue. -- @param #CHIEF self -- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be removed. -- @return #CHIEF self function CHIEF:RemoveTransport(Transport) Transport.chief=nil self.commander:RemoveTransport(Transport) return self end --- Add target. -- @param #CHIEF self -- @param Ops.Target#TARGET Target Target object to be added. -- @return #CHIEF self function CHIEF:AddTarget(Target) if not self:IsTarget(Target) then Target.chief=self table.insert(self.targetqueue, Target) end return self end --- Check if a TARGET is already in the queue. -- @param #CHIEF self -- @param Ops.Target#TARGET Target Target object to be added. -- @return #boolean If `true`, target exists in the target queue. function CHIEF:IsTarget(Target) for _,_target in pairs(self.targetqueue) do local target=_target --Ops.Target#TARGET if target.uid==Target.uid or target:GetName()==Target:GetName() then return true end end return false end --- Remove target from queue. -- @param #CHIEF self -- @param Ops.Target#TARGET Target The target. -- @return #CHIEF self function CHIEF:RemoveTarget(Target) for i,_target in pairs(self.targetqueue) do local target=_target --Ops.Target#TARGET if target.uid==Target.uid then self:T(self.lid..string.format("Removing target %s from queue", Target.name)) table.remove(self.targetqueue, i) break end end return self end --- Add strategically important zone. -- By default two resource lists are created. One for the case that the zone is empty and the other for the case that the zone is occupied. -- -- Occupied: -- -- * `AUFTRAG.Type.ARTY` with Nmin=1, Nmax=2 -- * `AUFTRAG.Type.CASENHANCED` with Nmin=1, Nmax=2 -- -- Empty: -- -- * `AUFTRAG.Type.ONGUARD` with Nmin=1 and Nmax=3 assets, Attribute=`GROUP.Attribute.GROUND_INFANTRY`. -- * `AUFTRAG.Type.ONGURAD` with Nmin=1 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_TANK`. -- -- Resources can be created with the @{#CHIEF.CreateResource} and @{#CHIEF.AddToResource} functions. -- -- @param #CHIEF self -- @param Ops.OpsZone#OPSZONE OpsZone OPS zone object. -- @param #number Priority Priority. Default 50. -- @param #number Importance Importance. Default nil. -- @param #CHIEF.Resource ResourceOccupied (Optional) Resources used then zone is occupied by the enemy. -- @param #CHIEF.Resource ResourceEmpty (Optional) Resources used then zone is empty. -- @return #CHIEF.StrategicZone The strategic zone. function CHIEF:AddStrategicZone(OpsZone, Priority, Importance, ResourceOccupied, ResourceEmpty) local stratzone={} --#CHIEF.StrategicZone stratzone.opszone=OpsZone stratzone.prio=Priority or 50 stratzone.importance=Importance stratzone.missions={} -- Start ops zone. if OpsZone:IsStopped() then OpsZone:Start() end -- Add resources if zone is occupied. if ResourceOccupied then stratzone.resourceOccup=UTILS.DeepCopy(ResourceOccupied) else stratzone.resourceOccup=self:CreateResource(AUFTRAG.Type.ARTY, 1, 2) self:AddToResource(stratzone.resourceOccup, AUFTRAG.Type.CASENHANCED, 1, 2) end -- Add resources if zone is empty if ResourceEmpty then stratzone.resourceEmpty=UTILS.DeepCopy(ResourceEmpty) else stratzone.resourceEmpty=self:CreateResource(AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_INFANTRY) self:AddToResource(stratzone.resourceEmpty, AUFTRAG.Type.ONGUARD, 1, 1, GROUP.Attribute.GROUND_TANK) end -- Add to table. table.insert(self.zonequeue, stratzone) -- Add chief so we get informed when something happens. OpsZone:_AddChief(self) return stratzone end --- Set the resource list of missions and assets employed when the zone is empty. -- @param #CHIEF self -- @param #CHIEF.StrategicZone StrategicZone The strategic zone. -- @param #CHIEF.Resource Resource Resource list of missions and assets. -- @param #boolean NoCopy If `true`, do **not** create a deep copy of the resource. -- @return #CHIEF self function CHIEF:SetStrategicZoneResourceEmpty(StrategicZone, Resource, NoCopy) if NoCopy then StrategicZone.resourceEmpty=Resource else StrategicZone.resourceEmpty=UTILS.DeepCopy(Resource) end return self end --- Set the resource list of missions and assets employed when the zone is occupied by the enemy. -- @param #CHIEF self -- @param #CHIEF.StrategicZone StrategicZone The strategic zone. -- @param #CHIEF.Resource Resource Resource list of missions and assets. -- @param #boolean NoCopy If `true`, do **not** create a deep copy of the resource. -- @return #CHIEF self function CHIEF:SetStrategicZoneResourceOccupied(StrategicZone, Resource, NoCopy) if NoCopy then StrategicZone.resourceOccup=Resource else StrategicZone.resourceOccup=UTILS.DeepCopy(Resource) end return self end --- Get the resource list of missions and assets employed when the zone is empty. -- @param #CHIEF self -- @param #CHIEF.StrategicZone StrategicZone The strategic zone. -- @return #CHIEF.Resource Resource list of missions and assets. function CHIEF:GetStrategicZoneResourceEmpty(StrategicZone) return StrategicZone.resourceEmpty end --- Get the resource list of missions and assets employed when the zone is occupied by the enemy. -- @param #CHIEF self -- @param #CHIEF.StrategicZone StrategicZone The strategic zone. -- @return #CHIEF.Resource Resource list of missions and assets. function CHIEF:GetStrategicZoneResourceOccupied(StrategicZone) return StrategicZone.resourceOccup end --- Remove strategically important zone. All runing missions are cancelled. -- @param #CHIEF self -- @param Ops.OpsZone#OPSZONE OpsZone OPS zone object. -- @param #number Delay Delay in seconds before the zone is removed. Default immidiately. -- @return #CHIEF self function CHIEF:RemoveStrategicZone(OpsZone, Delay) if Delay and Delay>0 then -- Delayed call. self:ScheduleOnce(Delay, CHIEF.RemoveStrategicZone, self, OpsZone) else -- Loop over all zones in the queue. for i=#self.zonequeue,1,-1 do local stratzone=self.zonequeue[i] --#CHIEF.StrategicZone if OpsZone.zoneName==stratzone.opszone.zoneName then -- Debug info. self:T(self.lid..string.format("Removing OPS zone \"%s\" from queue! All running missions will be cancelled", OpsZone.zoneName)) -- Cancel running missions. for _,_resource in pairs(stratzone.resourceEmpty) do local resource=_resource --#CHIEF.Resource if resource.mission and resource.mission:IsNotOver() then resource.mission:Cancel() end end -- Cancel running missions. for _,_resource in pairs(stratzone.resourceOccup) do local resource=_resource --#CHIEF.Resource if resource.mission and resource.mission:IsNotOver() then resource.mission:Cancel() end end -- Remove from table. table.remove(self.zonequeue, i) -- Done! return self end end end return self end --- Add a rearming zone. -- @param #CHIEF self -- @param Core.Zone#ZONE RearmingZone Rearming zone. -- @return Ops.Brigade#BRIGADE.SupplyZone The rearming zone data. function CHIEF:AddRearmingZone(RearmingZone) -- Hand over to commander. local supplyzone=self.commander:AddRearmingZone(RearmingZone) return supplyzone end --- Add a refuelling zone. -- @param #CHIEF self -- @param Core.Zone#ZONE RefuellingZone Refuelling zone. -- @return Ops.Brigade#BRIGADE.SupplyZone The refuelling zone data. function CHIEF:AddRefuellingZone(RefuellingZone) -- Hand over to commander. local supplyzone=self.commander:AddRefuellingZone(RefuellingZone) return supplyzone end --- Add a CAP zone. Flights will engage detected targets inside this zone. -- @param #CHIEF self -- @param Core.Zone#ZONE Zone CAP Zone. Has to be a circular zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data. function CHIEF:AddCapZone(Zone, Altitude, Speed, Heading, Leg) -- Hand over to commander. local zone=self.commander:AddCapZone(Zone, Altitude, Speed, Heading, Leg) return zone end --- Add a GCI CAP. -- @param #CHIEF self -- @param Core.Zone#ZONE Zone Zone, where the flight orbits. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data. function CHIEF:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg) -- Hand over to commander. local zone=self.commander:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg) return zone end --- Add an AWACS zone. -- @param #CHIEF self -- @param Core.Zone#ZONE Zone Zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @return Ops.AirWing#AIRWING.PatrolZone The AWACS zone data. function CHIEF:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg) -- Hand over to commander. local zone=self.commander:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg) return zone end --- Add a refuelling tanker zone. -- @param #CHIEF self -- @param Core.Zone#ZONE Zone Zone. -- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet. -- @param #number Speed Orbit speed in KIAS. Default 350 kts. -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Leg Length of race-track in NM. Default 30 NM. -- @param #number RefuelSystem Refuelling system. -- @return Ops.AirWing#AIRWING.TankerZone The tanker zone data. function CHIEF:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem) -- Hand over to commander. local zone=self.commander:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem) return zone end --- Set border zone set, defining your territory. -- -- * Detected enemy troops in these zones will trigger defence condition `RED`. -- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.DEFENSIVE`. -- -- @param #CHIEF self -- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders. -- @return #CHIEF self function CHIEF:SetBorderZones(BorderZoneSet) -- Border zones. self.borderzoneset=BorderZoneSet or SET_ZONE:New() return self end --- Add a zone defining your territory. -- -- * Detected enemy troops in these zones will trigger defence condition `RED`. -- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.DEFENSIVE`. -- -- @param #CHIEF self -- @param Core.Zone#ZONE Zone The zone. -- @return #CHIEF self function CHIEF:AddBorderZone(Zone) -- Add a border zone. self.borderzoneset:AddZone(Zone) return self end --- Set conflict zone set. -- -- * Detected enemy troops in these zones will trigger defence condition `YELLOW`. -- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.OFFENSIVE`. -- -- @param #CHIEF self -- @param Core.Set#SET_ZONE ZoneSet Set of zones. -- @return #CHIEF self function CHIEF:SetConflictZones(ZoneSet) -- Conflict zones. self.yellowzoneset=ZoneSet or SET_ZONE:New() return self end --- Add a conflict zone. -- -- * Detected enemy troops in these zones will trigger defence condition `YELLOW`. -- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.OFFENSIVE`. -- -- @param #CHIEF self -- @param Core.Zone#ZONE Zone The zone to add. -- @return #CHIEF self function CHIEF:AddConflictZone(Zone) -- Add a conflict zone. self.yellowzoneset:AddZone(Zone) return self end --- Set attack zone set. -- -- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.AGGRESSIVE`. -- -- @param #CHIEF self -- @param Core.Set#SET_ZONE ZoneSet Set of zones. -- @return #CHIEF self function CHIEF:SetAttackZones(ZoneSet) -- Attacak zones. self.engagezoneset=ZoneSet or SET_ZONE:New() return self end --- Add an attack zone. -- -- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.AGGRESSIVE`. -- -- @param #CHIEF self -- @param Core.Zone#ZONE Zone The zone to add. -- @return #CHIEF self function CHIEF:AddAttackZone(Zone) -- Add an attack zone. self.engagezoneset:AddZone(Zone) return self end --- Allow chief to use GROUND units for transport tasks. Helicopters are still preferred, and be aware there's no check as of now -- if a destination can be reached on land. -- @param #CHIEF self -- @return #CHIEF self function CHIEF:AllowGroundTransport() self.TransportCategories = {Group.Category.GROUND, Group.Category.HELICOPTER} return self end --- Forbid chief to use GROUND units for transport tasks. Restrict to Helicopters. This is the default -- @param #CHIEF self -- @return #CHIEF self function CHIEF:ForbidGroundTransport() self.TransportCategories = {Group.Category.HELICOPTER} return self end --- Check if current strategy is passive. -- @param #CHIEF self -- @return #boolean If `true`, strategy is passive. function CHIEF:IsPassive() return self.strategy==CHIEF.Strategy.PASSIVE end --- Check if current strategy is defensive. -- @param #CHIEF self -- @return #boolean If `true`, strategy is defensive. function CHIEF:IsDefensive() return self.strategy==CHIEF.Strategy.DEFENSIVE end --- Check if current strategy is offensive. -- @param #CHIEF self -- @return #boolean If `true`, strategy is offensive. function CHIEF:IsOffensive() return self.strategy==CHIEF.Strategy.OFFENSIVE end --- Check if current strategy is aggressive. -- @param #CHIEF self -- @return #boolean If `true`, strategy is agressive. function CHIEF:IsAgressive() return self.strategy==CHIEF.Strategy.AGGRESSIVE end --- Check if current strategy is total war. -- @param #CHIEF self -- @return #boolean If `true`, strategy is total war. function CHIEF:IsTotalWar() return self.strategy==CHIEF.Strategy.TOTALWAR end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. -- @param #CHIEF self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function CHIEF:onafterStart(From, Event, To) -- Short info. local text=string.format("Starting Chief of Staff") self:I(self.lid..text) -- Start parent INTEL. self:GetParent(self).onafterStart(self, From, Event, To) -- Start commander. if self.commander then if self.commander:GetState()=="NotReadyYet" then self.commander:Start() end end end --- On after "Status" event. -- @param #CHIEF self -- @param Wrapper.Group#GROUP Group Flight group. -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function CHIEF:onafterStatus(From, Event, To) -- Start parent INTEL. self:GetParent(self).onafterStatus(self, From, Event, To) -- FSM state. local fsmstate=self:GetState() --- -- CONTACTS: Mission Cleanup --- -- Clean up missions where the contact was lost. for _,_contact in pairs(self.ContactsLost) do local contact=_contact --Ops.Intelligence#INTEL.Contact if contact.mission and contact.mission:IsNotOver() then -- Debug info. local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name) MESSAGE:New(text, 120, "CHIEF"):ToAll() self:T(self.lid..text) -- Cancel this mission. contact.mission:Cancel() end -- Remove a target from the queue. if contact.target then self:RemoveTarget(contact.target) end end --- -- CONTACTS: Create new TARGETS --- -- Create TARGETs for all new contacts. self.Nborder=0 ; self.Nconflict=0 ; self.Nattack=0 for _,_contact in pairs(self.Contacts) do local contact=_contact --Ops.Intelligence#INTEL.Contact local group=contact.group --Wrapper.Group#GROUP -- Check if contact inside of our borders. local inred=self:CheckGroupInBorder(group) if inred then self.Nborder=self.Nborder+1 end -- Check if contact is in the conflict zones. local inyellow=self:CheckGroupInConflict(group) if inyellow then self.Nconflict=self.Nconflict+1 end -- Check if contact is in the attack zones. local inattack=self:CheckGroupInAttack(group) if inattack then self.Nattack=self.Nattack+1 end -- Check if this is not already a target. if not contact.target then -- Create a new TARGET of the contact group. local Target=TARGET:New(contact.group) -- Set to contact. contact.target=Target -- Set contact to target. Might be handy. Target.contact=contact -- Add target to queue. self:AddTarget(Target) end end --- -- Defcon --- -- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones. if self.Nborder>0 then self:SetDefcon(CHIEF.DEFCON.RED) elseif self.Nconflict>0 then self:SetDefcon(CHIEF.DEFCON.YELLOW) else self:SetDefcon(CHIEF.DEFCON.GREEN) end --- -- Check Target Queue --- -- Check target queue and assign missions to new targets. self:CheckTargetQueue() -- Loop over targets. for _,_target in pairs(self.targetqueue) do local target=_target --Ops.Target#TARGET if target and target:IsAlive() and target.chief and target.mission and target.mission:IsNotOver() then local inborder=self:CheckTargetInZones(target, self.borderzoneset) local inyellow=self:CheckTargetInZones(target, self.yellowzoneset) local inattack=self:CheckTargetInZones(target, self.engagezoneset) if self.strategy==CHIEF.Strategy.PASSIVE then -- Passive: No targets are engaged at all. self:T(self.lid..string.format("Cancelling mission for target %s as strategy is PASSIVE", target:GetName())) target.mission:Cancel() elseif self.strategy==CHIEF.Strategy.DEFENSIVE then -- Defensive: Cancel if not in border. if not inborder then self:T(self.lid..string.format("Cancelling mission for target %s as strategy is DEFENSIVE and not inside border", target:GetName())) target.mission:Cancel() end elseif self.strategy==CHIEF.Strategy.OFFENSIVE then -- Offensive: Cancel if not in border or conflict. if not (inborder or inyellow) then self:T(self.lid..string.format("Cancelling mission for target %s as strategy is OFFENSIVE and not inside border or conflict", target:GetName())) target.mission:Cancel() end elseif self.strategy==CHIEF.Strategy.AGGRESSIVE then -- Aggessive: Cancel if not in border, conflict or attack. if not (inborder or inyellow or inattack) then self:T(self.lid..string.format("Cancelling mission for target %s as strategy is AGGRESSIVE and not inside border, conflict or attack", target:GetName())) target.mission:Cancel() end elseif self.strategy==CHIEF.Strategy.TOTALWAR then -- Total War: No missions are cancelled. end end end --- -- Check Strategic Zone Queue --- -- Check target queue and assign missions to new targets. self:CheckOpsZoneQueue() -- Display tactival overview. self:_TacticalOverview() --- -- Info General --- if self.verbose>=1 then local Nassets=self.commander:CountAssets() local Ncontacts=#self.Contacts local Nmissions=#self.commander.missionqueue local Ntargets=#self.targetqueue -- Info message local text=string.format("Defcon=%s Strategy=%s: Assets=%d, Contacts=%d [Border=%d, Conflict=%d, Attack=%d], Targets=%d, Missions=%d", self.Defcon, self.strategy, Nassets, Ncontacts, self.Nborder, self.Nconflict, self.Nattack, Ntargets, Nmissions) self:I(self.lid..text) end --- -- Info Contacts --- -- Info about contacts. if self.verbose>=2 and #self.Contacts>0 then local text="Contacts:" for i,_contact in pairs(self.Contacts) do local contact=_contact --Ops.Intelligence#INTEL.Contact local mtext="N/A" if contact.mission then mtext=string.format("\"%s\" [%s] %s", contact.mission:GetName(), contact.mission:GetType(), contact.mission.status:upper()) end text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext) end self:I(self.lid..text) end --- -- Info Targets --- if self.verbose>=3 and #self.targetqueue>0 then local text="Targets:" for i,_target in pairs(self.targetqueue) do local target=_target --Ops.Target#TARGET local mtext="N/A" if target.mission then mtext=string.format("\"%s\" [%s] %s", target.mission:GetName(), target.mission:GetType(), target.mission.status:upper()) end text=text..string.format("\n[%d] %s: Category=%s, prio=%d, importance=%d, alive=%s [%.1f/%.1f], Mission=%s", i, target:GetName(), target.category, target.prio, target.importance or -1, tostring(target:IsAlive()), target:GetLife(), target:GetLife0(), mtext) end self:I(self.lid..text) end --- -- Info Missions --- -- Mission queue. if self.verbose>=4 and #self.commander.missionqueue>0 then local text="Mission queue:" for i,_mission in pairs(self.commander.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG local target=mission:GetTargetName() or "unknown" text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target) end self:I(self.lid..text) end --- -- Info Strategic Zones --- -- Loop over targets. if self.verbose>=4 and #self.zonequeue>0 then local text="Zone queue:" for i,_stratzone in pairs(self.zonequeue) do local stratzone=_stratzone --#CHIEF.StrategicZone -- OPS zone object. local opszone=stratzone.opszone local owner=UTILS.GetCoalitionName(opszone.ownerCurrent) local prevowner=UTILS.GetCoalitionName(opszone.ownerPrevious) text=text..string.format("\n[%d] %s [%s]: owner=%s [%s] (prio=%d, importance=%s): Blue=%d, Red=%d, Neutral=%d", i, opszone.zone:GetName(), opszone:GetState(), owner, prevowner, stratzone.prio, tostring(stratzone.importance), opszone.Nblu, opszone.Nred, opszone.Nnut) end self:I(self.lid..text) end --- -- Info Assets --- if self.verbose>=5 then local text="Assets:" for _,missiontype in pairs(AUFTRAG.Type) do local N=self.commander:CountAssets(nil, missiontype) if N>0 then text=text..string.format("\n- %s: %d", missiontype, N) end end self:I(self.lid..text) local text="Assets:" for _,attribute in pairs(WAREHOUSE.Attribute) do local N=self.commander:CountAssets(nil, nil, attribute) if N>0 or self.verbose>=10 then text=text..string.format("\n- %s: %d", attribute, N) end end self:T(self.lid..text) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM Events ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after "MissionAssignToAny" event. -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param #table Legions The Legion(s) to which the mission is assigned. function CHIEF:onafterMissionAssign(From, Event, To, Mission, Legions) if self.commander then self:T(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type)) Mission.chief=self Mission.statusChief=AUFTRAG.Status.QUEUED self.commander:MissionAssign(Mission, Legions) else self:E(self.lid..string.format("Mission cannot be assigned as no COMMANDER is defined!")) end end --- On after "MissionCancel" event. -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission. function CHIEF:onafterMissionCancel(From, Event, To, Mission) -- Debug info. self:T(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status)) -- Set status to CANCELLED. Mission.statusChief=AUFTRAG.Status.CANCELLED if Mission:IsPlanned() then -- Mission is still in planning stage. Should not have any LEGIONS assigned ==> Just remove it form the COMMANDER queue. self:RemoveMission(Mission) else -- COMMANDER will cancel mission. if Mission.commander then Mission.commander:MissionCancel(Mission) end end end --- On after "TransportCancel" event. -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. function CHIEF:onafterTransportCancel(From, Event, To, Transport) -- Debug info. self:T(self.lid..string.format("Cancelling transport UID=%d in status %s", Transport.uid, Transport:GetState())) if Transport:IsPlanned() then -- Mission is still in planning stage. Should not have any LEGIONS assigned ==> Just remove it form the COMMANDER queue. self:RemoveTransport(Transport) else -- COMMANDER will cancel mission. if Transport.commander then Transport.commander:TransportCancel(Transport) end end end --- On after "DefconChange" event. -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Defcon New defence condition. function CHIEF:onafterDefconChange(From, Event, To, Defcon) self:T(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon)) end --- On after "StrategyChange" event. -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Strategy function CHIEF:onafterStrategyChange(From, Event, To, Strategy) self:T(self.lid..string.format("Changing Strategy from %s --> %s", self.strategy, Strategy)) end --- On after "OpsOnMission". -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsGroup#OPSGROUP OpsGroup Ops group on mission -- @param Ops.Auftrag#AUFTRAG Mission The requested mission. function CHIEF:onafterOpsOnMission(From, Event, To, OpsGroup, Mission) -- Debug info. self:T(self.lid..string.format("Group %s on mission %s [%s]", OpsGroup:GetName(), Mission:GetName(), Mission:GetType())) end --- On after "ZoneCaptured". -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone The zone that was captured by us. function CHIEF:onafterZoneCaptured(From, Event, To, OpsZone) -- Debug info. self:T(self.lid..string.format("Zone %s captured!", OpsZone:GetName())) end --- On after "ZoneLost". -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone The zone that was lost. function CHIEF:onafterZoneLost(From, Event, To, OpsZone) -- Debug info. self:T(self.lid..string.format("Zone %s lost!", OpsZone:GetName())) end --- On after "ZoneEmpty". -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone The zone that is empty now. function CHIEF:onafterZoneEmpty(From, Event, To, OpsZone) -- Debug info. self:T(self.lid..string.format("Zone %s empty!", OpsZone:GetName())) end --- On after "ZoneAttacked". -- @param #CHIEF self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.OpsZone#OPSZONE OpsZone The zone that being attacked. function CHIEF:onafterZoneAttacked(From, Event, To, OpsZone) -- Debug info. self:T(self.lid..string.format("Zone %s attacked!", OpsZone:GetName())) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Target Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Display tactical overview. -- @param #CHIEF self function CHIEF:_TacticalOverview() if self.tacview then local NassetsTotal=self.commander:CountAssets() local NassetsStock=self.commander:CountAssets(true) local Ncontacts=#self.Contacts local NmissionsTotal=#self.commander.missionqueue local NmissionsRunni=self.commander:CountMissions(AUFTRAG.Type, true) local Ntargets=#self.targetqueue local Nzones=#self.zonequeue local Nagents=self.detectionset:CountAlive() -- Info message local text=string.format("Tactical Overview\n") text=text..string.format("=================\n") -- Strategy and defcon info. text=text..string.format("Strategy: %s - Defcon: %s - Agents=%s\n", self.strategy, self.Defcon, Nagents) -- Contact info. text=text..string.format("Contacts: %d [Border=%d, Conflict=%d, Attack=%d]\n", Ncontacts, self.Nborder, self.Nconflict, self.Nattack) -- Asset info. text=text..string.format("Assets: %d [Active=%d, Stock=%d]\n", NassetsTotal, NassetsTotal-NassetsStock, NassetsStock) -- Target info. text=text..string.format("Targets: %d\n", Ntargets) -- Mission info. text=text..string.format("Missions: %d [Running=%d/%d - Success=%d, Failure=%d]\n", NmissionsTotal, NmissionsRunni, self:GetMissionLimit("Total"), self.Nsuccess, self.Nfailure) for _,mtype in pairs(AUFTRAG.Type) do local n=self.commander:CountMissions(mtype) if n>0 then local N=self.commander:CountMissions(mtype, true) local limit=self:GetMissionLimit(mtype) text=text..string.format(" - %s: %d [Running=%d/%d]\n", mtype, n, N, limit) end end -- Strategic zone info. text=text..string.format("Strategic Zones: %d\n", Nzones) for _,_stratzone in pairs(self.zonequeue) do local stratzone=_stratzone --#CHIEF.StrategicZone local owner=stratzone.opszone:GetOwnerName() text=text..string.format(" - %s: %s - %s [I=%d, P=%d]\n", stratzone.opszone:GetName(), owner, stratzone.opszone:GetState(), stratzone.importance, stratzone.prio) end -- Message to coalition. MESSAGE:New(text, 60, nil, true):ToCoalition(self.coalition) -- Output to log. if self.verbose>=4 then self:I(self.lid..text) end end end --- Check target queue and assign ONE valid target by adding it to the mission queue of the COMMANDER. -- @param #CHIEF self function CHIEF:CheckTargetQueue() -- Number of missions. local Ntargets=#self.targetqueue -- Treat special cases. if Ntargets==0 then return nil end -- Check if total number of missions is reached. local NoLimit=self:_CheckMissionLimit("Total") --env.info("FF chief total nolimit="..tostring(NoLimit)) if NoLimit==false then return nil end -- Sort results table wrt prio and threatlevel. local function _sort(a, b) local taskA=a --Ops.Target#TARGET local taskB=b --Ops.Target#TARGET return (taskA.priotaskB.threatlevel0) end table.sort(self.targetqueue, _sort) -- Get the lowest importance value (lower means more important). -- If a target with importance 1 exists, targets with importance 2 will not be assigned. Targets with no importance (nil) can still be selected. local vip=math.huge for _,_target in pairs(self.targetqueue) do local target=_target --Ops.Target#TARGET if target:IsAlive() and target.importance and target.importance=self.threatLevelMin and threatlevel<=self.threatLevelMax -- Airbases, Zones and Coordinates have threat level 0. We consider them threads independent of min/max threat level set. if target.category==TARGET.Category.AIRBASE or target.category==TARGET.Category.ZONE or target.Category==TARGET.Category.COORDINATE then isThreat=true end -- Debug message. local text=string.format("Target %s: Alive=%s, Threat=%s, Important=%s", target:GetName(), tostring(isAlive), tostring(isThreat), tostring(isImportant)) -- Check if mission is done. if target.mission then text=text..string.format(", Mission \"%s\" (%s) [%s]", target.mission:GetName(), target.mission:GetState(), target.mission:GetType()) if target.mission:IsOver() then text=text..string.format(" - DONE ==> removing mission") target.mission=nil end else text=text..string.format(", NO mission yet") end self:T2(self.lid..text) -- Check that target is alive and not already a mission has been assigned. if isAlive and isThreat and isImportant and not target.mission then -- Check if this target is "valid", i.e. fits with the current strategy. local valid=false if self.strategy==CHIEF.Strategy.PASSIVE then --- -- PASSIVE: No targets at all are attacked. --- valid=false elseif self.strategy==CHIEF.Strategy.DEFENSIVE then --- -- DEFENSIVE: Attack inside borders only. --- if self:CheckTargetInZones(target, self.borderzoneset) then valid=true end elseif self.strategy==CHIEF.Strategy.OFFENSIVE then --- -- OFFENSIVE: Attack inside borders and in yellow zones. --- if self:CheckTargetInZones(target, self.borderzoneset) or self:CheckTargetInZones(target, self.yellowzoneset) then valid=true end elseif self.strategy==CHIEF.Strategy.AGGRESSIVE then --- -- AGGRESSIVE: Attack in all zone sets. --- if self:CheckTargetInZones(target, self.borderzoneset) or self:CheckTargetInZones(target, self.yellowzoneset) or self:CheckTargetInZones(target, self.engagezoneset) then valid=true end elseif self.strategy==CHIEF.Strategy.TOTALWAR then --- -- TOTAL WAR: We attack anything we find. --- valid=true end -- Valid target? if valid then -- Debug info. self:T(self.lid..string.format("Got valid target %s: category=%s, threatlevel=%d", target:GetName(), target.category, threatlevel)) -- Get mission performances for the given target. local MissionPerformances=self:_GetMissionPerformanceFromTarget(target) -- Mission. local mission=nil --Ops.Auftrag#AUFTRAG local Legions=nil if #MissionPerformances>0 then for _,_mp in pairs(MissionPerformances) do local mp=_mp --#CHIEF.MissionPerformance -- Check mission type limit. local notlimited=self:_CheckMissionLimit(mp.MissionType) --env.info(string.format("FF chief %s nolimit=%s", mp.MissionType, tostring(NoLimit))) if notlimited then -- Get min/max number of assets. local NassetsMin, NassetsMax=self:_GetAssetsForTarget(target, mp.MissionType) -- Debug info. self:T2(self.lid..string.format("Recruiting assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName())) -- Recruit assets. local recruited, assets, legions=self.commander:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax) if recruited then self:T(self.lid..string.format("Recruited %d assets for mission type %s [performance=%d] of target %s", #assets, mp.MissionType, mp.Performance, target:GetName())) -- Create a mission. mission=AUFTRAG:NewFromTarget(target, mp.MissionType) -- Add asset to mission. if mission then mission:_AddAssets(assets) Legions=legions -- We got what we wanted ==> leave loop. break end else self:T(self.lid..string.format("Could NOT recruit assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName())) end end end end -- Check if mission could be defined. if mission and Legions then -- Set target mission entry. target.mission=mission -- Mission parameters. mission.prio=target.prio mission.importance=target.importance -- Assign mission to legions. self:MissionAssign(mission, Legions) -- Only ONE target is assigned per check. return end end end end end --- Check if limit of missions has been reached. -- @param #CHIEF self -- @param #string MissionType Type of mission. -- @return #boolean If `true`, mission limit has **not** been reached. If `false`, limit has been reached. function CHIEF:_CheckMissionLimit(MissionType) return self.commander:_CheckMissionLimit(MissionType) end --- Get mission limit. -- @param #CHIEF self -- @param #string MissionType Type of mission. -- @return #number Limit. Unlimited mission types are returned as 999. function CHIEF:GetMissionLimit(MissionType) local l=self.commander.limitMission[MissionType] if not l then l=999 end return l end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Strategic Zone Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check strategic zone queue. -- @param #CHIEF self function CHIEF:CheckOpsZoneQueue() -- Number of zones. local Nzones=#self.zonequeue -- Treat special cases. if Nzones==0 then return nil end -- Loop over strategic zone and remove stopped zones. for i=Nzones, 1, -1 do local stratzone=self.zonequeue[i] --#CHIEF.StrategicZone if stratzone.opszone:IsStopped() then self:RemoveStrategicZone(stratzone.opszone) end end -- Loop over strategic zones and cancel missions for occupied zones if zone is not occupied any more. for _,_startzone in pairs(self.zonequeue) do local stratzone=_startzone --#CHIEF.StrategicZone -- Current owner of the zone. local ownercoalition=stratzone.opszone:GetOwner() -- Check if we own the zone or it is empty. if ownercoalition==self.coalition or stratzone.opszone:IsEmpty() then -- Loop over resources. for _,_resource in pairs(stratzone.resourceOccup or {}) do local resource=_resource --#CHIEF.Resource -- Cancel running missions. if resource.mission then resource.mission:Cancel() end end end end -- Passive strategy ==> Do not act. if self:IsPassive() then return end -- Check if total number of missions is reached. local NoLimit=self:_CheckMissionLimit("Total") if NoLimit==false then return nil end -- Sort results table wrt prio. local function _sort(a, b) local taskA=a --#CHIEF.StrategicZone local taskB=b --#CHIEF.StrategicZone return (taskA.prio Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax)) -- Recruit assets. local recruited=self:RecruitAssetsForZone(stratzone, resource) if recruited then self:T(self.lid..string.format("Successfully recruited assets for empty zone \"%s\" [mission type=%s]", zoneName, missionType)) else self:T(self.lid..string.format("Could not recruited assets for empty zone \"%s\" [mission type=%s]", zoneName, missionType)) end end end else --- -- Zone is NOT EMPTY -- -- We first send a CAS flight to eliminate enemy activity. --- for _,_resource in pairs(stratzone.resourceOccup or {}) do local resource=_resource --#CHIEF.Resource -- Mission type. local missionType=resource.MissionType if (not resource.mission) or resource.mission:IsOver() then -- Debug info. self:T2(self.lid..string.format("Zone %s is NOT empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax)) -- Recruit assets. local recruited=self:RecruitAssetsForZone(stratzone, resource) if recruited then self:T(self.lid..string.format("Successfully recruited assets for occupied zone %s, mission type=%s", zoneName, missionType)) else self:T(self.lid..string.format("Could not recruited assets for occupied zone %s, mission type=%s", zoneName, missionType)) end end end end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Zone Check Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Check if group is inside our border. -- @param #CHIEF self -- @param Wrapper.Group#GROUP group The group. -- @return #boolean If true, group is in any border zone. function CHIEF:CheckGroupInBorder(group) local inside=self:CheckGroupInZones(group, self.borderzoneset) return inside end --- Check if group is in a conflict zone. -- @param #CHIEF self -- @param Wrapper.Group#GROUP group The group. -- @return #boolean If true, group is in any conflict zone. function CHIEF:CheckGroupInConflict(group) -- Check inside yellow but not inside our border. local inside=self:CheckGroupInZones(group, self.yellowzoneset) --and not self:CheckGroupInZones(group, self.borderzoneset) return inside end --- Check if group is in a attack zone. -- @param #CHIEF self -- @param Wrapper.Group#GROUP group The group. -- @return #boolean If true, group is in any attack zone. function CHIEF:CheckGroupInAttack(group) -- Check inside yellow but not inside our border. local inside=self:CheckGroupInZones(group, self.engagezoneset) --and not self:CheckGroupInZones(group, self.borderzoneset) return inside end --- Check if group is inside a zone. -- @param #CHIEF self -- @param Wrapper.Group#GROUP group The group. -- @param Core.Set#SET_ZONE zoneset Set of zones. -- @return #boolean If true, group is in any zone. function CHIEF:CheckGroupInZones(group, zoneset) for _,_zone in pairs(zoneset.Set or {}) do local zone=_zone --Core.Zone#ZONE if group:IsInZone(zone) then return true end end return false end --- Check if group is inside a zone. -- @param #CHIEF self -- @param Ops.Target#TARGET target The target. -- @param Core.Set#SET_ZONE zoneset Set of zones. -- @return #boolean If true, group is in any zone. function CHIEF:CheckTargetInZones(target, zoneset) for _,_zone in pairs(zoneset.Set or {}) do local zone=_zone --Core.Zone#ZONE if zone:IsCoordinateInZone(target:GetCoordinate()) then return true end end return false end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Resources ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a mission performance table. -- @param #CHIEF self -- @param #string MissionType Mission type. -- @param #number Performance Performance. -- @return #CHIEF.MissionPerformance Mission performance. function CHIEF:_CreateMissionPerformance(MissionType, Performance) local mp={} --#CHIEF.MissionPerformance mp.MissionType=MissionType mp.Performance=Performance return mp end --- Get mission performance for a given TARGET. -- @param #CHIEF self -- @param Ops.Target#TARGET Target The target. -- @return #table Mission performances of type `#CHIEF.MissionPerformance`. function CHIEF:_GetMissionPerformanceFromTarget(Target) -- Possible target objects. local group=nil --Wrapper.Group#GROUP local airbase=nil --Wrapper.Airbase#AIRBASE local scenery=nil --Wrapper.Scenery#SCENERY local static=nil --Wrapper.Static#STATIC local coordinate=nil --Core.Point#COORDINATE -- Get target objective. local target=Target:GetObject() if target:IsInstanceOf("GROUP") then group=target --Target is already a group. elseif target:IsInstanceOf("UNIT") then group=target:GetGroup() elseif target:IsInstanceOf("AIRBASE") then airbase=target elseif target:IsInstanceOf("STATIC") then static=target elseif target:IsInstanceOf("SCENERY") then scenery=target end -- Target category. local TargetCategory=Target:GetCategory() -- Mission performances. local missionperf={} --#CHIEF.MissionPerformance if group then local category=group:GetCategory() local attribute=group:GetAttribute() if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then --- -- A2A: Intercept --- table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT, 100)) elseif category==Group.Category.GROUND or category==Group.Category.TRAIN then --- -- GROUND --- if attribute==GROUP.Attribute.GROUND_SAM then -- SEAD/DEAD table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) elseif attribute==GROUP.Attribute.GROUND_EWR then -- EWR table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) elseif attribute==GROUP.Attribute.GROUND_AAA then -- AAA table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 40)) elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then -- ARTY table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 75)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 70)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) elseif attribute==GROUP.Attribute.GROUND_INFANTRY then -- Infantry table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 40)) elseif attribute==GROUP.Attribute.GROUND_TANK then -- Tanks table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.CAS, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 40)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) else table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) end elseif category==Group.Category.SHIP then --- -- NAVAL --- table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100)) else self:E(self.lid.."ERROR: Unknown Group category!") end elseif airbase then --- -- AIRBASE --- -- Bomb runway. table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBRUNWAY, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) elseif static then --- -- STATIC --- table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) elseif scenery then --- -- SCENERY --- table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.STRIKE, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) elseif coordinate then --- -- COORDINATE --- table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 100)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50)) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30)) end return missionperf end --- Get mission performances for a given Group Attribute. -- @param #CHIEF self -- @param #string Attribute Group attibute. -- @return #table Mission performances of type `#CHIEF.MissionPerformance`. function CHIEF:_GetMissionTypeForGroupAttribute(Attribute) local missionperf={} --#CHIEF.MissionPerformance if Attribute==GROUP.Attribute.AIR_ATTACKHELO then table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT), 100) elseif Attribute==GROUP.Attribute.GROUND_AAA then table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 100) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING), 80) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET), 70) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 30) elseif Attribute==GROUP.Attribute.GROUND_SAM then table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD), 100) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 90) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 50) elseif Attribute==GROUP.Attribute.GROUND_EWR then table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD), 100) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 100) table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 50) end return missionperf end --- Recruit assets for a given OPS zone. -- @param #CHIEF self -- @param #CHIEF.StrategicZone StratZone The strategic zone. -- @param #CHIEF.Resource Resource The required resources. -- @return #boolean If `true` enough assets could be recruited. function CHIEF:RecruitAssetsForZone(StratZone, Resource) -- Cohorts. local Cohorts=self.commander:_GetCohorts() -- Shortcuts. local MissionType=Resource.MissionType local NassetsMin=Resource.Nmax local NassetsMax=Resource.Nmax local Categories=Resource.Categories local Attributes=Resource.Attributes local Properties=Resource.Properties -- Target position. local TargetVec2=StratZone.opszone.zone:GetVec2() -- Max range in meters. local RangeMax=nil -- Set max range to 250 NM because we use helos as transport for the infantry. if MissionType==AUFTRAG.Type.PATROLZONE or MissionType==AUFTRAG.Type.ONGUARD then RangeMax=UTILS.NMToMeters(250) end -- Set max range to 50 NM because we use armor. if MissionType==AUFTRAG.Type.ARMOREDGUARD then RangeMax=UTILS.NMToMeters(50) end -- Recruite infantry assets. local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2, nil, RangeMax, nil, nil, nil, Categories, Attributes, Properties) if recruited then -- Mission for zone. local mission=nil --Ops.Auftrag#AUFTRAG -- Debug messgage. self:T2(self.lid..string.format("Recruited %d assets for %s mission STRATEGIC zone %s", #assets, MissionType, tostring(StratZone.opszone.zoneName))) local TargetZone = StratZone.opszone.zone local TargetCoord = TargetZone:GetCoordinate() if MissionType==AUFTRAG.Type.PATROLZONE or MissionType==AUFTRAG.Type.ONGUARD then --- -- PATROLZONE or ONGUARD --- -- Debug messgage. self:T2(self.lid..string.format("Recruited %d assets for PATROL mission", #assets)) -- First check if we need a transportation. local recruitedTrans=true ; local transport=nil if Attributes and Attributes[1]==GROUP.Attribute.GROUND_INFANTRY then -- Categories. Currently only helicopters are allowed due to problems with ground transports (might get stuck, might not be a land connection. -- TODO: Check if ground transport is possible. For example, by trying land.getPathOnRoad or something. local Categories=self.TransportCategories -- Recruit transport assets for infantry. recruitedTrans, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, assets, 1, 1, TargetZone, nil, Categories) end if recruitedTrans then if MissionType==AUFTRAG.Type.PATROLZONE then mission=AUFTRAG:NewPATROLZONE(TargetZone) elseif MissionType==AUFTRAG.Type.ONGUARD then mission=AUFTRAG:NewONGUARD(TargetZone:GetRandomCoordinate(nil, nil, {land.SurfaceType.LAND})) end -- Engage detected targets. mission:SetEngageDetected(25, {"Ground Units", "Light armed ships", "Helicopters"}) -- Attach OPS transport to mission. mission.opstransport=transport -- Set ops zone to transport. if transport then transport.opszone=StratZone.opszone transport.chief=self transport.commander=self.commander end else -- No transport ==> no mission! self:T(self.lid..string.format("Could not allocate transport of OPSZONE infantry!")) LEGION.UnRecruitAssets(assets) return false end elseif MissionType==AUFTRAG.Type.CASENHANCED then --- -- CAS ENHANCED --- -- Create Patrol zone mission. local height = UTILS.MetersToFeet(TargetCoord:GetLandHeight())+2500 local Speed=200 if assets[1] then if assets[1].speedmax then Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200 end end -- CAS mission. mission=AUFTRAG:NewCASENHANCED(TargetZone, height, Speed) elseif MissionType==AUFTRAG.Type.CAS then --- -- CAS --- -- Create Patrol zone mission. local height = UTILS.MetersToFeet(TargetCoord:GetLandHeight())+2500 local Speed = 200 if assets[1] then if assets[1].speedmax then Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200 end end -- Leg length. local Leg = TargetZone:GetRadius() <= 10000 and 5 or UTILS.MetersToNM(TargetZone:GetRadius()) -- CAS mission. mission=AUFTRAG:NewCAS(TargetZone, height, Speed, TargetCoord, math.random(0,359), Leg) elseif MissionType==AUFTRAG.Type.ARTY then --- -- ARTY --- -- Create ARTY zone mission. local Radius = TargetZone:GetRadius() mission=AUFTRAG:NewARTY(TargetCoord, 120, Radius) elseif MissionType==AUFTRAG.Type.ARMOREDGUARD then --- -- ARMORGUARD --- -- Create Armored on guard mission mission=AUFTRAG:NewARMOREDGUARD(TargetCoord) elseif MissionType==AUFTRAG.Type.BOMBCARPET then --- -- BOMB CARPET --- -- Create ARTY zone mission. mission=AUFTRAG:NewBOMBCARPET(TargetCoord, nil, 1000) elseif MissionType==AUFTRAG.Type.BOMBING then --- -- BOMBING --- local coord=TargetZone:GetRandomCoordinate() mission=AUFTRAG:NewBOMBING(TargetCoord) elseif MissionType==AUFTRAG.Type.RECON then --- -- RECON --- mission=AUFTRAG:NewRECON(TargetZone, nil, 5000) elseif MissionType==AUFTRAG.Type.BARRAGE then --- -- BARRAGE --- mission=AUFTRAG:NewBARRAGE(TargetZone) elseif MissionType==AUFTRAG.Type.AMMOSUPPLY then --- -- AMMO SUPPLY --- mission=AUFTRAG:NewAMMOSUPPLY(TargetZone) end if mission then -- Add assets to mission. for _,asset in pairs(assets) do mission:AddAsset(asset) end -- Assign mission to legions. self:MissionAssign(mission, legions) -- Attach mission to ops zone. StratZone.opszone:_AddMission(self.coalition, MissionType, mission) -- Attach mission to resource. Resource.mission=mission return true else -- Mission not supported. self:E(self.lid..string.format("ERROR: Mission type not supported for OPSZONE! Unrecruiting assets...")) LEGION.UnRecruitAssets(assets) return false end end -- Debug messgage. self:T2(self.lid..string.format("Could NOT recruit assets for %s mission of STRATEGIC zone %s", MissionType, tostring(StratZone.opszone.zoneName))) return false end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------