------------------------------------------------------------------------- -- Easy A2G Class, based on OPS classes ------------------------------------------------------------------------- -- Documentation -- -- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyA2G.html -- ------------------------------------------------------------------------- -- Date: December 2023 ------------------------------------------------------------------------- -- --- **Ops** - Easy A2G Manager -- -- === -- -- **Main Features:** -- -- * Automatically create and manage A2G CAS/BAI/SEAD defenses using an AirWing and Squadrons for one coalition -- * Easy set-up -- * Add additional AirWings on other airbases -- * Each wing can have more than one Squadron - tasking to Squadrons is done on a random basis per AirWing -- * Create borders and zones of engagement -- * Detection can be ground based and/or via AWACS -- -- === -- -- ### AUTHOR: **applevangelist** -- -- @module Ops.EasyA2G -- @image AI_Air_To_Ground_Dispatching.JPG --- EASYA2G Class -- @type EASYA2G -- @field #string ClassName -- @field #number overhead -- @field #number engagerange -- @field #number casgrouping -- @field #string airbasename -- @field Wrapper.Airbase#AIRBASE airbase -- @field #number coalition -- @field #string alias -- @field #table wings -- @field Ops.Intelligence#INTEL Intel -- @field #number resurrection -- @field #number casspeed -- @field #number casalt -- @field #number casdir -- @field #number casleg -- @field #number maxinterceptsize -- @field #number missionrange -- @field #number noaltert5 -- @field #table ManagedAW -- @field #table ManagedSQ -- @field #table ManagedCP -- @field #table ManagedTK -- @field #table ManagedEWR -- @field #table ManagedREC -- @field #number MaxAliveMissions -- @field #boolean debug -- @field #number repeatsonfailure -- @field Core.Set#SET_ZONE GoZoneSet -- @field Core.Set#SET_ZONE NoGoZoneSet -- @field #boolean Monitor -- @field #boolean TankerInvisible -- @field #number CasFormation -- @extends Core.Fsm#FSM --- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown. -- -- === -- -- # The EASYA2G Concept -- -- The idea of this class is partially to make the OPS classes easier operational for an A2G defense network, and to replace the legacy AI_A2G_Dispatcher system - not to it's -- full extent, but make a basic system work very quickly. -- -- # Setup -- -- ## Basic understanding -- -- The basics are, there is **one** and only **one** AirWing per airbase. Each AirWing has **at least** one Squadron, who will do CAS, SEAS and BAI tasks. Squadrons will be randomly chosen for the task at hand. -- Each AirWing has **at least** one Recon Point that it manages. Recon Points will be covered by the AirWing automatically as long as airframes are available. Detected intruders will be assigned to **one** -- AirWing based on proximity (that is, if you have more than one). -- -- ## Assignment of tasks for intruders -- -- Either a A2G Plane or a newly spawned plane will take care of the intruders. Standard overhead is 0.20, i.e. a group of 5 intrudes will -- be managed by 1 plane from the assigned AirWing. There is an maximum missions limitation per AirWing, so we do not spam the skies. -- -- ## Basic set-up code -- -- ### Prerequisites -- -- You have to put a STATIC object on the airbase with the UNIT name according to the name of the airbase. E.g. for Kuitaisi this has to have the name Kutaisi. This object symbolizes the AirWing HQ. -- Next put a late activated template group for your A2G Squadron on the map. Last, put a zone on the map for the CAP operations, let's name it "Blue Zone 1". Size of the zone plays no role. -- Put an EW radar system on the map and name it aptly, like "Blue EWR". -- -- ### Code it -- -- -- Set up a basic system for the blue side, we'll reside on Kutaisi, and use GROUP objects with "Blue EWR" in the name as EW Radar Systems. -- local mywing = EASYA2G:New("Blue A2G Operations",AIRBASE.Caucasus.Kutaisi,"blue","Blue EWR") -- -- -- Add a Recon patrol point belonging to our airbase, we'll be at 30k ft doing 400 kn, initial direction 90 degrees (East), leg 20NM -- mywing:AddPatrolPointCAP(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone 1"):GetCoordinate(),30000,400,90,20) -- -- -- Add a Squadron with template "Blue Sq1 M2000c", 20 airframes, skill good, Modex starting with 102 and skin "Vendee Jeanne" -- mywing:AddSquadron("Blue Sq1 M2000c","CAP Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.GOOD,102,"ec1.5_Vendee_Jeanne_clean") -- -- -- Add a couple of zones -- -- We'll defend our border -- mywing:AddAcceptZone(ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) )) -- -- We'll attack intruders also here -- mywing:AddAcceptZone(ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" ))) -- -- We'll leave the reds alone on their turf -- mywing:AddRejectZone(ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) )) -- -- -- Optional - Draw the borders on the map so we see what's going on -- -- Set up borders on map -- local BlueBorder = ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) ) -- BlueBorder:DrawZone(-1,{0,0,1},1,FillColor,FillAlpha,1,true) -- local BlueNoGoZone = ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" )) -- BlueNoGoZone:DrawZone(-1,{1,1,0},1,FillColor,FillAlpha,2,true) -- local BlueNoGoZone2 = ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) ) -- BlueNoGoZone2:DrawZone(-1,{1,0,0},1,FillColor,FillAlpha,4,true) -- -- ### Add a second airwing with squads and own CAP point (optional) -- -- -- Set this up at Sukhumi -- mywing:AddAirwing(AIRBASE.Caucasus.Sukhumi_Babushara,"Blue A2G Sukhumi") -- -- Recon Point "Blue Zone 2" -- mywing:AddPatrolPointCAP(AIRBASE.Caucasus.Sukhumi_Babushara,ZONE:FindByName("Blue Zone 2"):GetCoordinate(),30000,400,90,20) -- -- -- This one has two squadrons to choose from -- mywing:AddSquadron("Blue Sq3 F16","CAP Sukhumi II",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,402,"JASDF 6th TFS 43-8526 Skull Riders") -- mywing:AddSquadron("Blue Sq2 F15","CAP Sukhumi I",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,202,"390th Fighter SQN") -- -- ### Add a tanker (optional) -- -- -- **Note** If you need different tanker types, i.e. Boom and Drogue, set them up at different AirWings! -- -- Add a tanker point -- mywing:AddPatrolPointTanker(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone Tanker"):GetCoordinate(),20000,280,270,50) -- -- Add an AWACS squad - Radio 251 AM, TACAN 51Y -- mywing:AddTankerSquadron("Blue Tanker","Tanker Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.EXCELLENT,602,nil,251,radio.modulation.AM,51) -- -- ### Add an AWACS (optional) -- -- -- Add an AWACS point -- mywing:AddPatrolPointAwacs(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone AWACS"):GetCoordinate(),25000,300,270,50) -- -- Add a tanker squad - Radio 251 AM, TACAN 51Y -- mywing:AddAWACSSquadron("Blue AWACS","AWACS Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.AVERAGE,702,nil,271,radio.modulation.AM) -- -- # Fine-Tuning -- -- ## Change Defaults -- -- * @{#EASYA2G.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs. -- * @{#EASYA2G.SetDefaultCAPSpeed}: Set how many knots the CAP flights should do (will be altitude corrected), default 300 kn. -- * @{#EASYA2G.SetDefaultCAPAlt}: Set at which altitude (ASL) the CAP planes will fly, default 25,000 ft. -- * @{#EASYA2G.SetDefaultCAPDirection}: Set the initial direction from the CAP point the planes will fly in degrees, default is 90°. -- * @{#EASYA2G.SetDefaultCAPLeg}: Set the length of the CAP leg, default is 15 NM. -- * @{#EASYA2G.SetDefaultCAPGrouping}: Set how many planes will be spawned per mission (CVAP/GCI), defaults to 2. -- * @{#EASYA2G.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100. -- * @{#EASYA2G.SetDefaultNumberAlter5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2. -- * @{#EASYA2G.SetDefaultEngageRange}: Set max engage range for CAP flights if they detect intruders, defaults to 50. -- * @{#EASYA2G.SetMaxAliveMissions}: Set max parallel missions can be done (CAP+GCI+Alert5+Tanker+AWACS), defaults to 8. -- * @{#EASYA2G.SetDefaultRepeatOnFailure}: Set max repeats on failure for intercepting/killing intruders, defaults to 3. -- * @{#EASYA2G.SetTankerAndAWACSInvisible}: Set Tanker and AWACS to be invisible to enemy AI eyes. Is set to `true` by default. -- -- ## Debug and Monitor -- -- mywing.debug = true -- log information -- mywing.Monitor = true -- show some statistics on screen -- -- -- @field #EASYA2G EASYA2G = { ClassName = "EASYA2G", overhead = 0.2, casgrouping = 2, airbasename = nil, airbase = nil, coalition = "blue", alias = nil, wings = {}, Intel = nil, resurrection = 900, casspeed = 250, casalt = 10000, casdir = 45, casleg = 15, maxinterceptsize = 2, missionrange = 100, noaltert5 = 0, ManagedAW = {}, ManagedSQ = {}, ManagedCP = {}, ManagedTK = {}, ManagedEWR = {}, ManagedREC = {}, MaxAliveMissions = 10, debug = true, engagerange = 50, repeatsonfailure = 10, GoZoneSet = nil, NoGoZoneSet = nil, Monitor = true, TankerInvisible = true, CasFormation = nil, } --- Internal Squadron data type -- @type EASYA2G.Squad -- @field #string TemplateName -- @field #string SquadName -- @field #string AirbaseName -- @field #number AirFrames -- @field #string Skill -- @field #string Modex -- @field #string Livery -- @field #boolean Tanker -- @field #boolean AWACS -- @field #boolean RECON -- @field #number Frequency -- @field #number Modulation -- @field #number TACAN --- Internal Wing data type -- @type EASYA2G.Wing -- @field #string AirbaseName -- @field #string Alias -- @field #string CapZoneName --- Internal CasPoint data type -- @type EASYA2G.CasPoint -- @field #string AirbaseName -- @field Core.Point#COORDINATE Coordinate -- @field #number Altitude -- @field #number Speed -- @field #number Heading -- @field #number LegLength --- EASYA2G class version. -- @field #string version EASYA2G.version="0.0.9" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: TBD ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new GCICAP Manager -- @param #EASYA2G self -- @param #string Alias -- @param #string AirbaseName -- @param #string Coalition -- @param #string EWRName -- @return #EASYA2G self function EASYA2G:New(Alias, AirbaseName, Coalition, EWRName) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #EASYA2G -- defaults self.alias = Alias or AirbaseName.." A2G Wing" self.coalitionname = string.lower(Coalition) or "blue" self.coalition = self.coaltitionname == "blue" and coalition.side.BLUE or coalition.side.RED self.wings = {} self.EWRName = EWRName or self.coalitionname.." EWR" --self.CapZoneName = CapZoneName self.airbasename = AirbaseName self.airbase = AIRBASE:FindByName(self.airbasename) self.GoZoneSet = SET_ZONE:New() self.NoGoZoneSet = SET_ZONE:New() self.resurrection = 900 self.casspeed = 250 self.casalt = 10000 self.casdir = 90 self.casleg = 15 self.casgrouping = 2 self.missionrange = 100 self.noaltert5 = 2 self.MaxAliveMissions = 8 self.engagerange = 50 self.repeatsonfailure = 3 self.Monitor = false self.TankerInvisible = true self.CasFormation = ENUMS.Formation.FixedWing.BomberElement.Group -- Set some string id for output to DCS.log file. self.lid=string.format("EASYA2G %s | ", self.alias) -- Add FSM transitions. -- From State --> Event --> To State self:SetStartState("Stopped") self:AddTransition("Stopped", "Start", "Running") self:AddTransition("Running", "Stop", "Stopped") self:AddTransition("*", "Status", "*") self:AddAirwing(self.airbasename,self.alias,self.CapZoneName) self:I(self.lid.."Created new instance (v"..self.version..")") self:__Start(math.random(6,12)) return self end ------------------------------------------------------------------------- -- Functions ------------------------------------------------------------------------- --- Set CAP formation. -- @param #EASYA2G self -- @param #number Formation Formation to fly, defaults to ENUMS.Formation.FixedWing.FingerFour.Group -- @return #EASYA2G self function EASYA2G:SetA2GFormation(Formation) self.CasFormation = Formation return self end --- Set Tanker and AWACS to be invisible to enemy AI eyes -- @param #EASYA2G self -- @param #boolean Switch Set to true or false, by default this is set to true already -- @return #EASYA2G self function EASYA2G:SetTankerAndAWACSInvisible(Switch) self:T(self.lid.."SetTankerAndAWACSInvisible") self.TankerInvisible = Switch return self end --- Set Maximum of alive missions to stop airplanes spamming the map -- @param #EASYA2G self -- @param #number Maxiumum Maxmimum number of parallel missions allowed. Count is Cap-Missions + Intercept-Missions + Alert5-Missionsm default is 6 -- @return #EASYA2G self function EASYA2G:SetMaxAliveMissions(Maxiumum) self:T(self.lid.."SetDefaultResurrection") self.MaxAliveMissions = Maxiumum or 8 return self end --- Add default time to resurrect Airwing building if destroyed -- @param #EASYA2G self -- @param #number Seconds Seconds, defaults to 900 -- @return #EASYA2G self function EASYA2G:SetDefaultResurrection(Seconds) self:T(self.lid.."SetDefaultResurrection") self.resurrection = Seconds or 900 return self end --- Add default repeat attempts if an Intruder intercepts fails. -- @param #EASYA2G self -- @param #number Retries Retries, defaults to 3 -- @return #EASYA2G self function EASYA2G:SetDefaultRepeatOnFailure(Retries) self:T(self.lid.."SetDefaultRepeatOnFailure") self.repeatsonfailure = Retries or 3 return self end --- Set default A2G Speed in knots -- @param #EASYA2G self -- @param #number Speed Speed defaults to 250 -- @return #EASYA2G self function EASYA2G:SetDefaultA2GSpeed(Speed) self:T(self.lid.."SetDefaultSpeed") self.casspeed = Speed or 250 return self end --- Set default A2G Altitude in feet -- @param #EASYA2G self -- @param #number Altitude Altitude defaults to 25000 -- @return #EASYA2G self function EASYA2G:SetDefaultA2GAlt(Altitude) self:T(self.lid.."SetDefaultAltitude") self.casalt = Altitude or 25000 return self end --- Set default A2G leg initial direction in degrees -- @param #EASYA2G self -- @param #number Direction Direction defaults to 90 (East) -- @return #EASYA2G self function EASYA2G:SetDefaultA2GDirection(Direction) self:T(self.lid.."SetDefaultDirection") self.casdir = Direction or 90 return self end --- Set default leg length in NM -- @param #EASYA2G self -- @param #number Leg Leg defaults to 15 -- @return #EASYA2G self function EASYA2G:SetDefaultA2GLeg(Leg) self:T(self.lid.."SetDefaultLeg") self.casleg = Leg or 15 return self end --- Set default grouping, i.e. how many airplanes per A2G point -- @param #EASYA2G self -- @param #number Grouping Grouping defaults to 2 -- @return #EASYA2G self function EASYA2G:SetDefaultA2GGrouping(Grouping) self:T(self.lid.."SetDefaultA2GGrouping") self.casgrouping = Grouping or 2 return self end --- Set default range planes can fly from their homebase in NM -- @param #EASYA2G self -- @param #number Range Range defaults to 100 NM -- @return #EASYA2G self function EASYA2G:SetDefaultMissionRange(Range) self:T(self.lid.."SetDefaultMissionRange") self.missionrange = Range or 100 return self end --- Set default number of airframes standing by for intercept tasks (visible on the airfield) -- @param #EASYA2G self -- @param #number Airframes defaults to 2 -- @return #EASYA2G selfAirframes function EASYA2G:SetDefaultNumberAlter5Standby(Airframes) self:T(self.lid.."SetDefaultNumberAlter5Standby") self.noaltert5 = math.abs(Airframes) or 2 return self end --- Set default engage range for intruders detected by A2G flights in NM. -- @param #EASYA2G self -- @param #number Range defaults to 50NM -- @return #EASYA2G selfAirframes function EASYA2G:SetDefaultEngageRange(Range) self:T(self.lid.."SetDefaultNumberAlter5Standby") self.engagerange = Range or 50 return self end --- Add an AirWing to the manager -- @param #EASYA2G self -- @param #string Airbasename -- @param #string Alias -- @return #EASYA2G self function EASYA2G:AddAirwing(Airbasename, Alias) self:T(self.lid.."AddAirwing "..Airbasename) -- Create Airwing data entry local AWEntry = {} -- #EASYA2G.Wing AWEntry.AirbaseName = Airbasename AWEntry.Alias = Alias --AWEntry.CapZoneName = CapZoneName self.ManagedAW[Airbasename] = AWEntry return self end --- (Internal) Create actual AirWings from the list -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_CreateAirwings() self:T(self.lid.."_CreateAirwings") for airbase,data in pairs(self.ManagedAW) do local wing = data -- #EASYA2G.Wing local afb = wing.AirbaseName local alias = wing.Alias --local cz = wing.CapZoneName self:_AddAirwing(airbase,alias) end return self end --- (internal) Create and add another AirWing to the manager -- @param #EASYA2G self -- @param #string Airbasename -- @param #string Alias -- @return #EASYA2G self function EASYA2G:_AddAirwing(Airbasename, Alias) self:T(self.lid.."_AddAirwing "..Airbasename) local CasFormation = self.CasFormation -- Create Airwing local CAP_Wing = AIRWING:New(Airbasename,Alias) CAP_Wing:SetVerbosityLevel(0) CAP_Wing:SetReportOff() CAP_Wing:SetMarker(true) CAP_Wing:SetAirbase(AIRBASE:FindByName(Airbasename)) CAP_Wing:SetRespawnAfterDestroyed() CAP_Wing:SetNumberCAS(self.casgrouping) --CAP_Wing:SetCapCloseRaceTrack(true) if CasFormation then CAP_Wing:SetCASFormation(CasFormation) end if #self.ManagedTK > 0 then CAP_Wing:SetNumberTankerBoom(1) CAP_Wing:SetNumberTankerProbe(1) end if #self.ManagedEWR > 0 then CAP_Wing:SetNumberAWACS(1) end if #self.ManagedREC > 0 then CAP_Wing:SetNumberRecon(1) end --local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate() --CAP_Wing:AddPatrolPointCAP(PatrolCoordinateKutaisi,self.casalt,UTILS.KnotsToAltKIAS(self.casspeed,self.casalt),self.casdir,self.casleg) CAP_Wing:SetTakeoffHot() CAP_Wing:SetLowFuelThreshold(0.3) CAP_Wing.RandomAssetScore = math.random(50,100) CAP_Wing:Start() local Intel = self.Intel local TankerInvisible = self.TankerInvisible function CAP_Wing:OnAfterFlightOnMission(From, Event, To, Flightgroup, Mission) local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP --flightgroup:SetDespawnAfterLanding() flightgroup:SetDespawnAfterHolding() flightgroup:SetDestinationbase(AIRBASE:FindByName(Airbasename)) flightgroup:GetGroup():CommandEPLRS(true,5) if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then flightgroup:SetDetection(true) flightgroup:SetEngageDetectedOn(self.engagerange,nil,self.GoZoneSet,self.NoGoZoneSet) flightgroup:SetOutOfAGMRTB(switch) if CasFormation then flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CasFormation) end end if Mission.type == AUFTRAG.Type.TANKER or Mission.type == AUFTRAG.Type.AWACS or Mission.type == AUFTRAG.Type.RECON then if TankerInvisible then flightgroup:GetGroup():SetCommandInvisible(true) end if Mission.type == AUFTRAG.Type.RECON then flightgroup:SetDetection(true) end end flightgroup:GetGroup():OptionROTEvadeFire() flightgroup:SetFuelLowRTB(true) Intel:AddAgent(flightgroup) function flightgroup:OnAfterHolding(From,Event,To) self:ClearToLand(5) end end if self.noaltert5 > 0 then local alert = AUFTRAG:NewALERT5(AUFTRAG.Type.CASENHANCED) alert:SetRequiredAssets(self.noaltert5) alert:SetRepeat(99) CAP_Wing:AddMission(alert) end self.wings[Airbasename] = { CAP_Wing, AIRBASE:FindByName(Airbasename):GetZone(), Airbasename } return self end --- Add a A2G patrol point to a Wing -- @param #EASYA2G self -- @param #string AirbaseName Name of the Wing's airbase -- @param Core.Point#COORDINATE Coordinate. -- @param #number Altitude Defaults to 25000 feet ASL. -- @param #number Speed Defaults to 300 knots TAS. -- @param #number Heading Defaults to 90 degrees (East). -- @param #number LegLength Defaults to 15 NM. -- @return #EASYA2G self function EASYA2G:AddPatrolPointA2G(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength) self:T(self.lid.."AddPatrolPointA2G "..Coordinate:ToStringLLDDM()) local EntryCAP = {} -- #EASYA2G.CasPoint EntryCAP.AirbaseName = AirbaseName EntryCAP.Coordinate = Coordinate EntryCAP.Altitude = Altitude or 25000 EntryCAP.Speed = Speed or 300 EntryCAP.Heading = Heading or 90 EntryCAP.LegLength = LegLength or 15 self.ManagedCP[#self.ManagedCP+1] = EntryCAP if self.debug then local mark = MARKER:New(Coordinate,self.lid.."Patrol Point"):ToAll() end return self end --- Add a RECON patrol point to a Wing -- @param #EASYA2G self -- @param #string AirbaseName Name of the Wing's airbase -- @param Core.Point#COORDINATE Coordinate. -- @param #number Altitude Defaults to 25000 feet. -- @param #number Speed Defaults to 300 knots. -- @param #number Heading Defaults to 90 degrees (East). -- @param #number LegLength Defaults to 15 NM. -- @return #EASYA2G self function EASYA2G:AddPatrolPointRecon(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength) self:T(self.lid.."AddPatrolPointRecon "..Coordinate:ToStringLLDDM()) local EntryCAP = {} -- #EASYA2G.CasPoint EntryCAP.AirbaseName = AirbaseName EntryCAP.Coordinate = Coordinate EntryCAP.Altitude = Altitude or 25000 EntryCAP.Speed = Speed or 300 EntryCAP.Heading = Heading or 90 EntryCAP.LegLength = LegLength or 15 self.ManagedREC[#self.ManagedREC+1] = EntryCAP if self.debug then local mark = MARKER:New(Coordinate,self.lid.."Patrol Point Recon"):ToAll() end return self end --- Add a TANKER patrol point to a Wing -- @param #EASYA2G self -- @param #string AirbaseName Name of the Wing's airbase -- @param Core.Point#COORDINATE Coordinate. -- @param #number Altitude Defaults to 25000 feet. -- @param #number Speed Defaults to 300 knots. -- @param #number Heading Defaults to 90 degrees (East). -- @param #number LegLength Defaults to 15 NM. -- @return #EASYA2G self function EASYA2G:AddPatrolPointTanker(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength) self:T(self.lid.."AddPatrolPointTanker "..Coordinate:ToStringLLDDM()) local EntryCAP = {} -- #EASYA2G.CasPoint EntryCAP.AirbaseName = AirbaseName EntryCAP.Coordinate = Coordinate EntryCAP.Altitude = Altitude or 25000 EntryCAP.Speed = Speed or 300 EntryCAP.Heading = Heading or 90 EntryCAP.LegLength = LegLength or 15 self.ManagedTK[#self.ManagedTK+1] = EntryCAP if self.debug then local mark = MARKER:New(Coordinate,self.lid.."Patrol Point Tanker"):ToAll() end return self end --- Add an AWACS patrol point to a Wing -- @param #EASYA2G self -- @param #string AirbaseName Name of the Wing's airbase -- @param Core.Point#COORDINATE Coordinate. -- @param #number Altitude Defaults to 25000 feet. -- @param #number Speed Defaults to 300 knots. -- @param #number Heading Defaults to 90 degrees (East). -- @param #number LegLength Defaults to 15 NM. -- @return #EASYA2G self function EASYA2G:AddPatrolPointAwacs(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength) self:T(self.lid.."AddPatrolPointAwacs "..Coordinate:ToStringLLDDM()) local EntryCAP = {} -- #EASYA2G.CasPoint EntryCAP.AirbaseName = AirbaseName EntryCAP.Coordinate = Coordinate EntryCAP.Altitude = Altitude or 25000 EntryCAP.Speed = Speed or 300 EntryCAP.Heading = Heading or 90 EntryCAP.LegLength = LegLength or 15 self.ManagedEWR[#self.ManagedEWR+1] = EntryCAP if self.debug then local mark = MARKER:New(Coordinate,self.lid.."Patrol Point AWACS"):ToAll() end return self end --- (Internal) Set actual Tanker Points from the list -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_SetTankerPatrolPoints() self:T(self.lid.."_SetTankerPatrolPoints") for _,_data in pairs(self.ManagedTK) do local data = _data --#EASYA2G.CasPoint local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING local Coordinate = data.Coordinate local Altitude = data.Altitude local Speed = data.Speed local Heading = data.Heading local LegLength = data.LegLength Wing:AddPatrolPointTANKER(Coordinate,Altitude,Speed,Heading,LegLength) end return self end --- (Internal) Set actual Awacs Points from the list -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_SetAwacsPatrolPoints() self:T(self.lid.."_SetAwacsPatrolPoints") for _,_data in pairs(self.ManagedEWR) do local data = _data --#EASYA2G.CasPoint local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING local Coordinate = data.Coordinate local Altitude = data.Altitude local Speed = data.Speed local Heading = data.Heading local LegLength = data.LegLength Wing:AddPatrolPointAWACS(Coordinate,Altitude,Speed,Heading,LegLength) end return self end --- (Internal) Set actual PatrolPoints from the list -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_SetA2GPatrolPoints() self:T(self.lid.."_SetA2GPatrolPoints") for _,_data in pairs(self.ManagedCP) do local data = _data --#EASYA2G.CasPoint local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING local Coordinate = data.Coordinate local Altitude = data.Altitude local Speed = data.Speed local Heading = data.Heading local LegLength = data.LegLength local caszone = ZONE_RADIUS:New("EasyA2G-"..math.random(1,100000),Coordinate:GetVec2(),5000,false) Wing:AddPatrolPointCAS(caszone,Altitude,Speed,100,self.NoGoZoneSet) end return self end --- (Internal) Set actual PatrolPoints from the list -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_SetReconPatrolPoints() self:T(self.lid.."_SetReconPatrolPoints") for _,_data in pairs(self.ManagedREC) do local data = _data --#EASYA2G.CasPoint local Wing = self.wings[data.AirbaseName][1] -- Ops.AirWing#AIRWING local Coordinate = data.Coordinate local Altitude = data.Altitude local Speed = data.Speed local Heading = data.Heading local LegLength = data.LegLength Wing:AddPatrolPointRecon(Coordinate,Altitude,Speed,Heading,LegLength) end return self end --- (Internal) Create actual Squadrons from the list -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_CreateSquads() self:T(self.lid.."_CreateSquads") for name,data in pairs(self.ManagedSQ) do local squad = data -- #EASYA2G.Squad local SquadName = name local TemplateName = squad.TemplateName local AirbaseName = squad.AirbaseName local AirFrames = squad.AirFrames local Skill = squad.Skill local Modex = squad.Modex local Livery = squad.Livery local Frequency = squad.Frequency local Modulation = squad.Modulation local TACAN = squad.TACAN if squad.Tanker then self:_AddTankerSquadron(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery,Frequency,Modulation,TACAN) elseif squad.AWACS then self:_AddAWACSSquadron(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery,Frequency,Modulation) elseif squad.RECON then self:_AddReconSquadron(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery) elseif squad.BOMBING then self:_AddSquadronBOMBING(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery,Frequency,Modulation) elseif squad.SEAD then self:_AddSquadronSEAD(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery,Frequency,Modulation) elseif squad.ANTISHIP then self:_AddSquadronANTISHIP(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery,Frequency,Modulation) else self:_AddSquadron(TemplateName,SquadName,AirbaseName,AirFrames,Skill,Modex,Livery) end end return self end --- Add a CAS Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @return #EASYA2G self function EASYA2G:AddSquadronCAS(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery) self:T(self.lid.."AddSquadronCAS "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 402 EntrySQ.Livery = Livery self.ManagedSQ[SquadName] = EntrySQ return self end --- Add a SEAD Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @return #EASYA2G self function EASYA2G:AddSquadronSEAD(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery) self:T(self.lid.."AddSquadronSEAD "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 402 EntrySQ.Livery = Livery EntrySQ.SEAD= true self.CanSEAD = true self.ManagedSQ[SquadName] = EntrySQ return self end --- Add an ANTISHIP Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @return #EASYA2G self function EASYA2G:AddSquadronANTISHIP(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery) self:T(self.lid.."AddSquadronANTISHIP "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 402 EntrySQ.Livery = Livery EntrySQ.ANTISHIP = true self.CanAntiShip = true self.ManagedSQ[SquadName] = EntrySQ return self end --- Add a BOMBING Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @return #EASYA2G self function EASYA2G:AddSquadronBOMBING(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery) self:T(self.lid.."AddSquadronBOMBING "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 402 EntrySQ.Livery = Livery EntrySQ.BOMBING = true self.CanBombing = true self.ManagedSQ[SquadName] = EntrySQ return self end --- Add a Recon Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @return #EASYA2G self function EASYA2G:AddReconSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery) self:T(self.lid.."AddReconSquadron "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 402 EntrySQ.Livery = Livery EntrySQ.RECON = true self.ManagedSQ[SquadName] = EntrySQ return self end --- Add a Tanker Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio Frequency to be used. -- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM -- @param #number TACAN (optional) TACAN channel, e.g. 71, resulting in Channel 71Y -- @return #EASYA2G self function EASYA2G:AddTankerSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation, TACAN) self:T(self.lid.."AddTankerSquadron "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 602 EntrySQ.Livery = Livery EntrySQ.Frequency = Frequency EntrySQ.Modulation = Livery EntrySQ.TACAN = TACAN EntrySQ.Tanker = true self.ManagedSQ[SquadName] = EntrySQ return self end --- Add an AWACS Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio Frequency to be used. -- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM -- @return #EASYA2G self function EASYA2G:AddAWACSSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation) self:T(self.lid.."AddAWACSSquadron "..SquadName) -- Add Squadron Data local EntrySQ = {} -- #EASYA2G.Squad EntrySQ.TemplateName = TemplateName EntrySQ.SquadName = SquadName EntrySQ.AirbaseName = AirbaseName EntrySQ.AirFrames = AirFrames or 20 EntrySQ.Skill = Skill or AI.Skill.AVERAGE EntrySQ.Modex = Modex or 702 EntrySQ.Livery = Livery EntrySQ.Frequency = Frequency EntrySQ.Modulation = Livery EntrySQ.AWACS = true self.ManagedSQ[SquadName] = EntrySQ return self end --- (Internal) Add a Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio Frequency to be used. -- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM -- @return #EASYA2G self function EASYA2G:_AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation) self:T(self.lid.."_AddSquadron "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.CASENHANCED, AUFTRAG.Type.BAI, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.CASENHANCED, AUFTRAG.Type.BAI, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5},75) return self end --- (Internal) Add a SEAD Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio Frequency to be used. -- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM -- @return #EASYA2G self function EASYA2G:_AddSquadronSEAD(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation) self:T(self.lid.."_AddSquadronSEAD "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.SEAD, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.SEAD, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5},75) return self end --- (Internal) Add an ANTISHIP Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio Frequency to be used. -- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM -- @return #EASYA2G self function EASYA2G:_AddSquadronANTISHIP(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation) self:T(self.lid.."_AddSquadronANTISHIP "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.ANTISHIP, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.ANTISHIP, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5},75) return self end --- (Internal) Add an BOMBING Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio Frequency to be used. -- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM -- @return #EASYA2G self function EASYA2G:_AddSquadronBOMBING(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation) self:T(self.lid.."_AddSquadronBOMBING "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.BOMBING, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.BOMBING, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5},75) return self end --- (Internal) Add a Recon Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @return #EASYA2G self function EASYA2G:_AddReconSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery) self:T(self.lid.."_AddReconSquadron "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.RECON}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.RECON},75) return self end --- (Internal) Add a Tanker Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio frequency of the Tanker -- @param #number Modulation (Optional) Radio modulation of the Tanker -- @param #number TACAN (Optional) TACAN Channel to be used, will always be an "Y" channel -- @return #EASYA2G self function EASYA2G:_AddTankerSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation, TACAN) self:T(self.lid.."_AddTankerSquadron "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.TANKER}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) Squadron_One:SetRadio(Frequency,Modulation) Squadron_One:AddTacanChannel(TACAN,TACAN) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.TANKER},75) return self end --- (Internal) Add a AWACS Squadron to an Airwing of the manager -- @param #EASYA2G self -- @param #string TemplateName Name of the group template. -- @param #string SquadName Squadron name - must be unique! -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Livery (optional) Livery name to be used. -- @param #number Frequency (optional) Radio frequency of the AWACS -- @param #number Modulation (Optional) Radio modulation of the AWACS -- @return #EASYA2G self function EASYA2G:_AddAWACSSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation) self:T(self.lid.."_AddAWACSSquadron "..SquadName) -- Add Squadrons local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName) Squadron_One:AddMissionCapability({AUFTRAG.Type.AWACS}) --Squadron_One:SetFuelLowRefuel(true) Squadron_One:SetFuelLowThreshold(0.3) Squadron_One:SetTurnoverTime(10,20) Squadron_One:SetModex(Modex) Squadron_One:SetLivery(Livery) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetMissionRange(self.missionrange) Squadron_One:SetRadio(Frequency,Modulation) local wing = self.wings[AirbaseName][1] -- Ops.AirWing#AIRWING wing:AddSquadron(Squadron_One) wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.AWACS},75) return self end --- Add a zone to the accepted zones set. -- @param #EASYA2G self -- @param Core.Zone#ZONE_BASE Zone -- @return #EASYA2G self function EASYA2G:AddAcceptZone(Zone) self:T(self.lid.."AddAcceptZone0") self.GoZoneSet:AddZone(Zone) return self end --- Add a zone to the rejected zones set. -- @param #EASYA2G self -- @param Core.Zone#ZONE_BASE Zone -- @return #EASYA2G self function EASYA2G:AddRejectZone(Zone) self:T(self.lid.."AddRejectZone") self.NoGoZoneSet:AddZone(Zone) return self end --- (Internal) Start detection. -- @param #EASYA2G self -- @return #EASYA2G self function EASYA2G:_StartIntel() self:T(self.lid.."_StartIntel") -- Border GCI Detection local BlueAir_DetectionSetGroup = SET_GROUP:New() BlueAir_DetectionSetGroup:FilterPrefixes( { self.EWRName } ) BlueAir_DetectionSetGroup:FilterStart() -- Intel type detection local BlueIntel = INTEL:New(BlueAir_DetectionSetGroup,self.coalitionname, self.EWRName) BlueIntel:SetClusterAnalysis(false,false,false) BlueIntel:SetForgetTime(300) BlueIntel:SetAcceptZones(self.GoZoneSet) BlueIntel:SetRejectZones(self.NoGoZoneSet) BlueIntel:SetVerbosity(0) BlueIntel:SetDetectStatics(true) BlueIntel:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP, Unit.Category.STRUCTURE}) --BlueIntel:SetDetectionTypes(false,true,true,true,false,true) BlueIntel:Start() if self.debug then BlueIntel.debug = true end -- Here, we'll decide if we need to launch an A2G flight, and from where local overhead = self.overhead local casspeed = self.casspeed + 100 local casalt = self.casalt local maxsize = self.maxinterceptsize local repeatsonfailure = self.repeatsonfailure local wings = self.wings local ctlpts = self.ManagedCP local MaxAliveMissions = self.MaxAliveMissions * self.casgrouping local nogozoneset = self.NoGoZoneSet function BlueIntel:OnAfterNewContact(From,Event,To,Contact) -- Aircraft? if Contact.ctype == INTEL.Ctype.AIRCRAFT then return end -- Threatlevel 0..10 --local contact = self:GetHighestThreatContact(Cluster) local contact = Contact -- Ops.Intelligence#INTEL.Contact local name = contact.groupname --#string local threat = contact.threatlevel --#number --local position = self:CalcClusterFuturePosition(Cluster,300) local position = Contact.position -- calculate closest zone local bestdistance = 2000*1000 -- 2000km local targetairwing = nil -- Ops.AirWing#AIRWING local targetawname = "" -- #string local clustersize = contact.group.ClassName == "GROUP" and contact.group:CountAliveUnits() or 1 local wingsize = math.abs(overhead * (clustersize+1)) if wingsize > maxsize then wingsize = maxsize end -- existing mission, and if so - done? local retrymission = true if Contact.mission and (not Contact.mission:IsOver()) then retrymission = false end if (retrymission) and (wingsize >= 1) then MESSAGE:New(string.format("**** %s A2G need wingsize %d", UTILS.GetCoalitionName(self.coalition), wingsize),15,"A2G"):ToAllIf(self.debug):ToLog() for _,_data in pairs (wings) do local airwing = _data[1] -- Ops.AirWing#AIRWING local zone = _data[2] -- Core.Zone#ZONE local zonecoord = zone:GetCoordinate() local name = _data[3] -- #string local distance = position:DistanceFromPointVec2(zonecoord) local airframes = airwing:CountAssets(true) if distance < bestdistance and airframes >= wingsize then bestdistance = distance targetairwing = airwing targetawname = name end end for _,_data in pairs (ctlpts) do --local airwing = _data[1] -- Ops.AirWing#AIRWING --local zone = _data[2] -- Core.Zone#ZONE --local zonecoord = zone:GetCoordinate() --local name = _data[3] -- #string local data = _data -- #EASYA2G.CasPoint local name = data.AirbaseName local zonecoord = data.Coordinate local airwing = wings[name][1] local distance = position:DistanceFromPointVec2(zonecoord) local airframes = airwing:CountAssets(true) if distance < bestdistance and airframes >= wingsize then bestdistance = distance targetairwing = airwing -- Ops.AirWing#AIRWING targetawname = name end end local text = string.format("Closest Airwing is %s", targetawname) local m = MESSAGE:New(text,10,"A2G"):ToAllIf(self.debug):ToLog() -- Do we have a matching airwing? if targetairwing then local AssetCount = targetairwing:CountAssetsOnMission(MissionTypes,Cohort) -- Enough airframes on mission already? self:T(self.lid.." Assets on Mission "..AssetCount) if AssetCount <= MaxAliveMissions then local repeats = repeatsonfailure local caszone = ZONE_RADIUS:New("EasyA2G-"..math.random(1,100000),contact.position:GetVec2(),5000,false) --local InterceptAuftrag = AUFTRAG:NewCASENHANCED(caszone,casalt,casspeed,100,nogozoneset) local prio = 30 local urgent = false local InterceptAuftrag = AUFTRAG:NewBAI(contact.group,casalt) if contact.isStatic and self.CanBombing then InterceptAuftrag = AUFTRAG:NewBOMBING(contact.group,casalt) prio = 50 elseif contact.isship and self.CanAntiShip then InterceptAuftrag = AUFTRAG:NewANTISHIP(contact.group,casalt) urgent = true elseif self.CanSEAD and (contact.group:HasAttribute("RADAR_BAND1_FOR_ARM") or contact.group:HasAttribute("RADAR_BAND2_FOR_ARM") or contact.group:HasAttribute("Optical Tracker")) then InterceptAuftrag = AUFTRAG:NewSEAD(contact.group,casalt) prio = 1 urgent = true end --local InterceptAuftrag = AUFTRAG:NewBAI(contact,casalt) InterceptAuftrag:SetMissionRange(100) InterceptAuftrag:SetPriority(prio,urgent) InterceptAuftrag:SetRequiredAssets(wingsize) InterceptAuftrag:SetRepeatOnFailure(repeats) InterceptAuftrag:SetMissionSpeed(UTILS.KnotsToAltKIAS(casspeed,casalt)) InterceptAuftrag:SetMissionAltitude(casalt) if nogozoneset:Count() > 0 then InterceptAuftrag:AddConditionSuccess( function(group,zoneset) local success = false if group and group:IsAlive() then local coord = group:GetCoordinate() if coord and zoneset:IsCoordinateInZone(coord) then success = true end end return success end, contact.group, nogozoneset ) end targetairwing:AddMission(InterceptAuftrag) Contact.mission = InterceptAuftrag end else MESSAGE:New("**** Not enough airframes available or max mission limit reached!",15,"A2G"):ToAllIf(self.debug):ToLog() end end end self.Intel = BlueIntel return self end ------------------------------------------------------------------------- -- FSM Functions ------------------------------------------------------------------------- --- (Internal) FSM Function onafterStart -- @param #EASYA2G self -- @param #string From -- @param #string Event -- @param #string To -- @return #EASYA2G self function EASYA2G:onafterStart(From,Event,To) self:T({From,Event,To}) self:_StartIntel() self:_CreateAirwings() self:_CreateSquads() self:_SetA2GPatrolPoints() self:_SetTankerPatrolPoints() self:_SetAwacsPatrolPoints() self:_SetReconPatrolPoints() self:__Status(-10) return self end --- (Internal) FSM Function onbeforeStatus -- @param #EASYA2G self -- @param #string From -- @param #string Event -- @param #string To -- @return #EASYA2G self function EASYA2G:onbeforeStatus(From,Event,To) self:T({From,Event,To}) if self:GetState() == "Stopped" then return false end return self end --- (Internal) FSM Function onafterStatus -- @param #EASYA2G self -- @param #string From -- @param #string Event -- @param #string To -- @return #EASYA2G self function EASYA2G:onafterStatus(From,Event,To) self:T({From,Event,To}) -- Gather Some Stats local function counttable(tbl) local count = 0 for _,_data in pairs(tbl) do count = count + 1 end return count end local wings = counttable(self.ManagedAW) local squads = counttable(self.ManagedSQ) local caps = counttable(self.ManagedCP) local assets = 0 local instock = 0 local capmission = 0 --local interceptmission = 0 local reconmission = 0 --local awacsmission = 0 --local tankermission = 0 local seadmission = 0 local bombmission = 0 local shipmission = 0 for _,_wing in pairs(self.wings) do local count = _wing[1]:CountAssetsOnMission(MissionTypes,Cohort) local count2 = _wing[1]:CountAssets(true,MissionTypes,Attributes) capmission = capmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.CASENHANCED,AUFTRAG.Type.BAI}) --interceptmission = interceptmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.INTERCEPT}) reconmission = reconmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.RECON}) --awacsmission = awacsmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.AWACS}) --tankermission = tankermission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.TANKER}) seadmission = seadmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.SEAD}) bombmission = bombmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.BOMBING}) shipmission = shipmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.ANTISHIP}) assets = assets + count instock = instock + count2 end if self.Monitor then local threatcount = #self.Intel.Contacts or 0 local text = "GCICAP "..self.alias text = text.."\nWings: "..wings.."\nSquads: "..squads.."\nCasPoints: "..caps.."\nAssets on Mission: "..assets.."\nAssets in Stock: "..instock text = text.."\nThreats: "..threatcount text = text.."\nMissions: "..capmission+reconmission+seadmission+bombmission+shipmission --text = text.."\n - Intercept: "..interceptmission --text = text.."\n - AWACS: "..awacsmission --text = text.."\n - TANKER: "..tankermission text = text.."\n - Recon: "..reconmission text = text.."\n - CAS/BAI: "..capmission if self.CanSEAD then text = text.."\n - SEAD: "..seadmission end if self.CanBombing then text = text.."\n - Bombing: "..bombmission end if self.CanAntiShip then text = text.."\n - Anti-Ship: "..shipmission end MESSAGE:New(text,15,"GCICAP"):ToAll():ToLogIf(self.debug) end self:__Status(30) return self end --- (Internal) FSM Function onafterStop -- @param #EASYA2G self -- @param #string From -- @param #string Event -- @param #string To -- @return #EASYA2G self function EASYA2G:onafterStop(From,Event,To) self:T({From,Event,To}) self.Intel:Stop() return self end