--- **Ops** - Airwing Warehouse. -- -- **Main Features:** -- -- * Manage squadrons. -- -- === -- -- ### Author: **funkyfranky** -- @module Ops.Airwing -- @image OPS_AirWing.png --- AIRWING class. -- @type AIRWING -- @field #string ClassName Name of the class. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field #number verbose Verbosity of output. -- @field #string lid Class id string for output to DCS log file. -- @field #table menu Table of menu items. -- @field #table squadrons Table of squadrons. -- @field #table missionqueue Mission queue table. -- @field #table payloads Playloads for specific aircraft and mission types. -- @field #number payloadcounter Running index of payloads. -- @field Core.Set#SET_ZONE zonesetCAP Set of CAP zones. -- @field Core.Set#SET_ZONE zonesetTANKER Set of TANKER zones. -- @field Core.Set#SET_ZONE zonesetAWACS Set of AWACS zones. -- @field #number nflightsCAP Number of CAP flights constantly in the air. -- @field #number nflightsAWACS Number of AWACS flights constantly in the air. -- @field #number nflightsTANKERboom Number of TANKER flights with BOOM constantly in the air. -- @field #number nflightsTANKERprobe Number of TANKER flights with PROBE constantly in the air. -- @field #number nflightsRescueHelo Number of Rescue helo flights constantly in the air. -- @field #table pointsCAP Table of CAP points. -- @field #table pointsTANKER Table of Tanker points. -- @field #table pointsAWACS Table of AWACS points. -- @field Ops.WingCommander#WINGCOMMANDER wingcommander The wing commander responsible for this airwing. -- -- @field Ops.RescueHelo#RESCUEHELO rescuehelo The rescue helo. -- @field Ops.RecoveryTanker#RECOVERYTANKER recoverytanker The recoverytanker. -- -- @extends Functional.Warehouse#WAREHOUSE --- Be surprised! -- -- === -- -- ![Banner Image](..\Presentations\AirWing\AIRWING_Main.jpg) -- -- # The AIRWING Concept -- -- An AIRWING consists of multiple SQUADRONS. These squadrons "live" in a WAREHOUSE, i.e. a physical structure that is connected to an airbase (airdrome, FRAP or ship). -- For an airwing to be operational, it needs airframes, weapons/fuel and an airbase. -- -- # Create an Airwing -- -- ## Constructing the Airwing -- -- airwing=AIRWING:New("Warehouse Batumi", "8th Fighter Wing") -- airwing:Start() -- -- The first parameter specified the warehouse, i.e. the static building housing the airwing (or the name of the aircraft carrier). The second parameter is optional -- and sets an alias. -- -- ## Adding Squadrons -- -- At this point the airwing does not have any assets (aircraft). In order to add these, one needs to first define SQUADRONS. -- -- VFA151=SQUADRON:New("F-14 Group", 8, "VFA-151 (Vigilantes)") -- VFA151:AddMissionCapability({AUFTRAG.Type.GCCAP, AUFTRAG.Type.INTERCEPT}) -- -- airwing:AddSquadron(VFA151) -- -- This adds eight Tomcat groups beloning to VFA-151 to the airwing. This squadron has the ability to perform combat air patrols and intercepts. -- -- ## Adding Payloads -- -- Adding pure airframes is not enough. The aircraft also need weapons (and fuel) for certain missions. These must be given to the airwing from template groups -- defined in the Mission Editor. -- -- -- F-14 payloads for CAP and INTERCEPT. Phoenix are first, sparrows are second choice. -- airwing:NewPayload(GROUP:FindByName("F-14 Payload AIM-54C"), 2, {AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.GCCAP}, 80) -- airwing:NewPayload(GROUP:FindByName("F-14 Payload AIM-7M"), 20, {AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.GCCAP}) -- -- This will add two AIM-54C and 20 AIM-7M payloads. -- -- If the airwing gets an intercept or patrol mission assigned, it will first use the AIM-54s. Once these are consumed, the AIM-7s are attached to the aircraft. -- -- When an airwing does not have a payload for a certain mission type, the mission cannot be carried out. -- -- You can set the number of payloads to "unlimited" by setting its quantity to -1. -- -- # Adding Missions -- -- Various mission types can be added easily via the AUFTRAG class. -- -- Once you created an AUFTRAG you can add it to the AIRWING with the :AddMission(mission) function. -- -- This mission will be put into the AIRWING queue. Once the mission start time is reached and all resources (airframes and pylons) are available, the mission is started. -- If the mission stop time is over (and the mission is not finished), it will be cancelled and removed from the queue. This applies also to mission that were not even -- started. -- -- # Command an Airwing -- -- An airwing can receive missions from a WINGCOMMANDER. See docs of that class for details. -- -- However, you are still free to add missions at anytime. -- -- -- @field #AIRWING AIRWING = { ClassName = "AIRWING", Debug = false, verbose = 0, lid = nil, menu = nil, squadrons = {}, missionqueue = {}, payloads = {}, payloadcounter = 0, pointsCAP = {}, pointsTANKER = {}, pointsAWACS = {}, wingcommander = nil, } --- Squadron asset. -- @type AIRWING.SquadronAsset -- @field #AIRWING.Payload payload The payload of the asset. -- @field Ops.FlightGroup#FLIGHTGROUP flightgroup The flightgroup object. -- @field #string squadname Name of the squadron this asset belongs to. -- @field #number Treturned Time stamp when asset returned to the airwing. -- @extends Functional.Warehouse#WAREHOUSE.Assetitem --- Payload data. -- @type AIRWING.Payload -- @field #number uid Unique payload ID. -- @field #string unitname Name of the unit this pylon was extracted from. -- @field #string aircrafttype Type of aircraft, which can use this payload. -- @field #table capabilities Mission types and performances for which this payload can be used. -- @field #table pylons Pylon data extracted for the unit template. -- @field #number navail Number of available payloads of this type. -- @field #boolean unlimited If true, this payload is unlimited and does not get consumed. --- Patrol data. -- @type AIRWING.PatrolData -- @field #string type Type name. -- @field Core.Point#COORDINATE coord Patrol coordinate. -- @field #number altitude Altitude in feet. -- @field #number heading Heading in degrees. -- @field #number leg Leg length in NM. -- @field #number speed Speed in knots. -- @field #number noccupied Number of flights on this patrol point. -- @field Wrapper.Marker#MARKER marker F10 marker. --- AIRWING class version. -- @field #string version AIRWING.version="0.3.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO: Spawn in air or hot ==> Needs WAREHOUSE update. -- TODO: Make special request to transfer squadrons to anther airwing (or warehouse). -- TODO: Check that airbase has enough parking spots if a request is BIG. Alternatively, split requests. -- DONE: Add squadrons to warehouse. -- DONE: Build mission queue. -- DONE: Find way to start missions. -- DONE: Check if missions are done/cancelled. -- DONE: Payloads as resources. -- DONE: Define CAP zones. -- DONE: Define TANKER zones for refuelling. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new AIRWING class object for a specific aircraft carrier unit. -- @param #AIRWING self -- @param #string warehousename Name of the warehouse static or unit object representing the warehouse. -- @param #string airwingname Name of the air wing, e.g. "AIRWING-8". -- @return #AIRWING self function AIRWING:New(warehousename, airwingname) -- Inherit everything from WAREHOUSE class. local self=BASE:Inherit(self, WAREHOUSE:New(warehousename, airwingname)) -- #AIRWING -- Nil check. if not self then BASE:E(string.format("ERROR: Could not find warehouse %s!", warehousename)) return nil end -- Set some string id for output to DCS.log file. self.lid=string.format("AIRWING %s | ", self.alias) -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("*", "MissionRequest", "*") -- Add a (mission) request to the warehouse. self:AddTransition("*", "MissionCancel", "*") -- Cancel mission. self:AddTransition("*", "SquadAssetReturned", "*") -- Flight was spawned with a mission. self:AddTransition("*", "FlightOnMission", "*") -- Flight was spawned with a mission. -- Defaults: self:SetVerbosity(2) self.nflightsCAP=0 self.nflightsAWACS=0 self.nflightsTANKERboom=0 self.nflightsTANKERprobe=0 self.nflightsRecoveryTanker=0 self.nflightsRescueHelo=0 ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the AIRWING. Initializes parameters and starts event handlers. -- @function [parent=#AIRWING] Start -- @param #AIRWING self --- Triggers the FSM event "Start" after a delay. Starts the AIRWING. Initializes parameters and starts event handlers. -- @function [parent=#AIRWING] __Start -- @param #AIRWING self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the AIRWING and all its event handlers. -- @param #AIRWING self --- Triggers the FSM event "Stop" after a delay. Stops the AIRWING and all its event handlers. -- @function [parent=#AIRWING] __Stop -- @param #AIRWING self -- @param #number delay Delay in seconds. -- Debug trace. if false then self.Debug=true self:TraceOnOff(true) self:TraceClass(self.ClassName) self:TraceLevel(1) end return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add a squadron to the air wing. -- @param #AIRWING self -- @param Ops.Squadron#SQUADRON Squadron The squadron object. -- @return #AIRWING self function AIRWING:AddSquadron(Squadron) -- Add squadron to airwing. table.insert(self.squadrons, Squadron) -- Add assets to squadron. self:AddAssetToSquadron(Squadron, Squadron.Ngroups) -- Tanker and AWACS get unlimited payloads. if Squadron.attribute==GROUP.Attribute.AIR_AWACS then self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.AWACS) elseif Squadron.attribute==GROUP.Attribute.AIR_TANKER then self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.TANKER) end -- Set airwing to squadron. Squadron:SetAirwing(self) -- Start squadron. if Squadron:IsStopped() then Squadron:Start() end return self end --- Add a **new** payload to the airwing resources. -- @param #AIRWING self -- @param Wrapper.Unit#UNIT Unit The unit, the payload is extracted from. Can also be given as *#string* name of the unit. -- @param #number Npayloads Number of payloads to add to the airwing resources. Default 99 (which should be enough for most scenarios). Set to -1 for unlimited. -- @param #table MissionTypes Mission types this payload can be used for. -- @param #number Performance A number between 0 (worst) and 100 (best) to describe the performance of the loadout for the given mission types. Default is 50. -- @return #AIRWING.Payload The payload table or nil if the unit does not exist. function AIRWING:NewPayload(Unit, Npayloads, MissionTypes, Performance) -- Default performance. Performance=Performance or 50 if type(Unit)=="string" then local name=Unit Unit=UNIT:FindByName(name) if not Unit then Unit=GROUP:FindByName(name) end end if Unit then -- If a GROUP object was given, get the first unit. if Unit:IsInstanceOf("GROUP") then Unit=Unit:GetUnit(1) end -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end -- Create payload. local payload={} --#AIRWING.Payload payload.uid=self.payloadcounter payload.unitname=Unit:GetName() payload.aircrafttype=Unit:GetTypeName() payload.pylons=Unit:GetTemplatePayload() payload.unlimited=Npayloads<0 if payload.unlimited then payload.navail=1 else payload.navail=Npayloads or 99 end payload.capabilities={} for _,missiontype in pairs(MissionTypes) do local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=missiontype capability.Performance=Performance table.insert(payload.capabilities, capability) end -- Add ORBIT for all. if not self:CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=AUFTRAG.Type.ORBIT capability.Performance=50 table.insert(payload.capabilities, capability) end -- Info self:I(self.lid..string.format("Adding new payload from unit %s for aircraft type %s: ID=%d, N=%d (unlimited=%s), performance=%d, missions: %s", payload.unitname, payload.aircrafttype, payload.uid, payload.navail, tostring(payload.unlimited), Performance, table.concat(MissionTypes, ", "))) -- Add payload table.insert(self.payloads, payload) -- Increase counter self.payloadcounter=self.payloadcounter+1 return payload end self:E(self.lid.."ERROR: No UNIT found to create PAYLOAD!") return nil end --- Add a mission capability to an existing payload. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table to which the capability should be added. -- @param #table MissionTypes Mission types to be added. -- @param #number Performance A number between 0 (worst) and 100 (best) to describe the performance of the loadout for the given mission types. Default is 50. -- @return #AIRWING self function AIRWING:AddPayloadCapability(Payload, MissionTypes, Performance) -- Ensure Missiontypes is a table. if MissionTypes and type(MissionTypes)~="table" then MissionTypes={MissionTypes} end Payload.capabilities=Payload.capabilities or {} for _,missiontype in pairs(MissionTypes) do local capability={} --Ops.Auftrag#AUFTRAG.Capability capability.MissionType=missiontype capability.Performance=Performance --TODO: check that capability does not already exist! table.insert(Payload.capabilities, capability) end return self end --- Fetch a payload from the airwing resources for a given unit and mission type. -- The payload with the highest priority is preferred. -- @param #AIRWING self -- @param #string UnitType The type of the unit. -- @param #string MissionType The mission type. -- @param #table Payloads Specific payloads only to be considered. -- @return #AIRWING.Payload Payload table or *nil*. function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads) -- Quick check if we have any payloads. if not self.payloads or #self.payloads==0 then self:I(self.lid.."WARNING: No payloads in stock!") return nil end -- Debug. if self.Debug then self:I(self.lid..string.format("Looking for payload for unit type=%s and mission type=%s", UnitType, MissionType)) for i,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload local performance=self:GetPayloadPeformance(payload, MissionType) self:I(self.lid..string.format("[%d] Payload type=%s navail=%d unlimited=%s", i, payload.aircrafttype, payload.navail, tostring(payload.unlimited))) end end --- Sort payload wrt the following criteria: -- 1) Highest performance is the main selection criterion. -- 2) If payloads have the same performance, unlimited payloads are preferred over limited ones. -- 3) If payloads have the same performance _and_ are limited, the more abundant one is preferred. local function sortpayloads(a,b) local pA=a --#AIRWING.Payload local pB=b --#AIRWING.Payload if a and b then -- I had the case that a or b were nil even though the self.payloads table was looking okay. Very strange! Seems to be solved by pre-selecting valid payloads. local performanceA=self:GetPayloadPeformance(a, MissionType) local performanceB=self:GetPayloadPeformance(b, MissionType) return (performanceA>performanceB) or (performanceA==performanceB and a.unlimited==true) or (performanceA==performanceB and a.unlimited==true and b.unlimited==true and a.navail>b.navail) elseif not a then self:I(self.lid..string.format("FF ERROR in sortpayloads: a is nil")) return false elseif not b then self:I(self.lid..string.format("FF ERROR in sortpayloads: b is nil")) return true else self:I(self.lid..string.format("FF ERROR in sortpayloads: a and b are nil")) return false end end local function _checkPayloads(payload) if Payloads then for _,Payload in pairs(Payloads) do if Payload.uid==payload.uid then return true end end else -- Payload was not specified. return nil end return false end -- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available. local payloads={} for _,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload local specialpayload=_checkPayloads(payload) local compatible=self:CheckMissionCapability(MissionType, payload.capabilities) local goforit = specialpayload or (specialpayload==nil and compatible) if payload.aircrafttype==UnitType and payload.navail>0 and goforit then table.insert(payloads, payload) end end -- Debug. if self.Debug then self:I(self.lid..string.format("FF Sorted payloads for mission type X and aircraft type=Y:")) for _,_payload in ipairs(self.payloads) do local payload=_payload --#AIRWING.Payload if payload.aircrafttype==UnitType and self:CheckMissionCapability(MissionType, payload.capabilities) then local performace=self:GetPayloadPeformance(payload, MissionType) self:I(self.lid..string.format("FF %s payload for %s: avail=%d performace=%d", MissionType, payload.aircrafttype, payload.navail, performace)) end end end -- Cases: if #payloads==0 then -- No payload available. self:T(self.lid.."Warning could not find a payload for airframe X mission type Y!") return nil elseif #payloads==1 then -- Only one payload anyway. return payloads[1] else -- Sort payloads. table.sort(payloads, sortpayloads) return payloads[1] end end --- Return payload from asset back to stock. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The squadron asset. function AIRWING:ReturnPayloadFromAsset(asset) local payload=asset.payload if payload then -- Increase count if not unlimited. if not payload.unlimited then payload.navail=payload.navail+1 end -- Remove asset payload. asset.payload=nil else self:E(self.lid.."ERROR: asset had no payload attached!") end end --- Add asset group(s) to squadron. -- @param #AIRWING self -- @param Ops.Squadron#SQUADRON Squadron The squadron object. -- @param #number Nassets Number of asset groups to add. -- @return #AIRWING self function AIRWING:AddAssetToSquadron(Squadron, Nassets) if Squadron then -- Get the template group of the squadron. local Group=GROUP:FindByName(Squadron.templatename) if Group then -- Debug text. local text=string.format("Adding asset %s to squadron %s", Group:GetName(), Squadron.name) self:T(self.lid..text) -- Add assets to airwing warehouse. self:AddAsset(Group, Nassets, nil, nil, nil, nil, Squadron.skill, Squadron.livery, Squadron.name) else self:E(self.lid.."ERROR: Group does not exist!") end else self:E(self.lid.."ERROR: Squadron does not exit!") end return self end --- Get squadron by name. -- @param #AIRWING self -- @param #string SquadronName Name of the squadron, e.g. "VFA-37". -- @return Ops.Squadron#SQUADRON The squadron object. function AIRWING:GetSquadron(SquadronName) for _,_squadron in pairs(self.squadrons) do local squadron=_squadron --Ops.Squadron#SQUADRON if squadron.name==SquadronName then return squadron end end return nil end --- Set verbosity level. -- @param #AIRWING self -- @param #number VerbosityLevel Level of output (higher=more). Default 0. -- @return #AIRWING self function AIRWING:SetVerbosity(VerbosityLevel) self.verbose=VerbosityLevel or 0 return self end --- Get squadron of an asset. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset Asset The squadron asset. -- @return Ops.Squadron#SQUADRON The squadron object. function AIRWING:GetSquadronOfAsset(Asset) return self:GetSquadron(Asset.squadname) end --- Remove asset from squadron. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset Asset function AIRWING:RemoveAssetFromSquadron(Asset) local squad=self:GetSquadronOfAsset(Asset) if squad then squad:DelAsset(Asset) end end --- Add mission to queue. -- @param #AIRWING self -- @param Ops.Auftrag#AUFTRAG Mission for this group. -- @return #AIRWING self function AIRWING:AddMission(Mission) -- Set status to QUEUED. This also attaches the airwing to this mission. Mission:Queued(self) -- Add mission to queue. table.insert(self.missionqueue, Mission) -- Info text. local text=string.format("Added mission %s (type=%s). Starting at %s. Stopping at %s", tostring(Mission.name), tostring(Mission.type), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "INF") self:I(self.lid..text) return self end --- Remove mission from queue. -- @param #AIRWING self -- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed. -- @return #AIRWING self function AIRWING:RemoveMission(Mission) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==Mission.auftragsnummer then table.remove(self.missionqueue, i) break end end return self end --- Set number of CAP flights constantly carried out. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberCAP(n) self.nflightsCAP=n or 1 return self end --- Set number of TANKER flights constantly in the air. -- @param #AIRWING self -- @param #number Nboom Number of flights. Default 1. -- @param #number Nprobe Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberTANKER(Nboom, Nprobe) self.nflightsTANKERboom=Nboom or 1 self.nflightsTANKERprobe=Nprobe or 1 return self end --- Set number of AWACS flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberAWACS(n) self.nflightsAWACS=n or 1 return self end --- Set number of Rescue helo flights constantly in the air. -- @param #AIRWING self -- @param #number n Number of flights. Default 1. -- @return #AIRWING self function AIRWING:SetNumberRescuehelo(n) self.nflightsRescueHelo=n or 1 return self end --- -- @param #AIRWING self -- @param #AIRWING.PatrolData point Patrol point table. -- @return #string Marker text. function AIRWING:_PatrolPointMarkerText(point) local text=string.format("%s Occupied=%d, \nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts", point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed) return text end --- Update marker of the patrol point. -- @param #AIRWING.PatrolData point Patrol point table. function AIRWING.UpdatePatrolPointMarker(point) local text=string.format("%s Occupied=%d\nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts", point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed) point.marker:UpdateText(text, 1) end --- Create a new generic patrol point. -- @param #AIRWING self -- @param #string Type Patrol point type, e.g. "CAP" or "AWACS". Default "Unknown". -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing. -- @param #number Altitude Orbit altitude in feet. Default random between Angels 10 and 20. -- @param #number Heading Heading in degrees. Default random (0, 360] degrees. -- @param #number LegLength Length of race-track orbit in NM. Default 15 NM. -- @param #number Speed Orbit speed in knots. Default 350 knots. -- @return #AIRWING.PatrolData Patrol point table. function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint={} --#AIRWING.PatrolData patrolpoint.type=Type or "Unknown" patrolpoint.coord=Coordinate or self:GetCoordinate():Translate(UTILS.NMToMeters(math.random(10, 15)), math.random(360)) patrolpoint.heading=Heading or math.random(360) patrolpoint.leg=LegLength or 15 patrolpoint.altitude=Altitude or math.random(10,20)*1000 patrolpoint.speed=Speed or 350 patrolpoint.noccupied=0 patrolpoint.marker=MARKER:New(Coordinate, "New Patrol Point"):ToAll() AIRWING.UpdatePatrolPointMarker(patrolpoint) return patrolpoint end --- Add a patrol Point for CAP missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @return #AIRWING self function AIRWING:AddPatrolPointCAP(Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint=self:NewPatrolPoint("CAP", Coordinate, Altitude, Speed, Heading, LegLength) table.insert(self.pointsCAP, patrolpoint) return self end --- Add a patrol Point for TANKER missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @return #AIRWING self function AIRWING:AddPatrolPointTANKER(Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint=self:NewPatrolPoint("Tanker", Coordinate, Altitude, Speed, Heading, LegLength) table.insert(self.pointsTANKER, patrolpoint) return self end --- Add a patrol Point for AWACS missions. -- @param #AIRWING self -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param #number Altitude Orbit altitude in feet. -- @param #number Speed Orbit speed in knots. -- @param #number Heading Heading in degrees. -- @param #number LegLength Length of race-track orbit in NM. -- @return #AIRWING self function AIRWING:AddPatrolPointAWACS(Coordinate, Altitude, Speed, Heading, LegLength) local patrolpoint=self:NewPatrolPoint("AWACS", Coordinate, Altitude, Speed, Heading, LegLength) table.insert(self.pointsAWACS, patrolpoint) return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Start & Status ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Start AIRWING FSM. -- @param #AIRWING self function AIRWING:onafterStart(From, Event, To) -- Start parent Warehouse. self:GetParent(self).onafterStart(self, From, Event, To) -- Info. self:I(self.lid..string.format("Starting AIRWING v%s", AIRWING.version)) end --- Update status. -- @param #AIRWING self function AIRWING:onafterStatus(From, Event, To) -- Status of parent Warehouse. self:GetParent(self).onafterStatus(self, From, Event, To) local fsmstate=self:GetState() -- Check CAP missions. self:CheckCAP() -- Check TANKER missions. self:CheckTANKER() -- Check AWACS missions. self:CheckAWACS() -- Check Rescue Helo missions. self:CheckRescuhelo() -- General info: if self.verbose>=1 then -- Count missions not over yet. local Nmissions=self:CountMissionsInQueue() -- Count ALL payloads in stock. If any payload is unlimited, this gives 999. local Npayloads=self:CountPayloadsInStock(AUFTRAG.Type) -- Assets tot local Npq, Np, Nq=self:CountAssetsOnMission() local assets=string.format("%d [Mission=%d (Active=%d, Queued=%d)]", self:CountAssets(), Npq, Np, Nq) -- Output. local text=string.format("%s: Missions=%d, Payloads=%d (%d), Squads=%d, Assets=%s", fsmstate, Nmissions, Npayloads, #self.payloads, #self.squadrons, assets) self:I(self.lid..text) end ------------------ -- Mission Info -- ------------------ if self.verbose>=2 then local text=string.format("Missions Total=%d:", #self.missionqueue) for i,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG local prio=string.format("%d/%d", mission.prio, mission.importance) ; if mission.urgent then prio=prio.." (!)" end local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.nassets) local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage()) text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target) end self:I(self.lid..text) end ------------------- -- Squadron Info -- ------------------- if self.verbose>=3 then local text="Squadrons:" for i,_squadron in pairs(self.squadrons) do local squadron=_squadron --Ops.Squadron#SQUADRON local callsign=squadron.callsignName and UTILS.GetCallsignName(squadron.callsignName) or "N/A" local modex=squadron.modex and squadron.modex or -1 local skill=squadron.skill and tostring(squadron.skill) or "N/A" -- Squadron text text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", squadron.name, squadron:GetState(), squadron.aircrafttype, squadron:CountAssetsInStock(), #squadron.assets, callsign, modex, skill) end self:I(self.lid..text) end -------------- -- Mission --- -------------- -- Check if any missions should be cancelled. self:_CheckMissions() -- Get next mission. local mission=self:_GetNextMission() -- Request mission execution. if mission then self:MissionRequest(mission) end end --- Get patrol data -- @param #AIRWING self -- @param #table PatrolPoints Patrol data points. -- @return #AIRWING.PatrolData function AIRWING:_GetPatrolData(PatrolPoints) -- Sort wrt lowest number of flights on this point. local function sort(a,b) return a.noccupied0 then -- Sort data wrt number of flights at that point. table.sort(PatrolPoints, sort) return PatrolPoints[1] else return self:NewPatrolPoint() end end --- Check how many CAP missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckCAP() local Ncap=self:CountMissionsInQueue({AUFTRAG.Type.GCCAP, AUFTRAG.Type.INTERCEPT}) for i=1,self.nflightsCAP-Ncap do local patrol=self:_GetPatrolData(self.pointsCAP) local altitude=patrol.altitude+1000*patrol.noccupied local missionCAP=AUFTRAG:NewGCCAP(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg) missionCAP.patroldata=patrol patrol.noccupied=patrol.noccupied+1 AIRWING.UpdatePatrolPointMarker(patrol) self:AddMission(missionCAP) end return self end --- Check how many TANKER missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckTANKER() local Nboom=0 local Nprob=0 -- Count tanker mission. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() and mission.type==AUFTRAG.Type.TANKER then if mission.refuelSystem==0 then Nboom=Nboom+1 elseif mission.refuelSystem==1 then Nprob=Nprob+1 end end end for i=1,self.nflightsTANKERboom-Nboom do local patrol=self:_GetPatrolData(self.pointsTANKER) local altitude=patrol.altitude+1000*patrol.noccupied local mission=AUFTRAG:NewTANKER(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg, 0) mission.patroldata=patrol patrol.noccupied=patrol.noccupied+1 AIRWING.UpdatePatrolPointMarker(patrol) self:AddMission(mission) end for i=1,self.nflightsTANKERprobe-Nprob do local patrol=self:_GetPatrolData(self.pointsTANKER) local altitude=patrol.altitude+1000*patrol.noccupied local mission=AUFTRAG:NewTANKER(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg, 1) mission.patroldata=patrol patrol.noccupied=patrol.noccupied+1 AIRWING.UpdatePatrolPointMarker(patrol) self:AddMission(mission) end return self end --- Check how many AWACS missions are assigned and add number of missing missions. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckAWACS() local N=self:CountMissionsInQueue({AUFTRAG.Type.AWACS}) for i=1,self.nflightsAWACS-N do local patrol=self:_GetPatrolData(self.pointsAWACS) local altitude=patrol.altitude+1000*patrol.noccupied local mission=AUFTRAG:NewAWACS(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg) mission.patroldata=patrol patrol.noccupied=patrol.noccupied+1 AIRWING.UpdatePatrolPointMarker(patrol) self:AddMission(mission) end return self end --- Check how many Rescue helos are currently in the air. -- @param #AIRWING self -- @return #AIRWING self function AIRWING:CheckRescuhelo() local N=self:CountMissionsInQueue({AUFTRAG.Type.RESCUEHELO}) local carrier=UNIT:FindByName(self.airbase:GetName()) for i=1,self.nflightsRescueHelo-N do local mission=AUFTRAG:NewRESCUEHELO(carrier) self:AddMission(mission) end return self end --- Check how many AWACS missions are assigned and add number of missing missions. -- @param #AIRWING self -- @param Ops.FlightGroup#FLIGHTGROUP flightgroup The flightgroup. -- @return #AIRWING.SquadronAsset The tanker asset. function AIRWING:GetTankerForFlight(flightgroup) local tankers=self:GetAssetsOnMission(AUFTRAG.Type.TANKER) if #tankers>0 then local tankeropt={} for _,_tanker in pairs(tankers) do local tanker=_tanker --#AIRWING.SquadronAsset -- Check that donor and acceptor use the same refuelling system. if flightgroup.refueltype and flightgroup.refueltype==tanker.flightgroup.tankertype then local tankercoord=tanker.flightgroup.group:GetCoordinate() local assetcoord=flightgroup.group:GetCoordinate() local dist=assetcoord:Get2DDistance(tankercoord) -- Ensure that the flight does not find itself. Asset could be a tanker! if dist>5 then table.insert(tankeropt, {tanker=tanker, dist=dist}) end end end -- Sort tankers wrt to distance. table.sort(tankeropt, function(a,b) return a.dist0 then return tankeropt[1].tanker else return nil end end return nil end --- Check if mission is not over and ready to cancel. -- @param #AIRWING self function AIRWING:_CheckMissions() -- Loop over missions in queue. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() and mission:IsReadyToCancel() then mission:Cancel() end end end --- Get next mission. -- @param #AIRWING self -- @return Ops.Auftrag#AUFTRAG Next mission or *nil*. function AIRWING:_GetNextMission() -- Number of missions. local Nmissions=#self.missionqueue -- Treat special cases. if Nmissions==0 then return nil end -- Sort results table wrt prio and start time. local function _sort(a, b) local taskA=a --Ops.Auftrag#AUFTRAG local taskB=b --Ops.Auftrag#AUFTRAG return (taskA.prio0 then self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type)) end mission.assets={} -- Assign assets to mission. for i=1,mission.nassets do local asset=assets[i] --#AIRWING.SquadronAsset -- Should not happen as we just checked! if not asset.payload then self:E(self.lid.."ERROR: No payload for asset! This should not happen!") end -- Add asset to mission. mission:AddAsset(asset) end -- Now return the remaining payloads. for i=mission.nassets+1,#assets do local asset=assets[i] --#AIRWING.SquadronAsset for _,uid in pairs(gotpayload) do if uid==asset.uid then self:ReturnPayloadFromAsset(asset) break end end end return mission end end -- mission due? end -- mission loop return nil end --- Calculate the mission score of an asset. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset Asset -- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired. -- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached. -- @return #number Mission score. function AIRWING:CalculateAssetMissionScore(asset, Mission, includePayload) local score=0 -- Prefer highly skilled assets. if asset.skill==AI.Skill.AVERAGE then score=score+0 elseif asset.skill==AI.Skill.GOOD then score=score+10 elseif asset.skill==AI.Skill.HIGH then score=score+20 elseif asset.skill==AI.Skill.EXCELLENT then score=score+30 end -- Add mission performance to score. local squad=self:GetSquadronOfAsset(asset) local missionperformance=squad:GetMissionPeformance(Mission.type) score=score+missionperformance -- Add payload performance to score. if includePayload and asset.payload then score=score+self:GetPayloadPeformance(asset.payload, Mission.type) end -- Intercepts need to be carried out quickly. We prefer spawned assets. if Mission.type==AUFTRAG.Type.INTERCEPT then if asset.spawned then self:I("FF adding 25 to asset because it is spawned") score=score+25 end end -- TODO: This could be vastly improved. Need to gather ideas during testing. -- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away. -- Max speed of assets. -- Fuel amount? -- Range of assets? return score end --- Optimize chosen assets for the mission at hand. -- @param #AIRWING self -- @param #table assets Table of (unoptimized) assets. -- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired. -- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached. function AIRWING:_OptimizeAssetSelection(assets, Mission, includePayload) local TargetCoordinate=Mission:GetTargetCoordinate() local dStock=self:GetCoordinate():Get2DDistance(TargetCoordinate) -- Calculate distance to mission target. local distmin=math.huge local distmax=0 for _,_asset in pairs(assets) do local asset=_asset --#AIRWING.SquadronAsset if asset.spawned then local group=GROUP:FindByName(asset.spawngroupname) asset.dist=group:GetCoordinate():Get2DDistance(TargetCoordinate) else asset.dist=dStock end if asset.distdistmax then distmax=asset.dist end end -- Calculate the mission score of all assets. for _,_asset in pairs(assets) do local asset=_asset --#AIRWING.SquadronAsset --self:I(string.format("FF asset %s has payload %s", asset.spawngroupname, asset.payload and "yes" or "no!")) asset.score=self:CalculateAssetMissionScore(asset, Mission, includePayload) end --- Sort assets wrt to their mission score. Higher is better. local function optimize(a, b) local assetA=a --#AIRWING.SquadronAsset local assetB=b --#AIRWING.SquadronAsset -- Higher score wins. If equal score ==> closer wins. -- TODO: Need to include the distance in a smarter way! return (assetA.score>assetB.score) or (assetA.score==assetB.score and assetA.dist0 then --local text=string.format("Requesting assets for mission %s:", Mission.name) for i,_asset in pairs(Assetlist) do local asset=_asset --#AIRWING.SquadronAsset -- Set asset to requested! Important so that new requests do not use this asset! asset.requested=true if Mission.missionTask then asset.missionTask=Mission.missionTask end end -- Add request to airwing warehouse. -- TODO: better Assignment string. self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, tostring(Mission.auftragsnummer)) -- The queueid has been increased in the onafterAddRequest function. So we can simply use it here. Mission.requestID=self.queueid end end --- On after "MissionCancel" event. Cancels the missions of all flightgroups. Deletes request from warehouse queue. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Auftrag#AUFTRAG Mission The mission to be cancelled. function AIRWING:onafterMissionCancel(From, Event, To, Mission) self:I(self.lid..string.format("Cancel mission %s", Mission.name)) if Mission:IsPlanned() or Mission:IsQueued() or Mission:IsRequested() then Mission:Done() else for _,_asset in pairs(Mission.assets) do local asset=_asset --#AIRWING.SquadronAsset local flightgroup=asset.flightgroup if flightgroup then flightgroup:MissionCancel(Mission) end -- Not requested any more (if it was). asset.requested=nil end end -- Remove queued request (if any). if Mission.requestID then self:_DeleteQueueItemByID(Mission.requestID, self.queue) end end --- On after "NewAsset" event. Asset is added to the given squadron (asset assignment). -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #AIRWING.SquadronAsset asset The asset that has just been added. -- @param #string assignment The (optional) assignment for the asset. function AIRWING:onafterNewAsset(From, Event, To, asset, assignment) -- Call parent warehouse function first. self:GetParent(self).onafterNewAsset(self, From, Event, To, asset, assignment) -- Debug text. local text=string.format("New asset %s with assignment %s and request assignment %s", asset.spawngroupname, tostring(asset.assignment), tostring(assignment)) self:I(self.lid..text) -- Get squadron. local squad=self:GetSquadron(asset.assignment) -- Check if asset is already part of the squadron. If an asset returns, it will be added again! We check that asset.assignment is also assignment. if squad then if asset.assignment==assignment then local nunits=#asset.template.units -- Debug text. local text=string.format("Adding asset to squadron %s: assignment=%s, type=%s, attribute=%s, nunits=%d %s", squad.name, assignment, asset.unittype, asset.attribute, nunits, tostring(squad.ngrouping)) self:I(self.lid..text) -- Adjust number of elements in the group. if squad.ngrouping then local template=asset.template local N=math.max(#template.units, squad.ngrouping) -- Handle units. for i=1,N do -- Unit template. local unit = template.units[i] -- If grouping is larger than units present, copy first unit. if i>nunits then table.insert(template.units, UTILS.DeepCopy(template.units[1])) end -- Remove units if original template contains more than in grouping. if squad.ngroupingnunits then unit=nil end end asset.nunits=squad.ngrouping end -- Create callsign and modex (needs to be after grouping). squad:GetCallsign(asset) squad:GetModex(asset) -- Set spawn group name. This has to include "AID-" for warehouse. asset.spawngroupname=string.format("%s_AID-%d", squad.name, asset.uid) -- Add asset to squadron. squad:AddAsset(asset) -- TODO --asset.terminalType=AIRBASE.TerminalType.OpenBig else --env.info("FF squad asset returned") self:SquadAssetReturned(squad, asset) end end end --- On after "AssetReturned" event. Triggered when an asset group returned to its airwing. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.Squadron#SQUADRON Squadron The asset squadron. -- @param #AIRWING.SquadronAsset Asset The asset that returned. function AIRWING:onafterSquadAssetReturned(From, Event, To, Squadron, Asset) -- Debug message. self:I(self.lid..string.format("Asset %s from squadron %s returned! asset.assignment=\"%s\"", Asset.spawngroupname, Squadron.name, tostring(Asset.assignment))) -- Stop flightgroup. Asset.flightgroup:Stop() -- Return payload. self:ReturnPayloadFromAsset(Asset) -- Return tacan channel. if Asset.tacan then Squadron:ReturnTacan(Asset.tacan) end -- Set timestamp. Asset.Treturned=timer.getAbsTime() end --- On after "AssetSpawned" event triggered when an asset group is spawned into the cruel world. -- Creates a new flightgroup element and adds the mission to the flightgroup queue. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP group The group spawned. -- @param #AIRWING.SquadronAsset asset The asset that was spawned. -- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset. function AIRWING:onafterAssetSpawned(From, Event, To, group, asset, request) -- Call parent warehouse function first. self:GetParent(self).onafterAssetSpawned(self, From, Event, To, group, asset, request) -- Create a flight group. local flightgroup=self:_CreateFlightGroup(asset) -- Set home base. flightgroup.homebase=self.airbase --- -- Asset --- -- Set asset flightgroup. asset.flightgroup=flightgroup -- Not requested any more. asset.requested=nil -- Did not return yet. asset.Treturned=nil --- -- Squadron --- -- Get the SQUADRON of the asset. local squadron=self:GetSquadronOfAsset(asset) -- Get TACAN channel. local Tacan=squadron:FetchTacan() if Tacan then asset.tacan=Tacan end -- Set radio frequency and modulation local radioFreq, radioModu=squadron:GetRadio() if radioFreq then flightgroup:SwitchRadio(radioFreq, radioModu) end if squadron.fuellow then flightgroup:SetFuelCriticalThreshold(squadron.fuellow) end --- -- Mission --- -- Get Mission (if any). local mission=self:GetMissionByID(request.assignment) -- Add mission to flightgroup queue. if mission then if Tacan then mission:SetTACAN(Tacan, Morse, UnitName, Band) end -- Add mission to flightgroup queue. asset.flightgroup:AddMission(mission) -- Trigger event. self:FlightOnMission(flightgroup, mission) else if Tacan then flightgroup:SwitchTACAN(Tacan, Morse, UnitName, Band) end end -- Add group to the detection set of the WINGCOMMANDER. if self.wingcommander and self.wingcommander.chief then self.wingcommander.chief.detectionset:AddGroup(asset.flightgroup.group) end end --- On after "AssetDead" event triggered when an asset group died. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #AIRWING.SquadronAsset asset The asset that is dead. -- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset. function AIRWING:onafterAssetDead(From, Event, To, asset, request) -- Call parent warehouse function first. self:GetParent(self).onafterAssetDead(self, From, Event, To, asset, request) -- Add group to the detection set of the WINGCOMMANDER. if self.wingcommander and self.wingcommander.chief then self.wingcommander.chief.detectionset:RemoveGroupsByName({asset.spawngroupname}) end -- Remove asset from mission is done via Mission:AssetDead() call from flightgroup onafterFlightDead function -- Remove asset from squadron same end --- On after "Destroyed" event. Remove assets from squadrons. Stop squadrons. Remove airwing from wingcommander. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AIRWING:onafterDestroyed(From, Event, To) self:I(self.lid.."Airwing warehouse destroyed!") -- Cancel all missions. for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG mission:Cancel() end -- Remove all squadron assets. for _,_squadron in pairs(self.squadrons) do local squadron=_squadron --Ops.Squadron#SQUADRON -- Stop Squadron. This also removes all assets. squadron:Stop() end -- Call parent warehouse function first. self:GetParent(self).onafterDestroyed(self, From, Event, To) end --- On after "Request" event. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Functional.Warehouse#WAREHOUSE.Queueitem Request Information table of the request. function AIRWING:onafterRequest(From, Event, To, Request) -- Assets local assets=Request.cargoassets -- Get Mission local Mission=self:GetMissionByID(Request.assignment) if Mission and assets then for _,_asset in pairs(assets) do local asset=_asset --#AIRWING.SquadronAsset -- This would be the place to modify the asset table before the asset is spawned. end end -- Call parent warehouse function after assets have been adjusted. self:GetParent(self).onafterRequest(self, From, Event, To, Request) end --- On after "SelfRequest" event. -- @param #AIRWING self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself. -- @param Functional.Warehouse#WAREHOUSE.Pendingitem request Pending self request. function AIRWING:onafterSelfRequest(From, Event, To, groupset, request) -- Call parent warehouse function first. self:GetParent(self).onafterSelfRequest(self, From, Event, To, groupset, request) -- Get Mission local mission=self:GetMissionByID(request.assignment) for _,_asset in pairs(request.assets) do local asset=_asset --#AIRWING.SquadronAsset end for _,_group in pairs(groupset:GetSet()) do local group=_group --Wrapper.Group#GROUP end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Misc Functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new flight group after an asset was spawned. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The asset. -- @return Ops.FlightGroup#FLIGHTGROUP The created flightgroup object. function AIRWING:_CreateFlightGroup(asset) -- Create flightgroup. local flightgroup=FLIGHTGROUP:New(asset.spawngroupname) -- Set airwing. flightgroup:SetAirwing(self) flightgroup.squadron=self:GetSquadronOfAsset(asset) --[[ --- Check if out of missiles. For A2A missions ==> RTB. function flightgroup:OnAfterOutOfMissiles() local airwing=flightgroup:GetAirWing() end --- Check if out of missiles. For A2G missions ==> RTB. But need to check A2G missiles, rockets as well. function flightgroup:OnAfterOutOfBombs() local airwing=flightgroup:GetAirWing() end --- Mission started. function flightgroup:OnAfterMissionStart(From, Event, To, Mission) local airwing=flightgroup:GetAirWing() end --- Flight is DEAD. function flightgroup:OnAfterFlightDead(From, Event, To) local airwing=flightgroup:GetAirWing() end ]] return flightgroup end --- Check if an asset is currently on a mission (STARTED or EXECUTING). -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The asset. -- @param #table MissionTypes Types on mission to be checked. Default all. -- @return #boolean If true, asset has at least one mission of that type in the queue. function AIRWING:IsAssetOnMission(asset, MissionTypes) if MissionTypes then if type(MissionTypes)~="table" then MissionTypes={MissionTypes} end else -- Check all possible types. MissionTypes=AUFTRAG.Type end if asset.flightgroup and asset.flightgroup:IsAlive() then -- Loop over mission queue. for _,_mission in pairs(asset.flightgroup.missionqueue or {}) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() then -- Get flight status. local status=mission:GetGroupStatus(asset.flightgroup) -- Only if mission is started or executing. if (status==AUFTRAG.GroupStatus.STARTED or status==AUFTRAG.GroupStatus.EXECUTING) and self:CheckMissionType(mission.type, MissionTypes) then return true end end end end -- Alternative: run over all missions and compare to mission assets. --[[ for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission:IsNotOver() then for _,_asset in pairs(mission.assets) do local sqasset=_asset --#AIRWING.SquadronAsset if sqasset.uid==asset.uid then return true end end end end ]] return false end --- Get the current mission of the asset. -- @param #AIRWING self -- @param #AIRWING.SquadronAsset asset The asset. -- @return Ops.Auftrag#AUFTRAG Current mission or *nil*. function AIRWING:GetAssetCurrentMission(asset) if asset.flightgroup then return asset.flightgroup:GetMissionCurrent() end return nil end --- Count payloads in stock. -- @param #AIRWING self -- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`. -- @param #table UnitTypes Types of units. -- @param #table Payloads Specific payloads to be counted only. -- @return #number Count of available payloads in stock. function AIRWING:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads) if MissionTypes then if type(MissionTypes)=="string" then MissionTypes={MissionTypes} end end if UnitTypes then if type(UnitTypes)=="string" then UnitTypes={UnitTypes} end end local function _checkUnitTypes(payload) if UnitTypes then for _,unittype in pairs(UnitTypes) do if unittype==payload.aircrafttype then return true end end else -- Unit type was not specified. return true end return false end local function _checkPayloads(payload) if Payloads then for _,Payload in pairs(Payloads) do if Payload.uid==payload.uid then return true end end else -- Payload was not specified. return nil end return false end local n=0 for _,_payload in pairs(self.payloads) do local payload=_payload --#AIRWING.Payload for _,MissionType in pairs(MissionTypes) do local specialpayload=_checkPayloads(payload) local compatible=self:CheckMissionCapability(MissionType, payload.capabilities) local goforit = specialpayload or (specialpayload==nil and compatible) if goforit and _checkUnitTypes(payload) then if payload.unlimited then -- Payload is unlimited. Return a BIG number. return 999 else n=n+payload.navail end end end end return n end --- Count missions in mission queue. -- @param #AIRWING self -- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`. -- @return #number Number of missions that are not over yet. function AIRWING:CountMissionsInQueue(MissionTypes) MissionTypes=MissionTypes or AUFTRAG.Type local N=0 for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG -- Check if this mission type is requested. if mission:IsNotOver() and self:CheckMissionType(mission.type, MissionTypes) then N=N+1 end end return N end --- Count total number of assets. This is the sum of all squadron assets. -- @param #AIRWING self -- @return #number Amount of asset groups. function AIRWING:CountAssets() local N=0 for _,_squad in pairs(self.squadrons) do local squad=_squad --Ops.Squadron#SQUADRON N=N+#squad.assets end return N end --- Count assets on mission. -- @param #AIRWING self -- @param #table MissionTypes Types on mission to be checked. Default all. -- @param Ops.Squadron#SQUADRON Squadron Only count assets of this squadron. Default count assets of all squadrons. -- @return #number Number of pending and queued assets. -- @return #number Number of pending assets. -- @return #number Number of queued assets. function AIRWING:CountAssetsOnMission(MissionTypes, Squadron) local Nq=0 local Np=0 for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG -- Check if this mission type is requested. if self:CheckMissionType(mission.type, MissionTypes or AUFTRAG.Type) then for _,_asset in pairs(mission.assets or {}) do local asset=_asset --#AIRWING.SquadronAsset if Squadron==nil or Squadron.name==asset.squadname then local request, isqueued=self:GetRequestByID(mission.requestID) if isqueued then Nq=Nq+1 else Np=Np+1 end end end end end --env.info(string.format("FF N=%d Np=%d, Nq=%d", Np+Nq, Np, Nq)) return Np+Nq, Np, Nq end --- Count assets on mission. -- @param #AIRWING self -- @param #table MissionTypes Types on mission to be checked. Default all. -- @return #table Assets on pending requests. function AIRWING:GetAssetsOnMission(MissionTypes) local assets={} local Np=0 for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG -- Check if this mission type is requested. if self:CheckMissionType(mission.type, MissionTypes) then for _,_asset in pairs(mission.assets or {}) do local asset=_asset --#AIRWING.SquadronAsset table.insert(assets, asset) end end end return assets end --- Get the aircraft types of this airwing. -- @param #AIRWING self -- @param #boolean onlyactive Count only the active ones. -- @param #table squadrons Table of squadrons. Default all. -- @return #table Table of unit types. function AIRWING:GetAircraftTypes(onlyactive, squadrons) -- Get all unit types that can do the job. local unittypes={} -- Loop over all squadrons. for _,_squadron in pairs(squadrons or self.squadrons) do local squadron=_squadron --Ops.Squadron#SQUADRON if (not onlyactive) or squadron:IsOnDuty() then local gotit=false for _,unittype in pairs(unittypes) do if squadron.aircrafttype==unittype then gotit=true break end end if not gotit then table.insert(unittypes, squadron.aircrafttype) end end end return unittypes end --- Check if assets for a given mission type are available. -- @param #AIRWING self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #boolean If true, enough assets are available. -- @return #table Assets that can do the required mission. function AIRWING:CanMission(Mission) -- Assume we CAN and NO assets are available. local Can=true local Assets={} -- Squadrons for the job. If user assigned to mission or simply all. local squadrons=Mission.squadrons or self.squadrons -- Get aircraft unit types for the job. local unittypes=self:GetAircraftTypes(true, squadrons) -- Count all payloads in stock. local Npayloads=self:CountPayloadsInStock(Mission.type, unittypes, Mission.payloads) if Npayloads #Assets then self:I(self.lid..string.format("INFO: Not enough assets available! Got %d but need at least %d", #Assets, Mission.nassets)) Can=false end return Can, Assets end --- Check if assets for a given mission type are available. -- @param #AIRWING self -- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @return #table Assets that can do the required mission. function AIRWING:RecruitAssets(Mission) end --- Check if a mission type is contained in a list of possible types. -- @param #AIRWING self -- @param #string MissionType The requested mission type. -- @param #table PossibleTypes A table with possible mission types. -- @return #boolean If true, the requested mission type is part of the possible mission types. function AIRWING:CheckMissionType(MissionType, PossibleTypes) if type(PossibleTypes)=="string" then PossibleTypes={PossibleTypes} end for _,canmission in pairs(PossibleTypes) do if canmission==MissionType then return true end end return false end --- Check if a mission type is contained in a list of possible capabilities. -- @param #AIRWING self -- @param #string MissionType The requested mission type. -- @param #table Capabilities A table with possible capabilities. -- @return #boolean If true, the requested mission type is part of the possible mission types. function AIRWING:CheckMissionCapability(MissionType, Capabilities) for _,cap in pairs(Capabilities) do local capability=cap --Ops.Auftrag#AUFTRAG.Capability if capability.MissionType==MissionType then return true end end return false end --- Get payload performance for a given type of misson type. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table. -- @param #string MissionType Type of mission. -- @return #number Performance or -1. function AIRWING:GetPayloadPeformance(Payload, MissionType) if Payload then for _,Capability in pairs(Payload.capabilities) do local capability=Capability --Ops.Auftrag#AUFTRAG.Capability if capability.MissionType==MissionType then return capability.Performance end end else self:E(self.lid.."ERROR: Payload is nil!") end return -1 end --- Get mission types a payload can perform. -- @param #AIRWING self -- @param #AIRWING.Payload Payload The payload table. -- @return #table Mission types. function AIRWING:GetPayloadMissionTypes(Payload) local missiontypes={} for _,Capability in pairs(Payload.capabilities) do local capability=Capability --Ops.Auftrag#AUFTRAG.Capability table.insert(missiontypes, capability.MissionType) end return missiontypes end --- Returns the mission for a given mission ID (Autragsnummer). -- @param #AIRWING self -- @param #number mid Mission ID (Auftragsnummer). -- @return Ops.Auftrag#AUFTRAG Mission table. function AIRWING:GetMissionByID(mid) for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.auftragsnummer==tonumber(mid) then return mission end end return nil end --- Returns the mission for a given request ID. -- @param #AIRWING self -- @param #number RequestID Unique ID of the request. -- @return Ops.Auftrag#AUFTRAG Mission table or *nil*. function AIRWING:GetMissionFromRequestID(RequestID) for _,_mission in pairs(self.missionqueue) do local mission=_mission --Ops.Auftrag#AUFTRAG if mission.requestID and mission.requestID==RequestID then return mission end end return nil end --- Returns the mission for a given request. -- @param #AIRWING self -- @param Functional.Warehouse#WAREHOUSE.Queueitem Request The warehouse request. -- @return Ops.Auftrag#AUFTRAG Mission table or *nil*. function AIRWING:GetMissionFromRequest(Request) return self:GetMissionFromRequestID(Request.uid) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------