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5121 lines
202 KiB
Lua
5121 lines
202 KiB
Lua
--- **Functional** - (R2.5) - Simulation of logistics.
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--
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-- The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin and the point of consumption
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-- in order to meet requirements of a potential conflict. In particular, this class is concerned with maintaining army supply lines while disrupting those of the enemy, since an armed
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-- force without resources and transportation is defenseless.
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--
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-- Features:
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--
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-- * Holds (virtual) assests in stock.
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-- * Manages requests of assets from other warehouses.
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-- * Realistic transportation of assets between warehouses.
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-- * Different means of automatic transportation (planes, helicopters, APCs, selfpropelled).
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-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
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-- * Can be coupled to other MOOSE classes.
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--
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-- ===
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--
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-- ### Authors: **funkyfranky**
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--
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-- @module Functional.Warehouse
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-- @image Warehouse.JPG
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--- WAREHOUSE class.
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-- @type WAREHOUSE
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-- @field #string ClassName Name of the class.
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-- @field #boolean Debug If true, send debug messages to all.
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-- @field #boolean Report If true, send status messages to coalition.
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-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
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-- @field DCS#coalition.side coalition Coalition side the warehouse belongs to.
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-- @field DCS#country.id country Country ID the warehouse belongs to.
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-- @field #string alias Alias of the warehouse. Name its called when sending messages.
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-- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.
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-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
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-- @field #string airbasename Name of the airbase associated to the warehouse.
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-- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship.
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-- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse.
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-- @field Core.Point#COORDINATE road Closest point to warehouse on road.
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-- @field Core.Point#COORDINATE rail Closest point to warehouse on rail.
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-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
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-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
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-- @field #number uid Unit identifier of the warehouse. Derived from the associated airbase.
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-- @field #number markerid ID of the warehouse marker at the airbase.
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-- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds.
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-- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added.
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-- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Assetitem}.
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-- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}.
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-- @field #table pending Table holding all pending requests, i.e. those that are currently in progress. Table elements are of type @{#WAREHOUSE.Pendingitem}.
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-- @field #table defending Table holding all defending requests, i.e. self requests that were if the warehouse is under attack. Table elements are of type @{#WAREHOUSE.Pendingitem}.
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-- @field Core.Zone#ZONE portzone Zone defining the port of a warehouse. This is where naval assets are spawned.
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-- @field #table shippinglanes Table holding the user defined shipping between warehouses.
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-- @field #boolean autodefence When the warehouse is under attack, automatically spawn assets to defend the warehouse.
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-- @extends Core.Fsm#FSM
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--- Have your assets at the right place at the right time - or not!
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--
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-- ===
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--
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-- 
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--
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-- # The Warehouse Concept
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--
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-- The MOOSE warehouse adds a new logistic component to the DCS World. *Assets*, i.e. ground, airborne and naval units, can be transferred from one place
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-- to another in a realistic and highly automatic fashion. In contrast to a "DCS warehouse" these assets have a physical representation in game. In particular,
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-- this means they can be destroyed during the transport and add more life to the DCS world.
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--
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-- This comes along with some additional interesting stategic aspects since capturing/defending and destroying/protecting an enemy or your
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-- own warehous becomes of critical importance for the development of a conflict.
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--
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-- In essence, creating an efficient network of warehouses is vital for the success of a battle or even the whole war. Likewise, of course, cutting off the enemy
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-- of important supply lines by capturing or destroying warehouses or their associated infrastructure is equally important.
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--
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-- ## What is a warehouse?
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-- A warehouse is an abstract object represented by a physical (static) building that can hold virtual assets in stock.
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-- It can (but it must not) be associated with a particular airbase. The associated airbase can be an airdrome, a Helipad/FARP or a ship.
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--
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-- If another warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor or go their
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-- by themselfs. Once arrived at the requesting warehouse, the assets go into the stock of the requestor and can be activated/deployed when necessary.
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--
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-- ## What assets can be stored?
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-- Any kind of ground, airborne or naval asset can be stored.
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--
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-- ## What means of transportation are available?
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-- Firstly, all mobile assets can be send from warehouse to another on their own.
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--
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-- * Ground vehicles will use the road infrastructure. So a good road connection for both warehouses is important.
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-- * Airborne units get a flightplan from the airbase of the sending warehouse to the airbase of the receiving warehouse. This already implies that for airborne
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-- assets both warehouses need an airbase. If either one of the warehouses does not have an associated airbase, direct transportation of airborne assest is not possible.
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-- * Naval units can be exchanged between warehouses which posses a port/habour. Also shipping lanes must be specified manually but the user since DCS does not provide these.
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-- * Trains (would) use the available railroad infrastructure and both warehouses must have a connection to the railroad. Unfortunately, however, trains are not yet implemented to
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-- a reasonable degree in DCS at the moment and hence cannot be used yet.
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--
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-- Furthermore, ground assets can be transferred between warehouses by transport units. These are APCs, helicopters and airplanes. The transportation process is modelled
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-- in a realistic way by using the corresponding cargo dispatcher classes, i.e. @{AI.AI_Cargo_Dispatcher_APC#AI_DISPATCHER_APC},
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-- @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER} and @{AI.AI_Cargo_Dispatcher_Airplane#AI_DISPATCHER_AIRPLANE}.
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--
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-- # Creating a Warehouse
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--
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-- A MOOSE warehouse must be represented in game by a phyical *static* object. For example, the mission editor already has warehouse as static object available.
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-- This would be a good first choice but any static object will do.
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--
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-- 
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--
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-- The positioning of the warehouse static object is very important for a couple of reasons. Firstly, a warehouse needs a good infrastructure so that spawned assets
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-- have a proper road connection or can reach the associated airbase easily.
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--
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-- Once the static warehouse object is placed in the mission editor it can be used as a MOOSE warehouse by the @{#WAREHOUSE.New}(*warehousestatic*, *alias*) constructor,
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-- like for example:
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--
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-- warehouse=WAREHOUSE:New(STATIC:FindByName("Warehouse Static Batumi"), "My Warehouse Alias")
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-- warehouse:Start()
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--
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-- So the first parameter *warehousestatic* is the static MOOSE object. By default, the name of the warehouse will be the same as the name given to the static object.
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-- The second parameter *alias* can be used to choose a more convenient name if desired. This will be the name the warehouse calls itself when reporting messages.
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--
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-- # Adding Assets
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--
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-- Assets can be added to the warehouse stock by using the @{#WAREHOUSE.AddAsset}(*group*, *ngroups*, *forceattribute*) function. The parameter *group* has to be a MOOSE @{Wrapper.Group#GROUP}.
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-- The parameter *ngroups* specifies how many clones of this group are added to the stock.
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--
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-- Note that the group should be a late activated template group, which was defined in the mission editor.
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--
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-- infrantry=GROUP:FindByName("Some Infantry Group")
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-- warehouse:AddAsset(infantry, 5)
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--
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-- This will add five infantry groups to the warehouse stock.
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--
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-- Note that you can also add assets with a delay by using the @{#WAREHOUSE.__AddAsset}(*delay*, *group*, *ngroups*, *foceattribute*), where *delay* is the delay in seconds before the asset is added.
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--
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-- By default, the generalized attribute of the asset is determined automatically from the DCS descriptor attributes. However, this might not always result in the desired outcome.
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-- Therefore, it is possible, to force a generalized attribute for the asset with the third optional parameter *forceattribute*, which is of type @{#WAREHOUSE.Attribute}.
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--
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--
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-- # Requesting Assets
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--
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-- Assets of the warehouse can be requested by other MOOSE warehouses. A request will first be scrutinize to check if can be fulfilled at all. If the request is valid, it is
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-- put into the warehouse queue and processed as soon as possible.
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--
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-- A request can be assed by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function.
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-- The parameters are
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--
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-- * *warehouse*: The requesting MOOSE @{#WAREHOUSE}. Assets will be delivered there.
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-- * *AssetDescriptor*: The descriptor to describe the asset "type". See the @{#WAREHOUSE.Descriptor} enumerator. For example, assets requested by their generalized attibute.
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-- * *AssetDescriptorValue*: The value of the asset descriptor.
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-- * *nAsset*: (Optional) Number of asset group requested. Default is one group.
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-- * *TransportType*: (Optional) The transport method used to deliver the assets to the requestor. Default is that assets go to the requesting warehouse on their own.
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-- * *nTransport*: (Optional) Number of asset groups used to transport the cargo assets from A to B. Default is one group.
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-- * *Prio*: (Optional) A number between 1 (high) and 100 (low) describing the priority of the request. Request with high priority are processed first. Default is 50, i.e. medium priority.
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-- * *Assignment*: (Optional) A free to choose string describing the assignment. For self requests, this can be used to assign the spawned groups to specific tasks.
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--
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-- So for example:
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2, 20)
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--
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-- Here, warehouse Kobuleti requests 5 infantry groups from warehouse Batumi. These "cargo" assets should be transported from Batumi to Kobuleti by 2 APCS.
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-- Note that the warehouse at Batumi needs to have at least five infantry groups and two APC groups in their stock if the request can be processed.
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-- If either to few infantry or APC groups are available when the request is made, the request is held in the warehouse queue until enough cargo and
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-- transport assets are available.
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--
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-- Also not that the above request is for five infantry units. So any group in stock that has the generalized attribute "INFANTRY" can be selected.
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--
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-- ### Requesting a Specific Unit Type
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--
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-- A more specific request could look like:
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.UNITTYPE, "A-10C", 2)
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--
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-- Here, Kobuleti requests a specific unit type, in particular two groups of A-10Cs. Note that the spelling is important as it must exacly be the same as
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-- what one get's when using the DCS unit type.
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--
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-- ### Requesting a Specifc Group
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--
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-- An even more specific request would be:
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.TEMPLATENAME, "Group Name as in ME", 3)
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--
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-- In this case three groups named "Group Name as in ME" are requested. So this explicitly request the groups named like that in the Mission Editor.
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--
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-- ### Requesting a general category
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--
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-- On the other hand, very general unspecifc requests can be made as
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.Ground, 10)
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--
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-- Here, Kubuleti requests 10 ground groups and does not care which ones. This could be a mix of infantry, APCs, trucks etc.
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--
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-- # Employing Assets
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--
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-- Assets in the warehouse' stock can used for user defined tasks realtively easily. They can be spawned into the game by a "self request", i.e. the warehouse
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-- requests the assets from itself:
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--
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-- warehouseBatumi:AddRequest(warehouseBatumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5)
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--
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-- This would simply spawn five infantry groups in the spawn zone of the Batumi warehouse if/when they are available.
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--
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-- ## Accessing the Assets
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--
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-- If a warehouse requests assets from itself, it triggers the event **SelfReqeuest**. The mission designer can capture this event with the associated
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-- @{#WAREHOUSE.OnAfterSelfRequest}(*From*, *Event*, *To*, *groupset*, *request*) function.
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--
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-- --- OnAfterSelfRequest user function. Access groups spawned from the warehouse for further tasking.
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-- -- @param #WAREHOUSE self
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-- -- @param #string From From state.
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-- -- @param #string Event Event.
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-- -- @param #string To To state.
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-- -- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
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-- -- @param #WAREHOUSE.Pendingitem request Pending self request.
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-- function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request)
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--
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-- for _,_group in pairs(groupset:GetSetObjects()) do
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-- local group=_group --Wrapper.Group#GROUP
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-- group:SmokeGreen()
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-- end
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--
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-- end
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--
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-- The variable *groupset* is a @{Core.Set#SET_GOUP} object and holds all asset groups from the request. The code above shows, how the mission designer can access the groups
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-- for further tasking. Here, the groups are only smoked but, of course, you can use them for whatever task you fancy.
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--
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-- Note that airborne groups are spawned in uncontrolled state and need to be activated first before they can start their assigned mission.
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--
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-- # Infrastructure
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--
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-- A good infrastructure is important for a warehouse to be efficient. Therefore, the location of a warehouse should be chosen with care.
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-- This can also help to avoid many DCS related issues such as units getting stuck in buildings, blocking taxi ways etc.
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--
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-- ## Spawn Zone
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--
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-- By default, the zone were ground assets are spawned is a circular zone around the physical location of the warehouse with a radius of 200 meters. However, the location of the
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-- spawn zone can be set by the @{#WAREHOUSE.SetSpawnZone}(*zone*) functions. It is advisable to choose a zone which is clear of obstacles.
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--
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-- The parameter *zone* is a MOOSE @{Core.Zone#ZONE} object. So one can, e.g., use trigger zones defined in the mission editor. If a cicular zone is not desired, one
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-- can use a polygon zone (see @{Core.Zone#ZONE_POLYGON}).
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--
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-- ## Road Connections
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--
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-- Ground assets will use a road connection to travel from one warehouse to another. Therefore, a proper road connection is necessary.
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--
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-- By default, the closest point on road to the center of the spawn zone is choses as road connection automatically. But only, if distance between the spawn zone
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-- and the road connection is less than 3 km.
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--
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-- The user can set the road connection manually with the @{#WAREHOUSE.SetRoadConnection} function.
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--
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-- ## Rail Connections
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--
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-- A rail connection is automatically defined as the closest point on a railway measured from the center of the spawn zone. But only, if the distance is less than 3 km.
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--
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-- The mission designer can manually specify a rail connection with the @{#WAREHOUSE.SetRailConnection} function.
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--
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-- **NOTE** however, that trains in DCS are currently not implemented in a way so that they can be used.
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--
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-- ## Air Connections
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--
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-- In order to use airborne assets, a warehouse needs to have an associated airbase. This can be an airdrome or a FARP/HELOPAD.
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--
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-- If there is an airbase within 3 km range of the warehouse it is automatically set as the associated airbase. A user can set an airbase manually
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-- with the @{#WAREHOUSE.SetAirbase} function. Keep in mind, that sometimes, ground units need to walk/drive from the spawn zone to the airport
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-- to get to their transport carriers.
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--
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-- ## Naval Connections
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--
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-- Natively, DCS does not have the concept of a port/habour or shipping lanes. So in order to have a meaningful transfer of naval units between warehouses, these have to be
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-- defined by the mission designer.
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--
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-- ### Defining a Port
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--
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-- A port in this context is the zone where all naval assets are spawned. This zone can be defined with the function @{#WAREHOUSE.SetPortZone}(*zone*), where the parameter
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-- *zone* is a MOOSE zone. So again, this can be create from a trigger zone defined in the mission editor or if a general shape is desired by a @{Core.Zone#ZONE_POLYGON}.
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--
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-- ### Defining Shipping Lanes
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--
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-- A shipping lane between to warehouses can be defined by the @{#WAREHOUSE.AddShippingLane}(*remotewarehouse*, *group*) function. The first parameter *remotewarehouse*
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-- is the warehouse which should be connected to the present warehouse.
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--
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-- The parameter *group* should be a late activated group defined in the mission editor. The waypoints of this group are used as waypoints of the shipping lane.
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--
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--
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-- # Strategic Considerations
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--
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-- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a (potentially) juicy target for enemy attacks.
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-- There are several interesting situations, which can occurr.
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--
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-- ## Capturing a Warehouse' Airbase
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--
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-- If a warehouse has an associated airbase, it can be captured by the enemy. In this case, the warehouse looses it ability so employ all airborne assets and is also cut-off
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-- from supply by airborne units.
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--
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-- Technically, the capturing of the airbase is triggered by the DCS S_EVENT_CAPTURE_BASE event. So the capturing takes place when only enemy ground units are in the
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-- airbase zone whilst no ground units of the present airbase owner are in that zone.
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--
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-- The warehouse will also create an event named "AirbaseCaptured", which can be captured by the @{#WAREHOUSE.OnAfterAirbaseCaptured} function. So the warehouse can react on
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-- this attack and for example spawn ground groups to re-capture its airbase.
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--
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-- When an airbase is re-captured the event "AirbaseRecaptured" is triggered and can be captured by the @{#WAREHOUSE.OnAfterAirbaseRecaptured} function.
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-- This can be used to put the defending assets back into the warehouse stock.
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--
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-- ## Capturing the Warehouse
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--
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-- A warehouse can also be captured by the enemy coalition. If enemy ground troops enter the warehouse zone the event **Attacked** is triggered which can be captured by the
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-- @{#WAREHOUSE.OnAfterAttacked} event.
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--
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-- If a warehouse is attacked it will spawn all its ground assets in the spawn zone which can than be used to defend the warehouse zone.
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--
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-- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy.
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-- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function.
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--
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-- The warehouse turn to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will
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-- spawn assets beloning to the new owner.
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--
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-- ## Destroying a Warehouse
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--
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-- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are
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-- gone as well. So a warehouse should be properly defended.
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--
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-- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function.
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-- So the mission designer can intervene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good.
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--
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-- ===
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--
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-- # Examples
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--
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-- **WIP**
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--
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--
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-- @field #WAREHOUSE
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WAREHOUSE = {
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ClassName = "WAREHOUSE",
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Debug = false,
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Report = true,
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warehouse = nil,
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coalition = nil,
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country = nil,
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alias = nil,
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zone = nil,
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airbase = nil,
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airbasename = nil,
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category = -1,
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coordinate = nil,
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road = nil,
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rail = nil,
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spawnzone = nil,
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wid = nil,
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uid = nil,
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markerid = nil,
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dTstatus = 30,
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queueid = 0,
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stock = {},
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queue = {},
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pending = {},
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defending = {},
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portzone = nil,
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shippinglanes = {},
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autodefence = false,
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}
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--- Item of the warehouse stock table.
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-- @type WAREHOUSE.Assetitem
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-- @field #number uid Unique id of the asset.
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-- @field #string templatename Name of the template group.
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-- @field #table template The spawn template of the group.
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-- @field DCS#Group.Category category Category of the group.
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-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
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-- @field #number nunits Number of units in the group.
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-- @field #number range Range of the unit in meters.
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-- @field #number speedmax Maximum speed in km/h the group can do.
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-- @field #number size Maximum size in length and with of the asset in meters.
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-- @field #number weight The weight of the whole asset group in kilo gramms.
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-- @field DCS#Object.Desc DCSdesc All DCS descriptors.
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-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
|
|
-- @field #boolean transporter If true, the asset is able to transport troops.
|
|
-- @field #table cargobay Array of cargo bays of all units in an asset group.
|
|
-- @field #number cargobaytot Total weight in kg that fits in the cargo bay of all asset group units.
|
|
-- @field #number cargobaymax Largest cargo bay of all units in the group.
|
|
|
|
--- Item of the warehouse queue table.
|
|
-- @type WAREHOUSE.Queueitem
|
|
-- @field #number uid Unique id of the queue item.
|
|
-- @field #WAREHOUSE warehouse Requesting warehouse.
|
|
-- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset. Enumerator of type @{#WAREHOUSE.Descriptor}.
|
|
-- @field assetdescval Value of the asset descriptor. Type depends on "assetdesc" descriptor.
|
|
-- @field #number nasset Number of asset groups requested.
|
|
-- @field #WAREHOUSE.TransportType transporttype Transport unit type.
|
|
-- @field #number ntransport Max. number of transport units requested.
|
|
-- @field #string assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
-- @field #number prio Priority of the request. Number between 1 (high) and 100 (low).
|
|
-- @field Wrapper.Airbase#AIRBASE airbase The airbase beloning to requesting warehouse if any.
|
|
-- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship.
|
|
-- @field #boolean toself Self request, i.e. warehouse requests assets from itself.
|
|
-- @field #table assets Table of self propelled (or cargo) and transport assets. Each element of the table is a @{#WAREHOUSE.Assetitem} and can be accessed by their asset ID.
|
|
-- @field #table cargoassets Table of cargo (or self propelled) assets. Each element of the table is a @{#WAREHOUSE.Assetitem}.
|
|
-- @field #number cargoattribute Attribute of cargo assets of type @{#WAREHOUSE.Attribute}.
|
|
-- @field #number cargocategory Category of cargo assets of type @{#WAREHOUSE.Category}.
|
|
-- @field #table transportassets Table of transport carrier assets. Each element of the table is a @{#WAREHOUSE.Assetitem}.
|
|
-- @field #number transportattribute Attribute of transport assets of type @{#WAREHOUSE.Attribute}.
|
|
-- @field #number transportcategory Category of transport assets of type @{#WAREHOUSE.Category}.
|
|
|
|
--- Item of the warehouse pending queue table.
|
|
-- @type WAREHOUSE.Pendingitem
|
|
-- @extends #WAREHOUSE.Queueitem
|
|
-- @field Core.Set#SET_GROUP cargogroupset Set of cargo groups do be delivered.
|
|
-- @field #number ndelivered Number of groups delivered to destination.
|
|
-- @field Core.Set#SET_GROUP transportgroupset Set of cargo transport groups.
|
|
-- @field #number ntransporthome Number of transports back home.
|
|
|
|
--- Descriptors enumerator describing the type of the asset.
|
|
-- @type WAREHOUSE.Descriptor
|
|
-- @field #string TEMPLATENAME Name of the asset template.
|
|
-- @field #string UNITTYPE Typename of the DCS unit, e.g. "A-10C".
|
|
-- @field #string ATTRIBUTE Generalized attribute @{#WAREHOUSE.Attribute}.
|
|
-- @field #string CATEGORY Asset category of type DCS#Group.Category, i.e. GROUND, AIRPLANE, HELICOPTER, SHIP, TRAIN.
|
|
WAREHOUSE.Descriptor = {
|
|
TEMPLATENAME="templatename",
|
|
UNITTYPE="unittype",
|
|
ATTRIBUTE="attribute",
|
|
CATEGORY="category",
|
|
}
|
|
|
|
--- Generalized asset attributes. Can be used to request assets with certain general characteristics.
|
|
-- @type WAREHOUSE.Attribute
|
|
-- @field #string AIR_TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
|
|
-- @field #string AIR_AWACS Airborne Early Warning and Control System.
|
|
-- @field #string AIR_FIGHTER Fighter, interceptor, ... airplane.
|
|
-- @field #string AIR_BOMBER Aircraft which can be used for strategic bombing.
|
|
-- @field #string AIR_TANKER Airplane which can refuel other aircraft.
|
|
-- @field #string AIR_TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
|
|
-- @field #string AIR_ATTACKHELO Attack helicopter.
|
|
-- @field #string AIR_OTHER Any airborne unit that does not fall into any other airborne category.
|
|
-- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
|
|
-- @field #string GROUND_TRUCK Unarmed ground vehicles.
|
|
-- @field #string GROUND_INFANTRY Ground infantry assets.
|
|
-- @field #string GROUND_ARTILLERY Artillery assets.
|
|
-- @field #string GROUND_TANK Tanks (modern or old).
|
|
-- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently.
|
|
-- @field #string GROUND_OTHER Any ground unit that does not fall into any other ground category.
|
|
-- @field #string NAVAL_AIRCRAFTCARRIER Aircraft carrier.
|
|
-- @field #string NAVAL_WARSHIP War ship, i.e. cruisers, destroyers, firgates and corvettes.
|
|
-- @field #string NAVAL_ARMEDSHIP Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette.
|
|
-- @field #string NAVAL_UNARMEDSHIP Any unarmed naval vessel.
|
|
-- @field #string NAVAL_OTHER Any naval unit that does not fall into any other naval category.
|
|
-- @field #string UNKNOWN Anything that does not fall into any other category.
|
|
WAREHOUSE.Attribute = {
|
|
AIR_TRANSPORTPLANE="Air_TransportPlane",
|
|
AIR_AWACS="Air_AWACS",
|
|
AIR_FIGHTER="Air_Fighter",
|
|
AIR_BOMBER="Air_Bomber",
|
|
AIR_TANKER="Air_Tanker",
|
|
AIR_TRANSPORTHELO="Air_TransportHelo",
|
|
AIR_ATTACKHELO="Air_AttackHelo",
|
|
AIR_OTHER="Air_OtherAir",
|
|
GROUND_APC="Ground_APC",
|
|
GROUND_TRUCK="Ground_Truck",
|
|
GROUND_INFANTRY="Ground_Infantry",
|
|
GROUND_ARTILLERY="Ground_Artillery",
|
|
GROUND_TANK="Ground_Tank",
|
|
GROUND_TRAIN="Ground_Train",
|
|
GROUND_OTHER="Ground_OtherGround",
|
|
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
|
|
NAVAL_WARSHIP="Naval_WarShip",
|
|
NAVAL_ARMEDSHIP="Naval_ArmedShip",
|
|
NAVAL_UNARMEDSHIP="Naval_UnarmedShip",
|
|
NAVAL_OTHER="Naval_OtherNaval",
|
|
UNKNOWN="Unknown",
|
|
}
|
|
|
|
--- Cargo transport type. Defines how assets are transported to their destination.
|
|
-- @type WAREHOUSE.TransportType
|
|
-- @field #string AIRPLANE Transports are conducted by airplanes.
|
|
-- @field #string HELICOPTER Transports are conducted by helicopters.
|
|
-- @field #string APC Transports are conducted by APCs.
|
|
-- @field #string SHIP Transports are conducted by ships.
|
|
-- @field #string TRAIN Transports are conducted by trains. Not yet implemented.
|
|
-- @field #string SELFPROPELLED Assets go to their destination by themselves. No transport carrier needed.
|
|
WAREHOUSE.TransportType = {
|
|
AIRPLANE = "Air_TransportPlane",
|
|
HELICOPTER = "Air_TransportHelo",
|
|
APC = "Ground_APC",
|
|
TRAIN = "Ground_Train",
|
|
SHIP = "Naval_UnarmedShip",
|
|
SELFPROPELLED = "Selfpropelled",
|
|
}
|
|
|
|
--- Warehouse database. Note that this is a global array to have easier exchange between warehouses.
|
|
-- @type WAREHOUSE.db
|
|
-- @field #number AssetID Unique ID of each asset. This is a running number, which is increased each time a new asset is added.
|
|
-- @field #table Assets Table holding registered assets, which are of type @{Functional.Warehouse#WAREHOUSE.Assetitem}.
|
|
WAREHOUSE.db = {
|
|
AssetID = 0,
|
|
Assets = {},
|
|
}
|
|
|
|
--- Warehouse class version.
|
|
-- @field #string version
|
|
WAREHOUSE.version="0.3.3"
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- TODO: Warehouse todo list.
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- TODO: How to get a specific request once the cargo is delivered? Make addrequest addasset non FSM function? Callback for requests like in SPAWN?
|
|
-- DONE: Add autoselfdefence switch and user function. Default should be off.
|
|
-- DONE: Warehouse re-capturing not working?!
|
|
-- DONE: Naval assets dont go back into stock once arrived.
|
|
-- DONE: Take cargo weight into consideration, when selecting transport assets.
|
|
-- TODO: Add transport units from dispatchers back to warehouse stock once they completed their mission.
|
|
-- DONE: Add ports for spawning naval assets.
|
|
-- TODO: Added habours as interface for transport to from warehouses?
|
|
-- DONE: Add shipping lanes between warehouses.
|
|
-- TODO: Set ROE for spawned groups.
|
|
-- TODO: Add possibility to add active groups. Need to create a pseudo template before destroy.
|
|
-- TODO: Write documentation.
|
|
-- TODO: Handle the case when units of a group die during the transfer. Adjust template?! See Grouping in SPAWN.
|
|
-- DONE: Handle cases with immobile units <== should be handled by dispatcher classes.
|
|
-- TODO: Handle cargo crates.
|
|
-- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them?
|
|
-- TODO: Add general message function for sending to coaliton or debug.
|
|
-- TODO: Fine tune event handlers.
|
|
-- TODO: Add save/load capability of warehouse <==> percistance after mission restart.
|
|
-- DONE: Improve generalized attributes.
|
|
-- TODO: Add a time stamp when an asset is added to the stock and for requests.
|
|
-- DONE: If warehouse is destoyed, all asssets are gone.
|
|
-- DONE: Add event handlers.
|
|
-- DONE: Add AI_CARGO_AIRPLANE
|
|
-- DONE: Add AI_CARGO_APC
|
|
-- DONE: Add AI_CARGO_HELICOPTER
|
|
-- DONE: Switch to AI_CARGO_XXX_DISPATCHER
|
|
-- DONE: Add queue.
|
|
-- DONE: Put active groups into the warehouse, e.g. when they were transported to this warehouse.
|
|
-- NOGO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested.
|
|
-- DONE: How to handle multiple units in a transport group? <== Cargo dispatchers.
|
|
-- DONE: Add phyical object.
|
|
-- DONE: If warehosue is captured, change warehouse and assets to other coalition.
|
|
-- NOGO: Use RAT for routing air units. Should be possible but might need some modifications of RAT, e.g. explit spawn place. But flight plan should be better.
|
|
-- DONE: Can I make a request with specific assets? E.g., once delivered, make a request for exactly those assests that were in the original request.
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Constructor(s)
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- The WAREHOUSE constructor. Creates a new WAREHOUSE object from a static object. Parameters like the coalition and country are taken from the static object structure.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Static#STATIC warehouse The physical structure of the warehouse.
|
|
-- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:New(warehouse, alias)
|
|
BASE:E({warehouse=warehouse:GetName()})
|
|
|
|
-- Nil check.
|
|
if warehouse==nil then
|
|
BASE:E("ERROR: Warehouse does not exist!")
|
|
return nil
|
|
end
|
|
|
|
-- Set alias.
|
|
self.alias=alias or warehouse:GetName()
|
|
|
|
-- Print version.
|
|
env.info(string.format("Adding warehouse v%s for structure %s with alias %s", WAREHOUSE.version, warehouse:GetName(), self.alias))
|
|
|
|
-- Inherit everthing from FSM class.
|
|
local self = BASE:Inherit(self, FSM:New()) -- #WAREHOUSE
|
|
|
|
-- Set some string id for output to DCS.log file.
|
|
self.wid=string.format("WAREHOUSE %s | ", self.alias)
|
|
|
|
-- Set some variables.
|
|
self.warehouse=warehouse
|
|
self.uid=tonumber(warehouse:GetID())
|
|
self.coalition=warehouse:GetCoalition()
|
|
self.country=warehouse:GetCountry()
|
|
self.coordinate=warehouse:GetCoordinate()
|
|
|
|
-- Closest of the same coalition but within a certain range.
|
|
local _airbase=self.coordinate:GetClosestAirbase(nil, self.coalition)
|
|
if _airbase and _airbase:GetCoordinate():Get2DDistance(self.coordinate) < 3000 then
|
|
self.airbase=_airbase
|
|
self.airbasename=self.airbase:GetName()
|
|
self.category=self.airbase:GetDesc().category
|
|
end
|
|
|
|
-- Define warehouse and default spawn zone.
|
|
self.zone=ZONE_RADIUS:New(string.format("Warehouse zone %s", self.warehouse:GetName()), warehouse:GetVec2(), 500)
|
|
self.spawnzone=ZONE_RADIUS:New(string.format("Warehouse %s spawn zone", self.warehouse:GetName()), warehouse:GetVec2(), 200)
|
|
|
|
-- Start State.
|
|
self:SetStartState("NotReadyYet")
|
|
|
|
-- Add FSM transitions.
|
|
-- From State --> Event --> To State
|
|
self:AddTransition("NotReadyYet", "Load", "NotReadyYet") -- TODO Load the warehouse state. No sure if it should be in stopped state.
|
|
self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse.
|
|
self:AddTransition("*", "Status", "*") -- Status update.
|
|
self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock.
|
|
self:AddTransition("*", "AddRequest", "*") -- New request from other warehouse.
|
|
self:AddTransition("Running", "Request", "*") -- Process a request. Only in running mode.
|
|
self:AddTransition("Attacked", "Request", "*") -- Process a request. Only in running mode.
|
|
self:AddTransition("*", "Unloaded", "*") -- Cargo has been unloaded from the carrier.
|
|
self:AddTransition("*", "Arrived", "*") -- Cargo or transport group has arrived.
|
|
self:AddTransition("*", "Delivered", "*") -- All cargo groups of a request have been delivered to the requesting warehouse.
|
|
self:AddTransition("Running", "SelfRequest", "*") -- Request to warehouse itself. Requested assets are only spawned but not delivered anywhere.
|
|
self:AddTransition("Attacked", "SelfRequest", "*") -- Request to warehouse itself. Also possible when warehouse is under attack!
|
|
self:AddTransition("Running", "Pause", "Paused") -- TODO Pause the processing of new requests. Still possible to add assets and requests.
|
|
self:AddTransition("Paused", "Unpause", "Running") -- TODO Unpause the warehouse. Queued requests are processed again.
|
|
self:AddTransition("*", "Stop", "Stopped") -- DONE Stop the warehouse.
|
|
self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk.
|
|
self:AddTransition("*", "Attacked", "Attacked") -- DONE Warehouse is under attack by enemy coalition.
|
|
self:AddTransition("Attacked", "Defeated", "Running") -- DONE Attack by other coalition was defeated!
|
|
self:AddTransition("Attacked", "Captured", "Running") -- DONE Warehouse was captured by another coalition. It must have been attacked first.
|
|
self:AddTransition("*", "AirbaseCaptured", "*") -- DONE Airbase was captured by other coalition.
|
|
self:AddTransition("*", "AirbaseRecaptured", "*") -- DONE Airbase was re-captured from other coalition.
|
|
self:AddTransition("*", "Destroyed", "*") -- DONE Warehouse was destoryed. All assets in stock are gone and warehouse is stopped.
|
|
|
|
------------------------
|
|
--- Pseudo Functions ---
|
|
------------------------
|
|
|
|
--- Triggers the FSM event "Start". Starts the warehouse. Initializes parameters and starts event handlers.
|
|
-- @function [parent=#WAREHOUSE] Start
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Start" after a delay. Starts the warehouse. Initializes parameters and starts event handlers.
|
|
-- @function [parent=#WAREHOUSE] __Start
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers.
|
|
-- @function [parent=#WAREHOUSE] Stop
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers.
|
|
-- @function [parent=#WAREHOUSE] __Stop
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
|
|
-- @function [parent=#WAREHOUSE] Pauses
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Pause" after a delay. Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
|
|
-- @function [parent=#WAREHOUSE] __Pause
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- Triggers the FSM event "Unpause". Unpauses the warehouse. Processing of queued requests is resumed.
|
|
-- @function [parent=#WAREHOUSE] UnPause
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Unpause" after a delay. Unpauses the warehouse. Processing of queued requests is resumed.
|
|
-- @function [parent=#WAREHOUSE] __Unpause
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
|
|
--- Triggers the FSM event "Status". Queue is updated and requests are executed.
|
|
-- @function [parent=#WAREHOUSE] Status
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed.
|
|
-- @function [parent=#WAREHOUSE] __Status
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
|
|
--- Trigger the FSM event "AddAsset". Add an airplane group to the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] AddAsset
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group Group to be added as new asset.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
|
|
|
|
--- Trigger the FSM event "AddAsset" with a delay. Add an airplane group to the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] __AddAsset
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Wrapper.Group#GROUP group Group to be added as new asset.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
|
|
|
|
|
|
--- Triggers the FSM event "AddRequest". Add a request to the warehouse queue, which is processed when possible.
|
|
-- @function [parent=#WAREHOUSE] AddRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
|
|
--- Triggers the FSM event "AddRequest" with a delay. Add a request to the warehouse queue, which is processed when possible.
|
|
-- @function [parent=#WAREHOUSE] __AddRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
|
|
|
|
--- Triggers the FSM event "Request". Executes a request from the queue if possible.
|
|
-- @function [parent=#WAREHOUSE] Request
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
|
|
--- Triggers the FSM event "Request" after a delay. Executes a request from the queue if possible.
|
|
-- @function [parent=#WAREHOUSE] __Request
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number Delay Delay in seconds.
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
|
|
|
|
--- Triggers the FSM event "Arrived", i.e. when a group has arrived at the destination.
|
|
-- @function [parent=#WAREHOUSE] Arrived
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group Group that has arrived.
|
|
|
|
--- Triggers the FSM event "Arrived" after a delay, i.e. when a group has arrived at the destination.
|
|
-- @function [parent=#WAREHOUSE] __Arrived
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Wrapper.Group#GROUP group Group that has arrived.
|
|
|
|
--- On after "Arrived" event user function. Called when a groups has arrived.
|
|
-- @function [parent=#WAREHOUSE] OnAfterArrived
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group Group that has arrived.
|
|
|
|
|
|
--- Triggers the FSM event "Delivered". A group has been delivered from the warehouse to another warehouse.
|
|
-- @function [parent=#WAREHOUSE] Delivered
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered.
|
|
|
|
--- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another warehouse.
|
|
-- @function [parent=#WAREHOUSE] __Delivered
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered.
|
|
|
|
--- On after "Delivered" event user function. Called when a group has been delivered from the warehouse to another warehouse.
|
|
-- @function [parent=#WAREHOUSE] OnAfterDelivered
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered.
|
|
|
|
|
|
--- Triggers the FSM event "SelfRequest". Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
|
|
-- this request is used to put the groups back into the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] SelfRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
|
|
--- Triggers the FSM event "SelfRequest" with a delay. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
|
|
-- this request is used to put the groups back into the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] __SelfRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
|
|
--- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- @function [parent=#WAREHOUSE] OnAfterSelfRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Set#SET_GROUP groupset The set of (cargo) groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
|
|
|
|
--- Triggers the FSM event "Attacked" when a warehouse is under attack by an another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Attacked
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- Triggers the FSM event "Attacked" with a delay when a warehouse is under attack by an another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __Attacked
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- On after "Attacked" event user function. Called when a warehouse (zone) is under attack by an enemy.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterAttacked
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
|
|
--- Triggers the FSM event "Defeated" when an attack from an enemy was defeated.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Defeated
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- Triggers the FSM event "Defeated" with a delay when an attack from an enemy was defeated.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __Defeated
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- On after "Defeated" event user function. Called when an enemy attack was defeated.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterDefeated
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
|
|
--- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Captured
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
|
|
--- Triggers the FSM event "Captured" with a delay when a warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __Captured
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
|
|
--- On after "Captured" event user function. Called when the warehouse has been captured by an enemy coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterCaptured
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
--
|
|
|
|
--- Triggers the FSM event "AirbaseCaptured" when the airbase of the warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] AirbaseCaptured
|
|
-- @param DCS#coalition.side Coalition which captured the airbase.
|
|
|
|
--- Triggers the FSM event "AirbaseCaptured" with a delay when the airbase of the warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __AirbaseCaptured
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which captured the airbase.
|
|
|
|
--- On after "AirbaseCaptured" even user function. Called when the airbase of the warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterAirbaseCaptured
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the airbase.
|
|
|
|
|
|
--- Triggers the FSM event "AirbaseRecaptured" when the airbase of the warehouse has been re-captured from the other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] AirbaseRecaptured
|
|
-- @param DCS#coalition.side Coalition which re-captured the airbase.
|
|
|
|
--- Triggers the FSM event "AirbaseRecaptured" with a delay when the airbase of the warehouse has been re-captured from the other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __AirbaseRecaptured
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which re-captured the airbase.
|
|
|
|
--- On after "AirbaseRecaptured" event user function. Called when the airbase of the warehouse has been re-captured from the other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterAirbaseRecaptured
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which re-captured the airbase.
|
|
|
|
|
|
--- Triggers the FSM event "Destroyed" when the warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Destroyed
|
|
|
|
--- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Destroyed
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- On after "Destroyed" event user function. Called when the warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterDestroyed
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- User functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Set debug mode on. Error messages will be displayed on screen, units will be smoked at some events.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetDebugOn()
|
|
self.Debug=true
|
|
return self
|
|
end
|
|
|
|
--- Set debug mode off. This is the default
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetDebugOff()
|
|
self.Debug=false
|
|
return self
|
|
end
|
|
|
|
--- Set report on. Messages at events will be displayed on screen to the coalition owning the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetReportOn()
|
|
self.Report=true
|
|
return self
|
|
end
|
|
|
|
--- Set report off. Warehouse does not report about its status and at certain events.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetReportOff()
|
|
self.Report=false
|
|
return self
|
|
end
|
|
|
|
--- Set interval of status updates. Note that only one request can be processed per time interval.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number timeinterval Time interval in seconds.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetStatusUpdate(timeinterval)
|
|
self.dTstatus=timeinterval
|
|
return self
|
|
end
|
|
|
|
--- Set a zone where the (ground) assets of the warehouse are spawned once requested.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Zone#ZONE zone The spawn zone.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetSpawnZone(zone)
|
|
self.spawnzone=zone
|
|
return self
|
|
end
|
|
|
|
--- Set a warehouse zone. If this zone is captured, the warehouse and all its assets fall into the hands of the enemy.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Zone#ZONE zone The warehouse zone. Note that this **cannot** be a polygon zone!
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetWarehouseZone(zone)
|
|
self.zone=zone
|
|
return self
|
|
end
|
|
|
|
--- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetAutoDefenceOn()
|
|
self.autodefence=true
|
|
return self
|
|
end
|
|
|
|
--- Set auto defence off. This is the default.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetAutoDefenceOff()
|
|
self.autodefence=false
|
|
return self
|
|
end
|
|
|
|
|
|
--- Set the airbase belonging to this warehouse.
|
|
-- Note that it has to be of the same coalition as the warehouse.
|
|
-- Also, be reasonable and do not put it too far from the phyiscal warehouse structure because you troops might have a long way to get to their transports.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Airbase#AIRBASE airbase The airbase object associated to this warehouse.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetAirbase(airbase)
|
|
self.airbase=airbase
|
|
return self
|
|
end
|
|
|
|
--- Set the connection of the warehouse to the road.
|
|
-- Ground assets spawned in the warehouse spawn zone will first go to this point and from there travel on road to the requesting warehouse.
|
|
-- Note that by default the road connection is set to the closest point on road from the center of the spawn zone if it is withing 3000 meters.
|
|
-- Also note, that if the parameter "coordinate" is passed as nil, any road connection is disabled and ground assets cannot travel of be transportet on the ground.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Point#COORDINATE coordinate The road connection. Technically, the closest point on road from this coordinate is determined by DCS API function. So this point must not be exactly on the road.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetRoadConnection(coordinate)
|
|
if coordinate then
|
|
self.road=coordinate:GetClosestPointToRoad()
|
|
else
|
|
self.road=false
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Set the connection of the warehouse to the railroad.
|
|
-- This is the place where train assets or transports will be spawned.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Point#COORDINATE coordinate The railroad connection. Technically, the closest point on rails from this coordinate is determined by DCS API function. So this point must not be exactly on the a railroad connection.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetRailConnection(coordinate)
|
|
if coordinate then
|
|
self.rail=coordinate:GetClosestPointToRoad(true)
|
|
else
|
|
self.rail=false
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Set the port zone for this warehouse.
|
|
-- The port zone is the zone, where all naval assets of the warehouse are spawned.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Zone#ZONE zone The zone defining the naval port of the warehouse.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetPortZone(zone)
|
|
self.portzone=zone
|
|
return self
|
|
end
|
|
|
|
--- Add a shipping lane to another warehouse.
|
|
-- Note that both warehouses must have a port zone defined before a shipping lane can be added.
|
|
-- Shipping lane is taken from the waypoints of a (late activated) template group. So set up a group, e.g. a ship or a helicopter, and place its
|
|
-- waypoints along the shipping lane you want to add.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE remotewarehouse The remote warehouse to where the shipping lane is added
|
|
-- @param Wrapper.Group#GROUP group Waypoints of this group will define the shipping lane between to warehouses.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:AddShippingLane(remotewarehouse, group)
|
|
|
|
-- Check that port zones are defined.
|
|
if self.portzone==nil or remotewarehouse.portzone==nil then
|
|
self:E(self.wid..string.format("ERROR: Sending or receiving warehouse does not have a port zone defined. Adding shipping lane not possible!"))
|
|
return
|
|
end
|
|
|
|
-- Get route from template.
|
|
local lanepoints=group:GetTemplateRoutePoints()
|
|
|
|
-- First and last waypoints
|
|
local laneF=lanepoints[1]
|
|
local laneL=lanepoints[#lanepoints]
|
|
|
|
-- Get corresponding coordinates.
|
|
local coordF=COORDINATE:New(laneF.x, 0, laneF.y)
|
|
local coordL=COORDINATE:New(laneL.x, 0, laneL.y)
|
|
|
|
-- Figure out which point is closer to the port of this warehouse.
|
|
local distF=self.portzone:GetCoordinate():Get2DDistance(coordF)
|
|
local distL=self.portzone:GetCoordinate():Get2DDistance(coordL)
|
|
|
|
-- Add the shipping lane. Need to take care of the wrong "direction".
|
|
local lane={}
|
|
if distF<distL then
|
|
for i=1,#lanepoints do
|
|
local point=lanepoints[i]
|
|
local coord=COORDINATE:New(point.x,0, point.y)
|
|
table.insert(lane, coord)
|
|
end
|
|
else
|
|
for i=#lanepoints,1,-1 do
|
|
local point=lanepoints[i]
|
|
local coord=COORDINATE:New(point.x,0, point.y)
|
|
table.insert(lane, coord)
|
|
end
|
|
end
|
|
|
|
-- Debug info. Marks along shipping lane.
|
|
for i=1,#lane do
|
|
local coord=lane[i] --Core.Point#COORDINATE
|
|
local text=string.format("Shipping lane %s to %s. Point %d.", self.alias, remotewarehouse.alias, i)
|
|
coord:MarkToCoalition(text, self.coalition)
|
|
end
|
|
|
|
-- Add shipping lane.
|
|
self.shippinglanes[remotewarehouse.warehouse:GetName()]=lane
|
|
|
|
return self
|
|
end
|
|
|
|
--- Check if the warehouse is running.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is running and requests are processed.
|
|
function WAREHOUSE:IsRunning()
|
|
return self:is("Running")
|
|
end
|
|
|
|
--- Check if the warehouse is paused. In this state, requests are not processed.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is paused.
|
|
function WAREHOUSE:IsPaused()
|
|
return self:is("Paused")
|
|
end
|
|
|
|
--- Check if the warehouse is under attack by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is attacked.
|
|
function WAREHOUSE:IsAttacked()
|
|
return self:is("Attacked")
|
|
end
|
|
|
|
--- Check if the warehouse is stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is stopped.
|
|
function WAREHOUSE:IsStopped()
|
|
return self:is("Stopped")
|
|
end
|
|
|
|
--- Check if the warehouse has a road connection to another warehouse. Both warehouses need to be started!
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehose to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionRoad(warehouse, markpath, smokepath)
|
|
if warehouse then
|
|
if self.road and warehouse.road then
|
|
local _,length,gotpath=self.road:GetPathOnRoad(warehouse.road, false, false, markpath, smokepath)
|
|
return gotpath, length or -1
|
|
else
|
|
-- At least one of the warehouses has no road connection.
|
|
return false, -1
|
|
end
|
|
end
|
|
return nil, -1
|
|
end
|
|
|
|
--- Check if the warehouse has a railroad connection to another warehouse. Both warehouses need to be started!
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehose to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionRail(warehouse, markpath, smokepath)
|
|
if warehouse then
|
|
if self.rail and warehouse.rail then
|
|
local _,length,gotpath=self.road:GetPathOnRoad(warehouse.road, false, true, markpath, smokepath)
|
|
return gotpath, length or -1
|
|
else
|
|
-- At least one of the warehouses has no rail connection.
|
|
return false, -1
|
|
end
|
|
end
|
|
return nil, -1
|
|
end
|
|
|
|
--- Check if the warehouse has a shipping lane defined to another warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehose to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionNaval(warehouse, markpath, smokepath)
|
|
|
|
if warehouse then
|
|
|
|
local shippinglane=self.shippinglanes[warehouse.warehouse:GetName()]
|
|
|
|
if shippinglane then
|
|
return true,1
|
|
else
|
|
self:_ErrorMessage("No shipping lane!")
|
|
end
|
|
|
|
end
|
|
|
|
return nil, -1
|
|
end
|
|
|
|
--- Get number of assets in warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string Descriptor (Optional) Descriptor return the number of a specifc asset type. See @{#WAREHOUSE.Descriptor} for possible values.
|
|
-- @param DescriptorValue (Optional) Descriptor value selecting the type of assets.
|
|
-- @return #number Number of assets in stock.
|
|
function WAREHOUSE:GetNumberOfAssets(Descriptor, DescriptorValue)
|
|
|
|
if Descriptor==nil or DescriptorValue==nil then
|
|
-- Selected assets.
|
|
local _stock,_nstock=self:_FilterStock(self.stock, Descriptor, DescriptorValue)
|
|
return _nstock
|
|
else
|
|
-- All assets.
|
|
return #self.stock
|
|
end
|
|
|
|
end
|
|
|
|
--- Get assignment of a request.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem request The request from which the assignment is extracted.
|
|
-- @return #string The assignment text.
|
|
function WAREHOUSE:GetAssignment(request)
|
|
return request.assignment
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- FSM states
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterStart(From, Event, To)
|
|
|
|
-- Short info.
|
|
local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias)
|
|
text=text..string.format("Coaliton = %d\n", self.coalition)
|
|
text=text..string.format("Country = %d\n", self.country)
|
|
text=text..string.format("Airbase = %s (%s)\n", tostring(self.airbase:GetName()), tostring(self.category))
|
|
env.info(text)
|
|
|
|
-- Save self in static object. Easier to retrieve later.
|
|
self.warehouse:SetState(self.warehouse, "WAREHOUSE", self)
|
|
|
|
-- Set airbase name and category.
|
|
if self.airbase and self.airbase:GetCoalition()==self.coalition then
|
|
self.airbasename=self.airbase:GetName()
|
|
self.category=self.airbase:GetDesc().category
|
|
else
|
|
self.airbasename=nil
|
|
self.category=-1 -- The -1 indicates that we dont have an airbase at this warehouse.
|
|
end
|
|
|
|
-- THIS! caused aircraft to be spawned and started but they would never begin their route!
|
|
-- VERY strange. Need to test more.
|
|
--[[
|
|
-- Debug mark warehouse & spawn zone.
|
|
self.zone:BoundZone(30, self.country)
|
|
self.spawnzone:BoundZone(30, self.country)
|
|
]]
|
|
|
|
-- Get the closest point on road wrt spawnzone of ground assets.
|
|
local _road=self.spawnzone:GetCoordinate():GetClosestPointToRoad()
|
|
if _road and self.road==nil then
|
|
-- Set connection to road if distance is less than 3 km.
|
|
local _Droad=_road:Get2DDistance(self.spawnzone:GetCoordinate())
|
|
if _Droad < 3000 then
|
|
self.road=_road
|
|
end
|
|
end
|
|
-- Mark point at road connection.
|
|
if self.road then
|
|
self.road:MarkToAll(string.format("%s road connection.", self.alias), true)
|
|
end
|
|
|
|
-- Get the closest point on railroad wrt spawnzone of ground assets.
|
|
local _rail=self.spawnzone:GetCoordinate():GetClosestPointToRoad(true)
|
|
if _rail and self.rail==nil then
|
|
-- Set rail conection if it is less than 3 km away.
|
|
local _Drail=_rail:Get2DDistance(self.spawnzone:GetCoordinate())
|
|
if _Drail < 3000 then
|
|
self.rail=_rail
|
|
end
|
|
end
|
|
-- Mark point at rail connection.
|
|
if self.rail then
|
|
self.rail:MarkToAll(string.format("%s rail connection.", self.alias), true)
|
|
end
|
|
|
|
-- Handle events:
|
|
self:HandleEvent(EVENTS.Birth, self._OnEventBirth)
|
|
self:HandleEvent(EVENTS.EngineStartup, self._OnEventEngineStartup)
|
|
self:HandleEvent(EVENTS.Takeoff, self._OnEventTakeOff)
|
|
self:HandleEvent(EVENTS.Land, self._OnEventLanding)
|
|
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventEngineShutdown)
|
|
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
|
|
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
|
|
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
|
|
|
|
-- This event triggers the arrived event for air assets.
|
|
-- TODO Might need to make this landing or optional!
|
|
-- In fact, it would be better if the type could be defined for only for the warehouse which receives stuff,
|
|
-- since there will be warehouses with small airbases and little space or other problems!
|
|
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventArrived)
|
|
|
|
-- Start the status monitoring.
|
|
self:__Status(1)
|
|
|
|
end
|
|
|
|
--- On after "Stop" event. Stops the warehouse, unhandles all events.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterStop(From, Event, To)
|
|
self:_InfoMessage(string.format("Warehouse %s stopped!", self.alias))
|
|
|
|
-- Unhandle event.
|
|
self:UnHandleEvent(EVENTS.Birth)
|
|
self:UnHandleEvent(EVENTS.EngineStartup)
|
|
self:UnHandleEvent(EVENTS.Takeoff)
|
|
self:UnHandleEvent(EVENTS.Land)
|
|
self:UnHandleEvent(EVENTS.EngineShutdown)
|
|
self:UnHandleEvent(EVENTS.Crash)
|
|
self:UnHandleEvent(EVENTS.Dead)
|
|
self:UnHandleEvent(EVENTS.BaseCaptured)
|
|
|
|
-- Clear all pending schedules.
|
|
self.CallScheduler:Clear()
|
|
end
|
|
|
|
--- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterPause(From, Event, To)
|
|
self:I(self.wid..string.format("Warehouse %s paused! Queued requests are not processed in this state.", self.alias))
|
|
end
|
|
|
|
--- On after "Unpause" event. Unpauses the warehouse, i.e. requests in queue are processed again.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterUnpause(From, Event, To)
|
|
self:I(self.wid..string.format("Warehouse %s unpaused! Processing of requests is resumed.", self.alias))
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after Status event. Checks the queue and handles requests.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterStatus(From, Event, To)
|
|
self:I(self.wid..string.format("Checking status of warehouse %s. Current FSM state %s. Global warehouse assets = %d.", self.alias, self:GetState(), #WAREHOUSE.db.Assets))
|
|
|
|
-- Print status.
|
|
self:_DisplayStatus()
|
|
|
|
-- Check if warehouse is being attacked or has even been captured.
|
|
self:_CheckConquered()
|
|
|
|
-- Print queue.
|
|
self:_PrintQueue(self.queue, "Queue waiting - before request")
|
|
self:_PrintQueue(self.pending, "Queue pending - before request")
|
|
|
|
-- Check if requests are valid and remove invalid one.
|
|
self:_CheckRequestConsistancy(self.queue)
|
|
|
|
-- If warehouse is running than requests can be processed.
|
|
if self:IsRunning() or self:IsAttacked() then
|
|
|
|
-- Check queue and handle requests if possible.
|
|
local request=self:_CheckQueue()
|
|
|
|
-- Execute the request. If the request is really executed, it is also deleted from the queue.
|
|
if request then
|
|
self:Request(request)
|
|
end
|
|
|
|
-- Print queue after processing requests.
|
|
self:_PrintQueue(self.queue, "Queue waiting - after request")
|
|
self:_PrintQueue(self.pending, "Queue pending - after request")
|
|
|
|
end
|
|
|
|
-- Update warhouse marker on F10 map.
|
|
self:_UpdateWarehouseMarkText()
|
|
|
|
-- Display complete list of stock itmes.
|
|
if self.Debug then
|
|
--self:_DisplayStockItems(self.stock)
|
|
end
|
|
|
|
-- Call status again in ~30 sec (user choice).
|
|
self:__Status(self.dTstatus)
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group Group or template group to be added to the warehouse stock.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
|
|
function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribute)
|
|
|
|
-- Set default.
|
|
local n=ngroups or 1
|
|
|
|
-- Handle case where just a string is passed.
|
|
if type(group)=="string" then
|
|
group=GROUP:FindByName(group)
|
|
end
|
|
|
|
if group then
|
|
|
|
-- Get unique ids from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- Check if this is an known or a new asset group.
|
|
if aid~=nil and wid~=nil then
|
|
|
|
-- We got a warehouse and asset id ==> this is an "old" group.
|
|
local asset=self:_FindAssetInDB(group)
|
|
|
|
-- Note the group is only added once, i.e. the ngroups parameter is ignored here.
|
|
-- This is because usually these request comes from an asset that has been transfered from another warehouse and hence should only be added once.
|
|
if asset~=nil then
|
|
self:_DebugMessage(string.format("Adding known asset uid=%d, attribute = %s to warehouse stock.", asset.uid, asset.attribute), 5)
|
|
table.insert(self.stock, asset)
|
|
else
|
|
self:_ErrorMessage(string.format("ERROR known asset could not be found in global warehouse db!"), 0)
|
|
end
|
|
|
|
else
|
|
|
|
-- Debug info.
|
|
self:_Debugmessage(self.wid..string.format("Adding %d NEW assets of group %s to warehouse %s.", n, tostring(group:GetName()), self.alias), 5)
|
|
|
|
|
|
-- This is a group that is not in the db yet. Add it n times.
|
|
local assets=self:_RegisterAsset(group, n, forceattribute)
|
|
|
|
-- Add created assets to stock of this warehouse.
|
|
for _,asset in pairs(assets) do
|
|
table.insert(self.stock, asset)
|
|
end
|
|
end
|
|
|
|
-- Destroy group if it is alive.
|
|
-- TODO: This causes a problem, when a completely new asset is added, i.e. not from a template group.
|
|
-- Need to create a "zombie" template group maybe?
|
|
if group:IsAlive()==true then
|
|
self:_DebugMessage(string.format("Destroying group %s.", group:GetName()), 5)
|
|
group:Destroy(true)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Find an asset in the the global warehouse db.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which it is assumed that it has a registered asset.
|
|
-- @return #WAREHOUSE.Assetitem The asset from the data base or nil if it could not be found.
|
|
function WAREHOUSE:_FindAssetInDB(group)
|
|
|
|
-- Get unique ids from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
if aid~=nil then
|
|
|
|
local asset=WAREHOUSE.db.Assets[aid]
|
|
self:E({asset=asset})
|
|
if asset==nil then
|
|
self:_ErrorMessage(string.format("ERROR: Asset for group %s not found in the data base!", group:GetName()), 0)
|
|
end
|
|
return asset
|
|
end
|
|
|
|
self:_ErrorMessage(string.format("ERROR: Group %s does not contain an asset ID in its name!", group:GetName()), 0)
|
|
return nil
|
|
end
|
|
|
|
--- Register new asset in globase warehouse data base.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that will be added to the warehouse stock.
|
|
-- @param #number ngroups Number of groups to be added.
|
|
-- @param #string forceattribute Forced generalized attribute.
|
|
-- @return #table A table containing all registered assets.
|
|
function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute)
|
|
|
|
-- Set default.
|
|
local n=ngroups or 1
|
|
|
|
-- Get the size of an object.
|
|
local function _GetObjectSize(DCSdesc)
|
|
if DCSdesc.box then
|
|
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
|
|
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
|
|
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
|
|
return math.max(x,z), x , y, z
|
|
end
|
|
return 0,0,0,0
|
|
end
|
|
|
|
local templategroupname=group:GetName()
|
|
|
|
local DCSgroup=group:GetDCSObject()
|
|
|
|
local DCSunit=DCSgroup:getUnit(1)
|
|
local DCSdesc=DCSunit:getDesc()
|
|
local DCSdisplay=DCSdesc.displayName
|
|
local DCScategory=DCSgroup:getCategory()
|
|
local DCStype=DCSunit:getTypeName()
|
|
local SpeedMax=group:GetSpeedMax()
|
|
local RangeMin=group:GetRange()
|
|
local smax,sx,sy,sz=_GetObjectSize(DCSdesc)
|
|
|
|
-- Get weight and cargo bay size in kg.
|
|
local weight=0
|
|
local cargobay={}
|
|
local cargobaytot=0
|
|
local cargobaymax=0
|
|
for _i,_unit in pairs(group:GetUnits()) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
local Desc=unit:GetDesc()
|
|
|
|
-- Weight. We sum up all units in the group.
|
|
local unitweight=Desc.massEmpty
|
|
if unitweight then
|
|
weight=weight+unitweight
|
|
end
|
|
|
|
-- Cargo bay size.
|
|
local bay=unit:GetCargoBayFreeWeight()
|
|
table.insert(cargobay, bay)
|
|
cargobaytot=cargobaytot+bay
|
|
if bay>cargobaymax then
|
|
cargobaymax=bay
|
|
end
|
|
end
|
|
|
|
-- Set/get the generalized attribute.
|
|
local attribute=forceattribute or self:_GetAttribute(templategroupname)
|
|
|
|
-- Table for returned assets.
|
|
local assets={}
|
|
|
|
-- Add this n times to the table.
|
|
for i=1,n do
|
|
local asset={} --#WAREHOUSE.Assetitem
|
|
|
|
-- Increase asset unique id counter.
|
|
WAREHOUSE.db.AssetID=WAREHOUSE.db.AssetID+1
|
|
|
|
-- Set parameters.
|
|
asset.uid=WAREHOUSE.db.AssetID
|
|
asset.templatename=templategroupname
|
|
asset.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template)
|
|
asset.category=DCScategory
|
|
asset.unittype=DCStype
|
|
asset.nunits=#asset.template.units
|
|
asset.range=RangeMin
|
|
asset.speedmax=SpeedMax
|
|
asset.size=smax
|
|
asset.weight=weight
|
|
asset.DCSdesc=DCSdesc
|
|
asset.attribute=attribute
|
|
asset.transporter=false -- not used yet
|
|
asset.cargobay=cargobay
|
|
asset.cargobaytot=cargobaytot
|
|
asset.cargobaymax=cargobaymax
|
|
|
|
if i==1 then
|
|
self:_AssetItemInfo(asset)
|
|
end
|
|
|
|
-- Add asset to global db.
|
|
WAREHOUSE.db.Assets[asset.uid]=asset
|
|
|
|
-- Add asset to the table that is retured.
|
|
table.insert(assets,asset)
|
|
end
|
|
|
|
return assets
|
|
end
|
|
|
|
--- Asset item characteristics.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset
|
|
function WAREHOUSE:_AssetItemInfo(asset)
|
|
-- Info about asset:
|
|
local text=string.format("\nNew asset with id=%d for warehouse %s:\n", asset.uid, self.alias)
|
|
text=text..string.format("Template name = %s\n", asset.templatename)
|
|
text=text..string.format("Unit type = %s\n", asset.unittype)
|
|
text=text..string.format("Attribute = %s\n", asset.attribute)
|
|
text=text..string.format("Category = %d\n", asset.category)
|
|
text=text..string.format("Units # = %d\n", asset.nunits)
|
|
text=text..string.format("Speed max = %5.2f km/h\n", asset.speedmax)
|
|
text=text..string.format("Range max = %5.2f km\n", asset.range/1000)
|
|
text=text..string.format("Size max = %5.2f m\n", asset.size)
|
|
text=text..string.format("Weight total = %5.2f kg\n", asset.weight)
|
|
text=text..string.format("Cargo bay tot = %5.2f kg\n", asset.cargobaytot)
|
|
text=text..string.format("Cargo bay max = %5.2f kg\n", asset.cargobaymax)
|
|
self:T(self.wid..text)
|
|
self:T({DCSdesc=asset.DCSdesc})
|
|
self:T3({Template=asset.template})
|
|
end
|
|
|
|
--- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string templategroupname Name of the late activated template group as defined in the mission editor.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
function WAREHOUSE:_AddAssetFromZombie(group, ngroups)
|
|
--TODO
|
|
end
|
|
|
|
|
|
--- Spawn a ground or naval asset in the corresponding spawn zone of the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
|
|
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
|
|
-- @param Core.Zone#ZONE spawnzone Zone where the assets should be spawned.
|
|
-- @param boolean aioff If true, AI of ground units are set to off.
|
|
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
|
|
function WAREHOUSE:_SpawnAssetGroundNaval(asset, request, spawnzone, aioff)
|
|
|
|
if asset and (asset.category==Group.Category.GROUND or asset.category==Group.Category.SHIP) then
|
|
|
|
-- Prepare spawn template.
|
|
local template=self:_SpawnAssetPrepareTemplate(asset, request)
|
|
|
|
-- Initial spawn point.
|
|
template.route.points[1]={}
|
|
|
|
-- Get a random coordinate in the spawn zone.
|
|
local coord=spawnzone:GetRandomCoordinate()
|
|
|
|
-- Translate the position of the units.
|
|
for i=1,#template.units do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
-- Translate position.
|
|
local SX = unit.x or 0
|
|
local SY = unit.y or 0
|
|
local BX = asset.template.route.points[1].x
|
|
local BY = asset.template.route.points[1].y
|
|
local TX = coord.x + (SX-BX)
|
|
local TY = coord.z + (SY-BY)
|
|
|
|
template.units[i].x = TX
|
|
template.units[i].y = TY
|
|
|
|
end
|
|
|
|
template.route.points[1].x = coord.x
|
|
template.route.points[1].y = coord.z
|
|
|
|
template.x = coord.x
|
|
template.y = coord.z
|
|
template.alt = coord.y
|
|
|
|
-- Spawn group.
|
|
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
|
|
|
|
-- Activate group. Should only be necessary for late activated groups.
|
|
--group:Activate()
|
|
|
|
-- Switch AI off if desired. This works only for ground and naval groups.
|
|
if aioff then
|
|
group:SetAIOff()
|
|
end
|
|
|
|
return group
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Spawn an aircraft asset (plane or helo) at the airbase associated with the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
|
|
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
|
|
-- @param #table parking Parking data for this asset.
|
|
-- @param #boolean uncontrolled Spawn aircraft in uncontrolled state.
|
|
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
|
|
function WAREHOUSE:_SpawnAssetAircraft(asset, request, parking, uncontrolled)
|
|
|
|
if asset and asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
|
|
|
|
-- Prepare the spawn template.
|
|
local template=self:_SpawnAssetPrepareTemplate(asset, request)
|
|
|
|
-- Set route points.
|
|
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
|
|
-- Get flight path if the group goes to another warehouse by itself.
|
|
template.route.points=self:_GetFlightplan(asset, self.airbase, request.warehouse.airbase)
|
|
|
|
else
|
|
|
|
local hotstart=true
|
|
|
|
-- Cold start (default).
|
|
local _type=COORDINATE.WaypointType.TakeOffParking
|
|
local _action=COORDINATE.WaypointAction.FromParkingArea
|
|
|
|
-- Hot start.
|
|
if hotstart then
|
|
_type=COORDINATE.WaypointType.TakeOffParkingHot
|
|
_action=COORDINATE.WaypointAction.FromParkingAreaHot
|
|
end
|
|
|
|
-- First route point is the warehouse airbase.
|
|
template.route.points[1]=self.airbase:GetCoordinate():WaypointAir("BARO",_type,_action, 0, true, self.airbase, nil, "Spawnpoint")
|
|
|
|
end
|
|
|
|
-- Get airbase ID and category.
|
|
local AirbaseID = self.airbase:GetID()
|
|
local AirbaseCategory = self.category
|
|
|
|
-- Check enough parking spots.
|
|
if AirbaseCategory==Airbase.Category.HELIPAD or AirbaseCategory==Airbase.Category.SHIP then
|
|
--TODO Figure out what's necessary in this case.
|
|
|
|
else
|
|
|
|
if #parking<#template.units then
|
|
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
|
|
self:_DebugMessage(text)
|
|
return nil
|
|
end
|
|
|
|
end
|
|
|
|
-- Position the units.
|
|
for i=1,#template.units do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
if AirbaseCategory == Airbase.Category.HELIPAD or AirbaseCategory == Airbase.Category.SHIP then
|
|
|
|
-- Helipads we take the position of the airbase location, since the exact location of the spawn point does not make sense.
|
|
local coord=self.airbase:GetCoordinate()
|
|
|
|
unit.x=coord.x
|
|
unit.y=coord.z
|
|
unit.alt=coord.y
|
|
|
|
unit.parking_id = nil
|
|
unit.parking = nil
|
|
|
|
else
|
|
|
|
local coord=parking[i].Coordinate --Core.Point#COORDINATE
|
|
local terminal=parking[i].TerminalID --#number
|
|
|
|
if self.Debug then
|
|
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal))
|
|
end
|
|
|
|
unit.x=coord.x
|
|
unit.y=coord.z
|
|
unit.alt=coord.y
|
|
|
|
unit.parking_id = nil
|
|
unit.parking = terminal
|
|
|
|
end
|
|
end
|
|
|
|
-- And template position.
|
|
template.x = template.units[1].x
|
|
template.y = template.units[1].y
|
|
|
|
-- Uncontrolled spawning.
|
|
template.uncontrolled=uncontrolled
|
|
|
|
-- Debug info.
|
|
self:T2({airtemplate=template})
|
|
|
|
-- Spawn group.
|
|
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
|
|
|
|
-- Activate group - should only be necessary for late activated groups.
|
|
--group:Activate()
|
|
|
|
return group
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
--- Prepare a spawn template for the asset. Deep copy of asset template, adjusting template and unit names, nillifying group and unit ids.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
|
|
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
|
|
-- @return #table Prepared new spawn template.
|
|
function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, request)
|
|
|
|
-- Create an own copy of the template!
|
|
local template=UTILS.DeepCopy(asset.template)
|
|
|
|
-- Set unique name.
|
|
template.name=self:_Alias(asset, request)
|
|
|
|
-- Set current(!) coalition and country.
|
|
template.CoalitionID=self.coalition
|
|
template.CountryID=self.country
|
|
|
|
-- Nillify the group ID.
|
|
template.groupId=nil
|
|
|
|
-- For group units, visible needs to be false.
|
|
if asset.category==Group.Category.GROUND then
|
|
--template.visible=false
|
|
end
|
|
|
|
-- No late activation.
|
|
template.lateActivation=false
|
|
|
|
-- Set and empty route.
|
|
template.route = {}
|
|
template.route.routeRelativeTOT=true
|
|
template.route.points = {}
|
|
|
|
-- Handle units.
|
|
for i=1,#template.units do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
-- Nillify the unit ID.
|
|
unit.unitId=nil
|
|
|
|
-- Set unit name: <alias>-01, <alias>-02, ...
|
|
unit.name=string.format("%s-%02d", template.name , i)
|
|
|
|
end
|
|
|
|
return template
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On before "AddRequest" event. Checks some basic properties of the given parameters.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
-- @return #boolean If true, request is okay at first glance.
|
|
function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Assignment, Prio)
|
|
|
|
-- Request is okay.
|
|
local okay=true
|
|
|
|
if AssetDescriptor==WAREHOUSE.Descriptor.ATTRIBUTE then
|
|
|
|
-- Check if a valid attibute was given.
|
|
local gotit=false
|
|
for _,attribute in pairs(WAREHOUSE.Attribute) do
|
|
if AssetDescriptorValue==attribute then
|
|
gotit=true
|
|
end
|
|
end
|
|
if not gotit then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset attribute is unknown!", 5)
|
|
okay=false
|
|
end
|
|
|
|
elseif AssetDescriptor==WAREHOUSE.Descriptor.CATEGORY then
|
|
|
|
-- Check if a valid category was given.
|
|
local gotit=false
|
|
for _,category in pairs(Group.Category) do
|
|
if AssetDescriptorValue==category then
|
|
gotit=true
|
|
end
|
|
end
|
|
if not gotit then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset category is unknown!", 5)
|
|
okay=false
|
|
end
|
|
|
|
elseif AssetDescriptor==WAREHOUSE.Descriptor.TEMPLATENAME then
|
|
|
|
if type(AssetDescriptorValue)~="string" then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset template name must be passed as a string!", 5)
|
|
okay=false
|
|
end
|
|
|
|
elseif AssetDescriptor==WAREHOUSE.Descriptor.UNITTYPE then
|
|
|
|
if type(AssetDescriptorValue)~="string" then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset unit type must be passed as a string!", 5)
|
|
okay=false
|
|
end
|
|
|
|
else
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset descriptor is not ATTRIBUTE, CATEGORY, TEMPLATENAME or UNITTYPE!", 5)
|
|
okay=false
|
|
end
|
|
|
|
return okay
|
|
end
|
|
|
|
--- On after "AddRequest" event. Add a request to the warehouse queue, which is processed when possible.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio, Assignment)
|
|
|
|
-- Defaults.
|
|
nAsset=nAsset or 1
|
|
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
|
|
Prio=Prio or 50
|
|
if nTransport==nil then
|
|
if TransportType==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
nTransport=0
|
|
else
|
|
nTransport=1
|
|
end
|
|
end
|
|
|
|
-- Not more transports than assets.
|
|
--if type(nAsset)=="number" then
|
|
-- nTransport=math.min(nAsset, nTransport)
|
|
--end
|
|
|
|
-- Self request?
|
|
local toself=false
|
|
if self.warehouse:GetName()==warehouse.warehouse:GetName() then
|
|
toself=true
|
|
end
|
|
|
|
-- Increase id.
|
|
self.queueid=self.queueid+1
|
|
|
|
-- Request queue table item.
|
|
local request={
|
|
uid=self.queueid,
|
|
prio=Prio,
|
|
warehouse=warehouse,
|
|
assetdesc=AssetDescriptor,
|
|
assetdescval=AssetDescriptorValue,
|
|
nasset=nAsset,
|
|
transporttype=TransportType,
|
|
ntransport=nTransport,
|
|
assignment=tostring(Assignment),
|
|
airbase=warehouse.airbase,
|
|
category=warehouse.category,
|
|
ndelivered=0,
|
|
ntransporthome=0,
|
|
assets={},
|
|
toself=toself,
|
|
} --#WAREHOUSE.Queueitem
|
|
|
|
-- Add request to queue.
|
|
table.insert(self.queue, request)
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On before "Request" event. Checks if the request can be fulfilled.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
-- @return #boolean If true, request is granted.
|
|
function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
|
|
self:T3({warehouse=self.alias, request=Request})
|
|
|
|
-- Distance from warehouse to requesting warehouse.
|
|
local distance=self.coordinate:Get2DDistance(Request.warehouse.coordinate)
|
|
|
|
-- Shortcut to cargoassets.
|
|
local _assets=Request.cargoassets
|
|
|
|
if Request.nasset==0 then
|
|
local text=string.format("Warehouse %s: Request denied! Zero assets were requested.", self.alias)
|
|
self:_InfoMessage(text, 10)
|
|
return false
|
|
end
|
|
|
|
-- Check if destination is in range for all requested assets.
|
|
for _,_asset in pairs(_assets) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
|
|
-- Check if destination is in range.
|
|
if asset.range<distance then
|
|
local text=string.format("Request denied! Destination %s is out of range for asset %s.", Request.airbase:GetName(), asset.templatename)
|
|
self:_InfoMessage(text, 10)
|
|
|
|
-- Delete request from queue because it will never be possible.
|
|
--TODO: Unless(!) this is a moving warehouse which could, e.g., be an aircraft carrier.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
--- On after "Request" event. Initiates the transport of the assets to the requesting warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
function WAREHOUSE:onafterRequest(From, Event, To, Request)
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Cargo assets.
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Pending request. Add cargo groups to request.
|
|
local Pending=Request --#WAREHOUSE.Pendingitem
|
|
|
|
-- Spawn assets of this request.
|
|
local _spawngroups=self:_SpawnAssetRequest(Pending) --Core.Set#SET_GROUP
|
|
|
|
-- Check if any group was spawned. If not, delete the request.
|
|
if _spawngroups:Count()==0 then
|
|
self:_DebugMessage(string.format("ERROR: Groups or request %d could not be spawned. Request is rejected and deleted from queue!", Request.uid))
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
return
|
|
end
|
|
|
|
-- General type and category.
|
|
local _cargotype=Request.cargoattribute --#WAREHOUSE.Attribute
|
|
local _cargocategory=Request.cargocategory --DCS#Group.Category
|
|
|
|
-- Add groups to pending item.
|
|
Pending.cargogroupset=_spawngroups
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Self request: assets are spawned at warehouse but not transported anywhere.
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Self request! Assets are only spawned but not routed or transported anywhere.
|
|
if Request.toself then
|
|
self:_DebugMessage(string.format("Selfrequest! Current status %s", self:GetState()))
|
|
|
|
-- Add request to pending queue.
|
|
table.insert(self.pending, Pending)
|
|
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
-- Start self request.
|
|
self:__SelfRequest(1,_spawngroups, Pending)
|
|
|
|
return
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Self propelled: assets go to the requesting warehouse by themselfs.
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- No transport unit requested. Assets go by themselfes.
|
|
if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
self:I(self.wid..string.format("Got selfpropelled request for %d assets.",_spawngroups:Count()))
|
|
|
|
for _,_spawngroup in pairs(_spawngroups:GetSetObjects()) do
|
|
|
|
-- Group intellisense.
|
|
local group=_spawngroup --Wrapper.Group#GROUP
|
|
|
|
|
|
-- Route cargo to their destination.
|
|
if _cargocategory==Group.Category.GROUND then
|
|
self:I(self.wid..string.format("Route ground group %s.", group:GetName()))
|
|
|
|
-- Random place in the spawn zone of the requesting warehouse.
|
|
local ToCoordinate=Request.warehouse.spawnzone:GetRandomCoordinate()
|
|
ToCoordinate:MarkToAll(string.format("Destination of group %s", group:GetName()))
|
|
|
|
-- Route ground.
|
|
self:_RouteGround(group, Request)
|
|
|
|
elseif _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
|
|
self:I(self.wid..string.format("Route airborne group %s.", group:GetName()))
|
|
|
|
-- Route plane to the requesting warehouses airbase.
|
|
-- Actually, the route is already set. We only need to activate the uncontrolled group.
|
|
self:_RouteAir(group, Request.airbase)
|
|
|
|
elseif _cargocategory==Group.Category.SHIP then
|
|
self:I(self.wid..string.format("Route naval group %s.", group:GetName()))
|
|
|
|
-- Route plane to the requesting warehouses airbase.
|
|
self:_RouteNaval(group, Request)
|
|
|
|
elseif _cargocategory==Group.Category.TRAIN then
|
|
self:I(self.wid..string.format("Route train group %s.", group:GetName()))
|
|
|
|
-- Route train to the rail connection of the requesting warehouse.
|
|
self:_RouteTrain(group, Request.warehouse.rail)
|
|
|
|
else
|
|
self:E(self.wid..string.format("ERROR: unknown category %s for self propelled cargo %s!", tostring(_cargocategory), tostring(group:GetName())))
|
|
end
|
|
|
|
end
|
|
|
|
-- Add request to pending queue.
|
|
table.insert(self.pending, Pending)
|
|
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
-- No cargo transport necessary.
|
|
return
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Prepare cargo groups for transport
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Add groups to cargo if they don't go by themselfs.
|
|
local CargoGroups --Core.Set#SET_CARGO
|
|
|
|
--TODO: make nearradius depended on transport type and asset type.
|
|
local _loadradius=5000
|
|
local _nearradius=nil
|
|
|
|
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
_loadradius=10000
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
_loadradius=1000
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
|
|
_loadradius=1000
|
|
end
|
|
|
|
-- Empty cargo group set.
|
|
CargoGroups = SET_CARGO:New():FilterDeads()
|
|
|
|
-- Add cargo groups to set.
|
|
for _i,_group in pairs(_spawngroups:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
local _wid,_aid,_rid=self:_GetIDsFromGroup(group)
|
|
local _alias=self:_alias(group:GetTypeName(),_wid,_aid,_rid)
|
|
local cargogroup = CARGO_GROUP:New(_group, _cargotype,_alias,_loadradius,_nearradius)
|
|
CargoGroups:AddCargo(cargogroup)
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Transport assets and dispatchers
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Set of cargo carriers.
|
|
local TransportSet = SET_GROUP:New():FilterDeads()
|
|
|
|
-- Pickup and deploy zones/bases.
|
|
local PickupAirbaseSet = SET_AIRBASE:New():AddAirbase(self.airbase)
|
|
local DeployAirbaseSet = SET_AIRBASE:New():AddAirbase(Request.airbase)
|
|
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
|
|
|
|
-- Cargo dispatcher.
|
|
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
|
|
|
-- Shortcut to transport assets.
|
|
local _assetstock=Request.transportassets
|
|
|
|
-- General type and category.
|
|
local _transporttype=Request.transportattribute
|
|
local _transportcategory=Request.transportcategory
|
|
|
|
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
|
|
local Parking={}
|
|
if _transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER then
|
|
Parking=self:_FindParkingForAssets(self.airbase,_assetstock)
|
|
end
|
|
|
|
-- Transport assets table.
|
|
local _transportassets={}
|
|
|
|
-- Dependent on transport type, spawn the transports and set up the dispatchers.
|
|
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
|
|
----------------
|
|
--- AIRPLANE ---
|
|
----------------
|
|
|
|
-- Spawn the transport groups.
|
|
for i=1,Request.ntransport do
|
|
|
|
-- Get stock item.
|
|
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
|
|
|
|
-- Spawn with ALIAS here or DCS crashes!
|
|
local _alias=self:_Alias(_assetitem, Request)
|
|
|
|
-- Spawn plane at airport in uncontrolled state.
|
|
local spawngroup=self:_SpawnAssetAircraft(_assetitem, Pending, Parking[_assetitem.uid], true)
|
|
|
|
if spawngroup then
|
|
-- Set state of warehouse so we can retrieve it later.
|
|
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
|
|
|
|
-- Add group to transportset.
|
|
TransportSet:AddGroup(spawngroup)
|
|
|
|
Pending.assets[_assetitem.uid]=_assetitem
|
|
table.insert(_transportassets,_assetitem)
|
|
end
|
|
end
|
|
|
|
-- Delete spawned items from warehouse stock.
|
|
for _,_item in pairs(_transportassets) do
|
|
self:_DeleteStockItem(_item)
|
|
end
|
|
|
|
-- Define dispatcher for this task.
|
|
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
|
|
------------------
|
|
--- HELICOPTER ---
|
|
------------------
|
|
|
|
-- Spawn the transport groups.
|
|
for i=1,Request.ntransport do
|
|
|
|
-- Get stock item.
|
|
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
|
|
|
|
-- Spawn with ALIAS here or DCS crashes!
|
|
local _alias=self:_Alias(_assetitem, Request)
|
|
|
|
-- Spawn plane at airport in controlled state. They need to fly to the spawn zone.
|
|
local spawngroup=self:_SpawnAssetAircraft(_assetitem, Pending, Parking[_assetitem.uid], false)
|
|
|
|
if spawngroup then
|
|
-- Set state of warehouse so we can retrieve it later.
|
|
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
|
|
|
|
-- Add group to transportset.
|
|
TransportSet:AddGroup(spawngroup)
|
|
|
|
Pending.assets[_assetitem.uid]=_assetitem
|
|
table.insert(_transportassets,_assetitem)
|
|
else
|
|
self:E(self.wid.."ERROR: spawngroup helo transport does not exist!")
|
|
end
|
|
end
|
|
|
|
-- Delete spawned items from warehouse stock.
|
|
for _,_item in pairs(_transportassets) do
|
|
self:_DeleteStockItem(_item)
|
|
end
|
|
|
|
-- Define dispatcher for this task.
|
|
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, DeployZoneSet)
|
|
|
|
--TODO: Need to check/optimize if/how this works with polygon zones!
|
|
-- The 20 m inner radius are to ensure that the helo does not land on the warehouse itself in the middle of the default spawn zone.
|
|
CargoTransport:SetPickupRadius(self.spawnzone:GetRadius(), 20)
|
|
CargoTransport:SetDeployRadius(Request.warehouse.spawnzone:GetRadius(), 20)
|
|
|
|
-- Home zone.
|
|
CargoTransport:SetHomeZone(self.spawnzone)
|
|
|
|
-- Home airbase (not working).
|
|
--CargoTransport:SetHomeBase(self.airbase)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
|
|
-----------
|
|
--- APC ---
|
|
-----------
|
|
|
|
-- Spawn the transport groups.
|
|
for i=1,Request.ntransport do
|
|
|
|
-- Get stock item.
|
|
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
|
|
|
|
-- Spawn with ALIAS here or DCS crashes!
|
|
local _alias=self:_Alias(_assetitem, Request)
|
|
|
|
-- Spawn ground asset.
|
|
local spawngroup=self:_SpawnAssetGroundNaval(_assetitem, Request, self.spawnzone)
|
|
|
|
if spawngroup then
|
|
-- Set state of warehouse so we can retrieve it later.
|
|
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
|
|
|
|
-- Add group to transportset.
|
|
TransportSet:AddGroup(spawngroup)
|
|
|
|
Pending.assets[_assetitem.uid]=_assetitem
|
|
table.insert(_transportassets,_assetitem)
|
|
end
|
|
end
|
|
|
|
-- Delete spawned items from warehouse stock.
|
|
for _,_item in pairs(_transportassets) do
|
|
self:_DeleteStockItem(_item)
|
|
end
|
|
|
|
-- Define dispatcher for this task.
|
|
CargoTransport = AI_CARGO_DISPATCHER_APC:New(TransportSet, CargoGroups, DeployZoneSet, 0)
|
|
|
|
-- Set home zone.
|
|
CargoTransport:SetHomeZone(self.spawnzone)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then
|
|
|
|
self:E(self.wid.."ERROR: cargo transport by train not supported yet!")
|
|
return
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
|
|
|
|
self:E(self.wid.."ERROR: cargo transport by ship not supported yet!")
|
|
return
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
|
|
self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!")
|
|
return
|
|
|
|
else
|
|
self:E(self.wid.."ERROR: unknown transport type!")
|
|
return
|
|
end
|
|
|
|
|
|
--- Function called when cargo has arrived and was unloaded.
|
|
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo)
|
|
|
|
self:I("FF OnAfterUnloaded:")
|
|
self:I({From=From})
|
|
self:I({Event=Event})
|
|
self:I({To=To})
|
|
self:I({Carrier=Carrier})
|
|
self:I({Cargo=Cargo})
|
|
|
|
-- Get group obejet.
|
|
local group=Cargo:GetObject() --Wrapper.Group#GROUP
|
|
|
|
|
|
-- Get warehouse state.
|
|
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
|
|
|
|
-- Load the cargo in the warehouse.
|
|
--Cargo:Load(warehouse.warehouse)
|
|
|
|
-- Trigger Arrived event.
|
|
warehouse:__Arrived(1, group)
|
|
end
|
|
|
|
--- On after BackHome event.
|
|
function CargoTransport:OnAfterBackHome(From, Event, To, Carrier)
|
|
|
|
-- Intellisense.
|
|
local carrier=Carrier --Wrapper.Group#GROUP
|
|
|
|
-- Get warehouse state.
|
|
local warehouse=carrier:GetState(carrier, "WAREHOUSE") --#WAREHOUSE
|
|
carrier:SmokeWhite()
|
|
|
|
-- Debug info.
|
|
local text=string.format("Carrier %s is back home at warehouse %s.", tostring(Carrier:GetName()), tostring(warehouse.warehouse:GetName()))
|
|
MESSAGE:New(text, 5):ToAllIf(warehouse.Debug)
|
|
warehouse:I(warehouse.wid..text)
|
|
|
|
-- Add carrier back to warehouse stock. Actual unit is destroyed.
|
|
warehouse:AddAsset(Carrier)
|
|
|
|
end
|
|
|
|
-- Start dispatcher.
|
|
CargoTransport:__Start(5)
|
|
|
|
-- Add cargo groups to request.
|
|
Pending.transportgroupset=TransportSet
|
|
|
|
-- Add request to pending queue.
|
|
table.insert(self.pending, Pending)
|
|
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
end
|
|
|
|
|
|
--- Spawns requested assets at warehouse or associated airbase.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
-- @return Core.Set#SET_GROUP Set of groups that were spawned.
|
|
function WAREHOUSE:_SpawnAssetRequest(Request)
|
|
self:E({requestUID=Request.uid})
|
|
|
|
-- Shortcut to cargo assets.
|
|
local _assetstock=Request.cargoassets
|
|
|
|
-- General type and category.
|
|
local _cargotype=Request.cargoattribute --#WAREHOUSE.Attribute
|
|
local _cargocategory=Request.cargocategory --DCS#Group.Category
|
|
|
|
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
|
|
local Parking={}
|
|
if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
|
|
Parking=self:_FindParkingForAssets(self.airbase,_assetstock) or {}
|
|
end
|
|
|
|
-- Spawn aircraft in uncontrolled state if request comes from the same warehouse.
|
|
local UnControlled=false
|
|
local AIOnOff=true
|
|
if Request.toself then
|
|
UnControlled=true
|
|
AIOnOff=false
|
|
end
|
|
|
|
-- Create an empty group set.
|
|
local _groupset=SET_GROUP:New():FilterDeads()
|
|
|
|
-- Table for all spawned assets.
|
|
local _assets={}
|
|
|
|
-- Loop over cargo requests.
|
|
for i=1,#_assetstock do
|
|
|
|
-- Get stock item.
|
|
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
|
|
|
|
-- Alias of the group.
|
|
local _alias=self:_Alias(_assetitem, Request)
|
|
|
|
-- Spawn an asset group.
|
|
local _group=nil --Wrapper.Group#GROUP
|
|
if _assetitem.category==Group.Category.GROUND then
|
|
|
|
-- Spawn ground troops.
|
|
_group=self:_SpawnAssetGroundNaval(_assetitem, Request, self.spawnzone)
|
|
|
|
elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then
|
|
|
|
--TODO: spawn only so many groups as there are parking spots. Adjust request and create a new one with the reduced number!
|
|
|
|
-- Spawn air units.
|
|
if Parking[_assetitem.uid] then
|
|
_group=self:_SpawnAssetAircraft(_assetitem, Request, Parking[_assetitem.uid], UnControlled)
|
|
else
|
|
_group=self:_SpawnAssetAircraft(_assetitem, Request, nil, UnControlled)
|
|
end
|
|
|
|
elseif _assetitem.category==Group.Category.TRAIN then
|
|
|
|
-- Spawn train.
|
|
if self.rail then
|
|
--TODO: Rail should only get one asset because they would spawn on top!
|
|
--_group=_spawn:SpawnFromCoordinate(self.rail)
|
|
end
|
|
|
|
self:E(self.wid.."ERROR: Spawning of TRAIN assets not possible yet!")
|
|
|
|
elseif _assetitem.category==Group.Category.SHIP then
|
|
|
|
-- Spawn naval assets.
|
|
_group=self:_SpawnAssetGroundNaval(_assetitem, Request, self.portzone)
|
|
|
|
else
|
|
self:E(self.wid.."ERROR: Unknown asset category!")
|
|
end
|
|
|
|
-- Add group to group set and asset list.
|
|
if _group then
|
|
_groupset:AddGroup(_group)
|
|
table.insert(_assets, _assetitem)
|
|
else
|
|
self:E(self.wid.."ERROR: Cargo asset could not be spawned!")
|
|
end
|
|
|
|
end
|
|
|
|
-- Delete spawned items from warehouse stock.
|
|
for _,_asset in pairs(_assets) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
Request.assets[asset.uid]=asset
|
|
self:_DeleteStockItem(asset)
|
|
end
|
|
|
|
-- Overwrite the assets with the actually spawned ones.
|
|
Request.cargoassets=_assets
|
|
|
|
return _groupset
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after "Unloaded" event. Triggered when a group was unloaded from the carrier.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group The group that was delivered.
|
|
function WAREHOUSE:onafterUnloaded(From, Event, To, group)
|
|
-- Debug info.
|
|
self:_DebugMessage(string.format("Cargo %s unloaded!", tostring(group:GetName())), 5)
|
|
|
|
if group and group:IsAlive() then
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
group:SmokeWhite()
|
|
end
|
|
|
|
-- Get max speed of group.
|
|
local speedmax=group:GetSpeedMax()
|
|
|
|
if group:IsGround() then
|
|
-- Route group to spawn zone.
|
|
if speedmax>1 then
|
|
group:RouteGroundTo(self.spawnzone:GetRandomCoordinate(), speedmax*0.5, AI.Task.VehicleFormation.RANK, 3)
|
|
else
|
|
-- Immobile ground unit ==> directly put it into the warehouse.
|
|
self:Arrived(group)
|
|
end
|
|
elseif group:IsAir() then
|
|
-- Not sure if air units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
|
|
self:Arrived(group)
|
|
elseif group:IsShip() then
|
|
-- Not sure if naval units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
|
|
self:Arrived(group)
|
|
end
|
|
|
|
else
|
|
self:E(self.wid..string.format("ERROR unloaded Cargo group is not alive!"))
|
|
end
|
|
end
|
|
|
|
--- On after "Arrived" event. Triggered when a group has arrived at its destination.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group The group that was delivered.
|
|
function WAREHOUSE:onafterArrived(From, Event, To, group)
|
|
|
|
-- Debug message and smoke.
|
|
self:_DebugMessage(string.format("Cargo %s arrived!", tostring(group:GetName())), 5)
|
|
if self.Debug then
|
|
group:SmokeOrange()
|
|
end
|
|
|
|
-- Update pending request.
|
|
local request=self:_UpdatePending(group)
|
|
|
|
if request then
|
|
|
|
-- Number of cargo assets still in group set.
|
|
local ncargo=request.cargogroupset:Count()
|
|
|
|
-- Debug message.
|
|
local text=string.format("Cargo %d of %s arrived at warehouse %s. Assets still to deliver %d.",request.ndelivered, tostring(request.nasset), request.warehouse.alias, ncargo)
|
|
self:_DebugMessage(text, 5)
|
|
|
|
-- Route mobile ground group to the warehouse. Group has 60 seconds to get there or it is despawned and added as asset to the new warehouse regardless.
|
|
if group:IsGround() and group:GetSpeedMax()>1 then
|
|
group:RouteGroundTo(request.warehouse.coordinate, group:GetSpeedMax()*0.3, "Off Road")
|
|
end
|
|
|
|
-- Move asset from pending queue into new warehouse.
|
|
request.warehouse:__AddAsset(60, group)
|
|
|
|
-- All cargo delivered.
|
|
if request and ncargo==0 then
|
|
self:__Delivered(5, request)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Get asset from group and request.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request.
|
|
-- @return #WAREHOUSE.Assetitem The asset.
|
|
function WAREHOUSE:_GetAssetFromGroupRequest(group,request)
|
|
|
|
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- Retrieve asset from request.
|
|
local asset=request.assets[aid]
|
|
end
|
|
|
|
--- Update the pending requests by removing assets that have arrived.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
|
|
-- @return #WAREHOUSE.Pendingitem The updated request from the pending queue.
|
|
function WAREHOUSE:_UpdatePending(group)
|
|
|
|
-- Get request from group name.
|
|
local request=self:_GetRequestOfGroup(group, self.pending)
|
|
|
|
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
if request then
|
|
|
|
-- Loop over cargo groups.
|
|
for _,_cargogroup in pairs(request.cargogroupset:GetSetObjects()) do
|
|
local cargogroup=_cargogroup --Wrapper.Group#GROUP
|
|
|
|
-- IDs of cargo group.
|
|
local cwid,caid,crid=self:_GetIDsFromGroup(cargogroup)
|
|
|
|
-- Remove group from cargo group set.
|
|
if caid==aid then
|
|
request.cargogroupset:Remove(cargogroup:GetName())
|
|
request.ndelivered=request.ndelivered+1
|
|
break
|
|
end
|
|
end
|
|
else
|
|
self:E(self.wid..string.format("WARNING: pending request could not be updated since request did not exist in pending queue!"))
|
|
end
|
|
|
|
return request,wid,aid,rid
|
|
end
|
|
|
|
|
|
--- On after "Delivered" event. Triggered when all asset groups have reached their destination. Corresponding request is deleted from the pending queue.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Pendingitem request The pending request that is finished and deleted from the pending queue.
|
|
function WAREHOUSE:onafterDelivered(From, Event, To, request)
|
|
|
|
-- Debug info
|
|
local text=string.format("Warehouse %s: All assets delivered to warehouse %s!", self.alias, request.warehouse.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
-- Make some noise :)
|
|
self:_Fireworks(request.warehouse.coordinate)
|
|
|
|
-- Remove pending request:
|
|
self:_DeleteQueueItem(request, self.pending)
|
|
|
|
end
|
|
|
|
|
|
--- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
|
|
-- this request is used to put the groups back into the warehouse stock.
|
|
-- @param #WAREHOUSE 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 #WAREHOUSE.Pendingitem request Pending self request.
|
|
function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request)
|
|
|
|
-- Debug info.
|
|
self:_DebugMessage(string.format("Assets spawned at warehouse %s after self request!", self.alias))
|
|
|
|
-- Debug info.
|
|
for _,_group in pairs(groupset:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
|
|
--local text=string.format("Group name = %s, IsAlive=%s.", tostring(group:GetName()), tostring(group:IsAlive()))
|
|
--env.info(text)
|
|
|
|
if self.Debug then
|
|
group:FlareGreen()
|
|
end
|
|
end
|
|
|
|
-- Add a "defender request" to be able to despawn all assets once defeated.
|
|
if self:IsAttacked() then
|
|
table.insert(self.defending, request)
|
|
end
|
|
|
|
-- Remove pending request.
|
|
self:_DeleteQueueItem(request, self.pending)
|
|
end
|
|
|
|
--- On after "Attacked" event. Warehouse is under attack by an another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country)
|
|
|
|
-- Warning.
|
|
local text=string.format("Warehouse %s: We are under attack!", self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
self.coordinate:SmokeOrange()
|
|
end
|
|
|
|
-- Spawn all ground units in the spawnzone?
|
|
if self.autodefence then
|
|
local nground=self:GetNumberOfAssets(WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND)
|
|
local text=string.format("Warehouse auto defence activated.\n")
|
|
|
|
if nground>0 then
|
|
text=text..string.format("Deploying all %d ground assets.", nground)
|
|
|
|
-- Add self request.
|
|
self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, "all", nil, nil , 0)
|
|
else
|
|
text=text..string.format("No ground assets currently available.")
|
|
end
|
|
self:_InfoMessage(text)
|
|
else
|
|
local text=string.format("Warehouse auto defence inactive.")
|
|
self:I(self.wid..text)
|
|
end
|
|
end
|
|
|
|
--- On after "Defeated" event. Warehouse defeated an attack by another coalition. Defender assets are added back to warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterDefeated(From, Event, To)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: Enemy attack was defeated!", self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
self.coordinate:SmokeGreen()
|
|
end
|
|
|
|
-- Auto defence: put assets back into stock.
|
|
if self.autodefence then
|
|
for _,request in pairs(self.defending) do
|
|
|
|
-- Route defenders back to warehoue (for visual reasons only) and put them back into stock.
|
|
for _,_group in pairs(request.cargogroupset:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
|
|
-- Get max speed of group and route it back slowly to the warehouse.
|
|
local speed=group:GetSpeedMax()
|
|
if group:IsGround() and speed>1 then
|
|
group:RouteGroundTo(self.coordinate, speed*0.3)
|
|
end
|
|
|
|
-- Add asset group back to stock after 60 seconds.
|
|
self:__AddAsset(60, group)
|
|
end
|
|
|
|
end
|
|
|
|
self.defending=nil
|
|
self.defending={}
|
|
end
|
|
end
|
|
|
|
--- On after "Captured" event. Warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: We were captured by enemy coalition (%d)!", self.alias, Coalition)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Respawn warehouse with new coalition/country.
|
|
self.warehouse:ReSpawn(Country)
|
|
|
|
-- Set new country and coalition
|
|
self.coalition=Coalition
|
|
self.country=Country
|
|
|
|
-- Delete all waiting requests because they are not valid any more
|
|
self.queue=nil
|
|
self.queue={}
|
|
|
|
-- Airbase could have been captured before and already belongs to the new coalition.
|
|
local airbase=AIRBASE:FindByName(self.airbasename)
|
|
local airbasecoaltion=airbase:GetCoalition()
|
|
|
|
if self.coalition==airbasecoaltion then
|
|
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
|
|
self.airbase=airbase
|
|
self.category=airbase:GetDesc().category
|
|
else
|
|
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
|
|
self.airbase=nil
|
|
self.category=-1
|
|
end
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
if Coalition==coalition.side.RED then
|
|
self.coordinate:SmokeRed()
|
|
elseif Coalition==coalition.side.BLUE then
|
|
self.coordinate:SmokeBlue()
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
function WAREHOUSE:onafterAirbaseCaptured(From, Event, To, Coalition)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: Our airbase %s was captured by the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
if Coalition==coalition.side.RED then
|
|
self.airbase:GetCoordinate():SmokeRed()
|
|
elseif Coalition==coalition.side.BLUE then
|
|
self.airbase:GetCoordinate():SmokeBlue()
|
|
end
|
|
end
|
|
|
|
-- Set airbase to nil and category to no airbase.
|
|
self.airbase=nil
|
|
self.category=-1 -- -1 indicates no airbase.
|
|
end
|
|
|
|
--- On after "AirbaseRecaptured" event. Airbase of warehouse has been re-captured from other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: We recaptured our airbase %s from the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Set airbase and category.
|
|
self.airbase=AIRBASE:FindByName(self.airbasename)
|
|
self.category=self.airbase:GetDesc().category
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
if Coalition==coalition.side.RED then
|
|
self.airbase:GetCoordinate():SmokeRed()
|
|
elseif Coalition==coalition.side.BLUE then
|
|
self.airbase:GetCoordinate():SmokeBlue()
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- On after "Destroyed" event. Warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterDestroyed(From, Event, To)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s was destroyed!", self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Stop warehouse FSM.
|
|
self:Stop()
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Routing functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Route ground units to destination.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The ground group to be routed
|
|
-- @param #WAREHOUSE.Queueitem request The request for this group.
|
|
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
|
|
function WAREHOUSE:_RouteGround(group, request)
|
|
|
|
if group and group:IsAlive() then
|
|
|
|
-- Set speed to 70% of max possible.
|
|
local _speed=group:GetSpeedMax()*0.7
|
|
|
|
-- Waypoints for road-to-road connection.
|
|
local Waypoints, canroad = group:TaskGroundOnRoad(request.warehouse.road, _speed, "Off Road", false, self.road)
|
|
|
|
-- First waypoint = current position of the group.
|
|
local FromWP=group:GetCoordinate():WaypointGround(_speed, "Off Road")
|
|
table.insert(Waypoints, 1, FromWP)
|
|
|
|
-- Final coordinate.
|
|
local ToWP=request.warehouse.spawnzone:GetRandomCoordinate():WaypointGround(_speed, "Off Road")
|
|
table.insert(Waypoints, #Waypoints+1, ToWP)
|
|
|
|
-- Task function triggering the arrived event.
|
|
local TaskFunction = group:TaskFunction("WAREHOUSE._Arrived", self)
|
|
|
|
-- Put task function on last waypoint.
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
group:SetTaskWaypoint(Waypoint, TaskFunction)
|
|
|
|
-- Route group to destination.
|
|
group:Route(Waypoints, 1)
|
|
|
|
-- Set ROE and alaram state.
|
|
group:OptionROEReturnFire()
|
|
group:OptionAlarmStateGreen()
|
|
end
|
|
end
|
|
|
|
--- Route naval units along user defined shipping lanes to destination warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The naval group to be routed
|
|
-- @param #WAREHOUSE.Queueitem request The request for this group.
|
|
function WAREHOUSE:_RouteNaval(group, request)
|
|
|
|
-- Check if we have a group and it is alive.
|
|
if group and group:IsAlive() then
|
|
|
|
-- Set speed to 80% of max possible.
|
|
local _speed=group:GetSpeedMax()*0.8
|
|
|
|
-- Get shipping lane to remote warehouse.
|
|
local lane=self.shippinglanes[request.warehouse.warehouse:GetName()]
|
|
|
|
if lane then
|
|
|
|
-- Route waypoints.
|
|
local Waypoints={}
|
|
|
|
-- Loop over user defined shipping lanes.
|
|
for i=1,#lane do
|
|
|
|
-- Shortcut and coordinate intellisense.
|
|
local coord=lane[i] --Core.Point#COORDINATE
|
|
|
|
-- Get waypoint for coordinate.
|
|
-- TODO: Might need optimization for Naval.
|
|
local Waypoint=coord:WaypointGround(_speed)
|
|
|
|
-- Add waypoint to route.
|
|
table.insert(Waypoints, Waypoint)
|
|
end
|
|
|
|
-- Task function triggering the arrived event at the last waypoint.
|
|
local TaskFunction = self:_SimpleTaskFunction("warehouse:_ArrivedSimple", group)
|
|
|
|
-- Put task function on last waypoint.
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
group:SetTaskWaypoint(Waypoint, TaskFunction)
|
|
|
|
-- Route group to destination.
|
|
group:Route(Waypoints, 1)
|
|
|
|
-- Set ROE (Naval units dont have and alaram state.)
|
|
group:OptionROEReturnFire()
|
|
|
|
else
|
|
-- This should not happen! Existance of shipping lane was checked before executing this request.
|
|
self:E(self.wid..string.format("ERROR: No shipping lane defined for Naval asset!"))
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
|
|
--- Route the airplane from one airbase another. Activates uncontrolled aircraft and sets ROE/ROT for ferry flights.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP Aircraft Airplane group to be routed.
|
|
function WAREHOUSE:_RouteAir(aircraft)
|
|
|
|
if aircraft and aircraft:IsAlive()~=nil then
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s", aircraft:GetName(), tostring(aircraft:IsAlive())))
|
|
|
|
-- Give start command to activate uncontrolled aircraft.
|
|
aircraft:SetCommand({id='Start', params={}})
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s (after start command)", aircraft:GetName(), tostring(aircraft:IsAlive())))
|
|
|
|
-- Set ROE and alaram state.
|
|
aircraft:OptionROEReturnFire()
|
|
aircraft:OptionROTPassiveDefense()
|
|
|
|
else
|
|
self:E(string.format("ERROR: aircraft %s cannot be routed since it does not exist or is not alive %s!", tostring(aircraft:GetName()), tostring(aircraft:IsAlive())))
|
|
end
|
|
end
|
|
|
|
--- Route trains to their destination - or at least to the closest point on rail of the desired final destination.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP Group The train group.
|
|
-- @param Core.Point#COORDINATE Coordinate of the destination. Tail will be routed to the closest point
|
|
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
|
|
function WAREHOUSE:_RouteTrain(Group, Coordinate, Speed)
|
|
|
|
if Group and Group:IsAlive() then
|
|
|
|
local _speed=Speed or Group:GetSpeedMax()*0.6
|
|
|
|
-- Create a
|
|
local Waypoints = Group:TaskGroundOnRailRoads(Coordinate, Speed)
|
|
|
|
-- Task function triggering the arrived event.
|
|
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
|
|
|
|
-- Put task function on last waypoint.
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
Group:SetTaskWaypoint( Waypoint, TaskFunction )
|
|
|
|
-- Route group to destination.
|
|
Group:Route(Waypoints, 1)
|
|
end
|
|
end
|
|
|
|
--- Task function for last waypoint. Triggering the "Arrived" event.
|
|
-- @param Wrapper.Group#GROUP group The group that arrived.
|
|
-- @param #WAREHOUSE warehouse Warehouse self.
|
|
function WAREHOUSE._Arrived(group, warehouse)
|
|
env.info(warehouse.wid..string.format("Group %s arrived at destination.", tostring(group:GetName())))
|
|
|
|
--Trigger "Arrived" event.
|
|
warehouse:__Arrived(1, group)
|
|
|
|
end
|
|
|
|
--- Simple task function for last waypoint. Triggering the "Arrived" event.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that arrived.
|
|
function WAREHOUSE:_ArrivedSimple(group)
|
|
self:_DebugMessage(string.format("Group %s arrived (simple)!", tostring(group:GetName())))
|
|
|
|
if group then
|
|
--Trigger "Arrived event.
|
|
self:__Arrived(1, group)
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Event handler functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Arrived event if an air unit/group arrived at its destination.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data table.
|
|
function WAREHOUSE:_OnEventArrived(EventData)
|
|
|
|
if EventData and EventData.IniUnit then
|
|
|
|
-- Unit that arrived.
|
|
local unit=EventData.IniUnit
|
|
|
|
-- Check if unit is alive and on the ground. Engine shutdown can also be triggered in other situations!
|
|
if unit and unit:IsAlive()==true and unit:InAir()==false then
|
|
|
|
-- Smoke unit that arrived.
|
|
unit:SmokeBlue()
|
|
|
|
-- Get group.
|
|
local group=EventData.IniGroup
|
|
|
|
-- Get unique IDs from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- If all IDs are good we can assume it is a warehouse asset.
|
|
if wid~=nil and aid~=nil and rid~=nil then
|
|
|
|
-- Check that warehouse ID is right.
|
|
if self.uid==wid then
|
|
|
|
-- Debug info.
|
|
local text=string.format("Air asset group %s arrived at warehouse %s.", group:GetName(), self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Trigger arrived event for this group. Note that each unit of a group will trigger this event. So the onafterArrived function needs to take care of that.
|
|
-- Actually, we only take the first unit of the group that arrives. If it does, we assume the whole group arrived, which might not be the case, since
|
|
-- some units might still be taxiing or whatever. Therefore, we add 10 seconds for each additional unit of the group until the first arrived event is triggered.
|
|
local nunits=#group:GetUnits()
|
|
local dt=10*(nunits-1)+1 -- one unit = 1 sec, two units = 11 sec, three units = 21 sec before we call the group arrived.
|
|
self:__Arrived(dt, group)
|
|
|
|
end
|
|
|
|
else
|
|
self:T3(string.format("Group that arrived did not belong to a warehouse. Warehouse ID=%s, Asset ID=%s, Request ID=%s.", tostring(wid), tostring(aid), tostring(rid)))
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventBirth(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s (id=%s) captured event birth!", self.alias, self.uid))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
-- Note: Remember, group:IsAlive might(?) not return true here.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event birth of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
else
|
|
--self:T3({wid=wid, uid=self.uid, match=(wid==self.uid), tw=type(wid), tu=type(self.uid)})
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventEngineStartup(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event engine startup!",self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event engine startup of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventTakeOff(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event takeoff!",self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event takeoff of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventLanding(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event landing!",self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event landing of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
|
|
-- Get request of this group
|
|
local request=self:_GetRequestOfGroup(group,self.pending)
|
|
|
|
-- If request is nil, the cargo has been delivered.
|
|
-- TODO: I might need to add a delivered table, to be better able to get this right.
|
|
if request==nil then
|
|
|
|
-- Check if helicopter landed in spawn zone. If so, we call it a day and add it back to stock.
|
|
if group:GetCategory()==Group.Category.HELICOPTER then
|
|
if self.spawnzone:IsCoordinateInZone(EventData.IniUnit:GetCoordinate()) then
|
|
|
|
self:_DebugMessage("Helicopter landed in spawn zone. No pending request. Putting back into stock.")
|
|
if self.Debug then
|
|
group:SmokeWhite()
|
|
end
|
|
self:__AddAsset(30, group)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventEngineShutdown(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event engine shutdown!", self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event engine shutdown of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventCrashOrDead(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event dead or crash!",self.alias))
|
|
|
|
if EventData and EventData.IniUnit then
|
|
|
|
-- Check if warehouse was destroyed.
|
|
local warehousename=self.warehouse:GetName()
|
|
if EventData.IniUnitName==warehousename then
|
|
self:_DebugMessage(string.format("Warehouse %s alias %s was destroyed!", warehousename, self.alias))
|
|
|
|
-- Trigger Destroyed event.
|
|
self:Destroyed()
|
|
end
|
|
end
|
|
|
|
-- Check if an asset unit was destroyed.
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event dead or crash of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- Handles the case when the airbase associated with the warehous is captured.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventBaseCaptured(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event base captured!",self.alias))
|
|
|
|
-- This warehouse does not have an airbase and never had one. So it could not have been captured.
|
|
if self.airbasename==nil then
|
|
return
|
|
end
|
|
|
|
if EventData and EventData.Place then
|
|
|
|
-- Place is the airbase that was captured.
|
|
local airbase=EventData.Place --Wrapper.Airbase#AIRBASE
|
|
|
|
-- Check that this airbase belongs or did belong to this warehouse.
|
|
if EventData.PlaceName==self.airbasename then
|
|
|
|
-- New coalition of airbase after it was captured.
|
|
local NewCoalitionAirbase=airbase:GetCoalition()
|
|
|
|
-- Debug info
|
|
self:T(self.wid..string.format("Airbase of warehouse %s (coalition = %d) was captured! New owner coalition = %d.",self.alias, self.coalition, NewCoalitionAirbase))
|
|
|
|
-- So what can happen?
|
|
-- Warehouse is blue, airbase is blue and belongs to warehouse and red captures it ==> self.airbase=nil
|
|
-- Warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place
|
|
if self.airbase==nil then
|
|
-- New coalition is the same as of the warehouse ==> warehouse previously lost this airbase and now it was re-captured.
|
|
if NewCoalitionAirbase == self.coalition then
|
|
self:AirbaseRecaptured(NewCoalitionAirbase)
|
|
end
|
|
else
|
|
-- Captured airbase belongs to this warehouse but was captured by other coaltion.
|
|
if NewCoalitionAirbase ~= self.coalition then
|
|
self:AirbaseCaptured(NewCoalitionAirbase)
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Helper functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Checks if the warehouse zone was conquered by antoher coalition.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_CheckConquered()
|
|
|
|
-- Get coordinate and radius to check.
|
|
local coord=self.zone:GetCoordinate()
|
|
local radius=self.zone:GetRadius()
|
|
|
|
-- Scan units in zone.
|
|
--TODO: need to check if scan radius does what it should!
|
|
-- It seems to return units that are further away than the radius.
|
|
local gotunits,_,_,units,_,_=coord:ScanObjects(radius, true, false, false)
|
|
|
|
local Nblue=0
|
|
local Nred=0
|
|
local Nneutral=0
|
|
|
|
local CountryBlue=nil
|
|
local CountryRed=nil
|
|
local CountryNeutral=nil
|
|
|
|
if gotunits then
|
|
-- Loop over all units.
|
|
for _,_unit in pairs(units) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
|
|
local distance=coord:Get2DDistance(unit:GetCoordinate())
|
|
|
|
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
|
|
if unit:IsGround() and unit:IsAlive() and distance <= radius then
|
|
|
|
-- Get coalition and country.
|
|
local _coalition=unit:GetCoalition()
|
|
local _country=unit:GetCountry()
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("Unit %s in warehouse zone of radius=%d m. Coalition=%d, country=%d. Distance = %d m.",unit:GetName(), radius,_coalition,_country, distance))
|
|
|
|
-- Add up units for each side.
|
|
if _coalition==coalition.side.BLUE then
|
|
Nblue=Nblue+1
|
|
CountryBlue=_country
|
|
elseif _coalition==coalition.side.RED then
|
|
Nred=Nred+1
|
|
CountryRed=_country
|
|
else
|
|
Nneutral=Nneutral+1
|
|
CountryNeutral=_country
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T(self.wid..string.format("Ground troops in warehouse zone: blue=%d, red=%d, neutral=%d", Nblue, Nred, Nneutral))
|
|
|
|
|
|
-- Figure out the new coalition if any.
|
|
-- Condition is that only units of one coalition are within the zone.
|
|
local newcoalition=self.coalition
|
|
local newcountry=self.country
|
|
if Nblue>0 and Nred==0 and Nneutral==0 then
|
|
-- Only blue units in zone ==> Zone goes to blue.
|
|
newcoalition=coalition.side.BLUE
|
|
newcountry=CountryBlue
|
|
elseif Nblue==0 and Nred>0 and Nneutral==0 then
|
|
-- Only red units in zone ==> Zone goes to red.
|
|
newcoalition=coalition.side.RED
|
|
newcountry=CountryRed
|
|
elseif Nblue==0 and Nred==0 and Nneutral>0 then
|
|
-- Only neutral units in zone but neutrals do not attack or even capture!
|
|
--newcoalition=coalition.side.NEUTRAL
|
|
--newcountry=CountryNeutral
|
|
end
|
|
|
|
-- Coalition has changed ==> warehouse was captured! This should be before the attack check.
|
|
if self:IsAttacked() and newcoalition ~= self.coalition then
|
|
self:Captured(newcoalition, newcountry)
|
|
return
|
|
end
|
|
|
|
-- Before a warehouse can be captured, it has to be attacked.
|
|
-- That is, even if only enemy units are present it is not immediately captured in order to spawn all ground assets for defence.
|
|
if self.coalition==coalition.side.BLUE then
|
|
-- Blue warehouse is running and we have red units in the zone.
|
|
if self:IsRunning() and Nred>0 then
|
|
self:Attacked(coalition.side.RED, CountryRed)
|
|
end
|
|
-- Blue warehouse was under attack by blue but no more blue units in zone.
|
|
if self:IsAttacked() and Nred==0 then
|
|
self:Defeated()
|
|
end
|
|
elseif self.coalition==coalition.side.RED then
|
|
-- Red Warehouse is running and we have blue units in the zone.
|
|
if self:IsRunning() and Nblue>0 then
|
|
self:Attacked(coalition.side.BLUE, CountryBlue)
|
|
end
|
|
-- Red warehouse was under attack by blue but no more blue units in zone.
|
|
if self:IsAttacked() and Nblue==0 then
|
|
self:Defeated()
|
|
end
|
|
elseif self.coalition==coalition.side.NEUTRAL then
|
|
-- Neutrals dont attack!
|
|
end
|
|
|
|
end
|
|
|
|
--- Checks if the associated airbase still belongs to the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_CheckAirbaseOwner()
|
|
-- The airbasename is set at start and not deleted if the airbase was captured.
|
|
if self.airbasename then
|
|
|
|
local airbase=AIRBASE:FindByName(self.airbasename)
|
|
local airbasecurrentcoalition=airbase:GetCoalition()
|
|
|
|
if self.airbase then
|
|
|
|
-- Warehouse has lost its airbase.
|
|
if self.coalition~=airbasecurrentcoalition then
|
|
self.airbase=nil
|
|
self.category=-1
|
|
end
|
|
|
|
else
|
|
|
|
-- Warehouse has re-captured the airbase.
|
|
if self.coalition==airbasecurrentcoalition then
|
|
self.airbase=airbase
|
|
self.category=airbase:GetDesc().category
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
--- Checks if the request can be fulfilled in general. If not, it is removed from the queue.
|
|
-- Check if departure and destination bases are of the right type.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table queue The queue which is holding the requests to check.
|
|
-- @return #boolean If true, request can be executed. If false, something is not right.
|
|
function WAREHOUSE:_CheckRequestConsistancy(queue)
|
|
self:T3(self.wid..string.format("Number of queued requests = %d", #queue))
|
|
|
|
-- Requests to delete.
|
|
local invalid={}
|
|
|
|
for _,_request in pairs(queue) do
|
|
local request=_request --#WAREHOUSE.Queueitem
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("Checking request = %d.", request.uid))
|
|
|
|
-- Let's assume everything is fine.
|
|
local valid=true
|
|
|
|
-- Check if at least one asset was requested.
|
|
if request.nasset==0 then
|
|
self:E(self.wid..string.format("ERROR: Incorrect request. Request for zero assets not possible. Can happen when, e.g. \"all\" ground assets are requests but none in stock."))
|
|
valid=false
|
|
end
|
|
|
|
-- Request from enemy coalition?
|
|
if self.coalition~=request.warehouse.coalition then
|
|
self:E(self.wid..string.format("ERROR: Incorrect request. Requesting warehouse is of wrong coaltion! Own coalition %d. Requesting warehouse %d", self.coalition, request.warehouse.coalition))
|
|
valid=false
|
|
end
|
|
|
|
-- Is receiving warehouse stopped?
|
|
if request.warehouse:IsStopped() then
|
|
self:E(self.wid..string.format("ERROR: Incorrect request. Requesting warehouse is stopped!"))
|
|
valid=false
|
|
end
|
|
|
|
-- Add request as unvalid and delete it later.
|
|
if valid==false then
|
|
self:E(self.wid..string.format("Got invalid request id=%d.", request.uid))
|
|
table.insert(invalid, request)
|
|
else
|
|
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
|
|
end
|
|
end
|
|
|
|
-- Delete invalid requests.
|
|
for _,_request in pairs(invalid) do
|
|
self:E(self.wid..string.format("Deleting invalid request id=%d.",_request.uid))
|
|
self:_DeleteQueueItem(_request, self.queue)
|
|
end
|
|
|
|
end
|
|
|
|
--- Check if a request is valid in general. If not, it will be removed from the queue.
|
|
-- This routine needs to have at least one asset in stock that matches the request descriptor in order to determine whether the request category of troops.
|
|
-- If no asset is in stock, the request will remain in the queue but cannot be executed.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem request The request to be checked.
|
|
-- @return #boolean If true, request can be executed. If false, something is not right.
|
|
function WAREHOUSE:_CheckRequestValid(request)
|
|
|
|
-- Check if number of requested assets is in stock.
|
|
local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset)
|
|
|
|
-- No assets in stock? Checks cannot be performed.
|
|
if #_assets==0 then
|
|
return true
|
|
end
|
|
|
|
-- First asset. Is representative for all filtered items in stock.
|
|
local asset=_assets[1] --#WAREHOUSE.Assetitem
|
|
|
|
-- Asset is air, ground etc.
|
|
local asset_plane = asset.category==Group.Category.AIRPLANE
|
|
local asset_helo = asset.category==Group.Category.HELICOPTER
|
|
local asset_ground = asset.category==Group.Category.GROUND
|
|
local asset_train = asset.category==Group.Category.TRAIN
|
|
local asset_naval = asset.category==Group.Category.SHIP
|
|
|
|
-- General air request.
|
|
local asset_air=asset_helo or asset_plane
|
|
|
|
-- Assume everything is okay.
|
|
local valid=true
|
|
|
|
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
-------------------------------------------
|
|
-- Case where the units go my themselves --
|
|
-------------------------------------------
|
|
|
|
if asset_air then
|
|
|
|
if asset_plane then
|
|
|
|
-- No airplane to or from FARPS.
|
|
if request.category==Airbase.Category.HELIPAD or self.category==Airbase.Category.HELIPAD then
|
|
self:E("ERROR: Incorrect request. Asset airplane requested but warehouse or requestor is HELIPAD/FARP!")
|
|
valid=false
|
|
end
|
|
|
|
-- Category SHIP is not general enough! Fighters can go to carriers. Which fighters, is there an attibute?
|
|
-- Also for carriers, attibute?
|
|
|
|
elseif asset_helo then
|
|
|
|
-- Helos need a FARP or AIRBASE or SHIP for spawning. Also at the the receiving warehouse. So even if they could go there they "cannot" be spawned again.
|
|
-- Unless I allow spawning of helos in the the spawn zone. But one should place at least a FARP there.
|
|
if self.category==-1 or request.category==-1 then
|
|
self:E("ERROR: Incorrect request. Helos need a AIRBASE/HELIPAD/SHIP as home/destination base!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
-- All aircraft need an airbase of any type at depature and destination.
|
|
if self.airbase==nil or request.airbase==nil then
|
|
|
|
self:E("ERROR: Incorrect request. Either warehouse or requesting warehouse does not have any kind of airbase!")
|
|
valid=false
|
|
|
|
else
|
|
|
|
-- Check if enough parking spots are available. This checks the spots available in general, i.e. not the free spots.
|
|
-- TODO: For FARPS/ships, is it possible to send more assets than parking spots? E.g. a FARPS has only four (or even one).
|
|
-- TODO: maybe only check if spots > 0 for the necessary terminal type? At least for FARPS.
|
|
|
|
-- Get necessary terminal type.
|
|
local termtype=self:_GetTerminal(asset.attribute)
|
|
|
|
-- Get number of parking spots.
|
|
local np_departure=self.airbase:GetParkingSpotsNumber(termtype)
|
|
local np_destination=request.airbase:GetParkingSpotsNumber(termtype)
|
|
|
|
-- Debug info.
|
|
self:E(string.format("Asset attribute = %s, terminal type = %d, spots at departure = %d, destination = %d", asset.attribute, termtype, np_departure, np_destination))
|
|
|
|
-- Not enough parking at sending warehouse.
|
|
--if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then
|
|
if np_departure < request.nasset then
|
|
self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots = %d.", termtype, np_departure))
|
|
valid=false
|
|
end
|
|
|
|
-- Not enough parking at requesting warehouse.
|
|
--if np_destination < request.nasset then
|
|
if np_destination == 0 then -- TODO: maybe this is just right for FAPS/SHIPS
|
|
self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at requesting warehouse. Available spots = %d.", termtype, np_destination))
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
elseif asset_ground then
|
|
|
|
-- No ground assets directly to or from ships.
|
|
-- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?!
|
|
if (request.category==Airbase.Category.SHIP or self.category==Airbase.Category.SHIP) then
|
|
self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!")
|
|
--valid=false
|
|
end
|
|
|
|
if asset_train then
|
|
|
|
-- Check if there is a valid path on rail.
|
|
local hasrail=self:HasConnectionRail(request.warehouse)
|
|
if not hasrail then
|
|
self:E("ERROR: Incorrect request. No valid path on rail for train assets!")
|
|
valid=false
|
|
end
|
|
|
|
else
|
|
|
|
if self.warehouse:GetName()~=request.warehouse.warehouse:GetName() then
|
|
|
|
-- Check if there is a valid path on road.
|
|
local hasroad=self:HasConnectionRoad(request.warehouse)
|
|
if not hasroad then
|
|
self:E("ERROR: Incorrect request. No valid path on road for ground assets!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
elseif asset_naval then
|
|
|
|
-- Check shipping lane.
|
|
local shippinglane=self:HasConnectionNaval(request.warehouse)
|
|
|
|
if not shippinglane then
|
|
self:E("ERROR: Incorrect request. No shipping lane has been defined between warehouses!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
-------------------------------
|
|
-- Assests need a transport ---
|
|
-------------------------------
|
|
|
|
if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
|
|
-- Airplanes only to AND from airdromes.
|
|
if self.category~=Airbase.Category.AIRDROME or request.category~=Airbase.Category.AIRDROME then
|
|
self:E("ERROR: Incorrect request. Warehouse or requestor does not have an airdrome. No transport by plane possible!")
|
|
valid=false
|
|
end
|
|
|
|
--TODO: Not sure if there are any transport planes that can land on a carrier?
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.APC then
|
|
|
|
-- Transport by ground units.
|
|
|
|
-- No transport to or from ships
|
|
if self.category==Airbase.Category.SHIP or request.category==Airbase.Category.SHIP then
|
|
self:E("ERROR: Incorrect request. Warehouse or requestor is SHIP. No transport by APC possible!")
|
|
valid=false
|
|
end
|
|
|
|
-- Check if there is a valid path on road.
|
|
local hasroad=self:HasConnectionRoad(request.warehouse)
|
|
if not hasroad then
|
|
self:E("ERROR: Incorrect request. No valid path on road for ground transport assets!")
|
|
valid=false
|
|
end
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
|
|
-- Transport by helicopters ==> need airbase for spawning but not for delivering to the spawn zone of the receiver.
|
|
if self.category==-1 then
|
|
self:E("ERROR: Incorrect request. Warehouse has no airbase. Transport by helicopter not possible!")
|
|
valid=false
|
|
end
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.SHIP then
|
|
|
|
-- Transport by ship.
|
|
self:E("ERROR: Incorrect request. Transport by SHIP not implemented yet!")
|
|
valid=false
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then
|
|
|
|
-- Transport by train.
|
|
self:E("ERROR: Incorrect request. Transport by TRAIN not implemented yet!")
|
|
valid=false
|
|
|
|
else
|
|
-- No match.
|
|
self:E("ERROR: Incorrect request. Transport type unknown!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
-- Add request as unvalid and delete it later.
|
|
if valid==false then
|
|
self:E(self.wid..string.format("ERROR: Got invalid request id=%d.", request.uid))
|
|
else
|
|
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
|
|
end
|
|
|
|
return valid
|
|
end
|
|
|
|
|
|
--- Checks if the request can be fulfilled right now.
|
|
-- Check for current parking situation, number of assets and transports currently in stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem request The request to be checked.
|
|
-- @return #boolean If true, request can be executed. If false, something is not right.
|
|
function WAREHOUSE:_CheckRequestNow(request)
|
|
|
|
-- Assume request is okay and check scenarios.
|
|
local okay=true
|
|
|
|
-- Check if receiving warehouse is running. We do allow self requests if the warehouse is under attack though!
|
|
if (not request.warehouse:IsRunning()) and (not request.toself and self:IsAttacked()) then
|
|
local text=string.format("Warehouse %s: Request denied! Receiving warehouse %s is not running. Current state %s.", self.alias, request.warehouse.alias, request.warehouse:GetState())
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
-- Check if number of requested assets is in stock.
|
|
local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset)
|
|
|
|
-- Check if enough assets are in stock.
|
|
if not _enough then
|
|
local text=string.format("Warehouse %s: Request denied! Not enough (cargo) assets currently available.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
-- Check if at least one (cargo) asset is available.
|
|
if _nassets>0 then
|
|
|
|
-- Get the attibute of the requested asset.
|
|
local _assetattribute=_assets[1].attribute
|
|
local _assetcategory=_assets[1].category
|
|
|
|
-- Check available parking for air asset units.
|
|
if self.airbase and (_assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER) then
|
|
|
|
local Parking=self:_FindParkingForAssets(self.airbase,_assets)
|
|
|
|
--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then
|
|
if Parking==nil then
|
|
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
-- Set chosen assets.
|
|
request.cargoassets=_assets
|
|
request.cargoattribute=_assetattribute
|
|
request.cargocategory=_assetcategory
|
|
|
|
end
|
|
|
|
-- Check that a transport units.
|
|
if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then
|
|
|
|
-- Get best transports for this asset pack.
|
|
local _transports=self:_GetTransportsForAssets(request)
|
|
|
|
-- Check if at least one transport asset is available.
|
|
if #_transports>0 then
|
|
|
|
-- Get the attibute of the transport units.
|
|
local _transportattribute=_transports[1].attribute
|
|
local _transportcategory=_transports[1].category
|
|
|
|
-- Check available parking for transport units.
|
|
if self.airbase and (_transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER) then
|
|
local Parking=self:_FindParkingForAssets(self.airbase,_transports)
|
|
if Parking==nil then
|
|
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all transports at the moment.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- Set chosen assets.
|
|
request.transportassets=_transports
|
|
request.transportattribute=_transportattribute
|
|
request.transportcategory=_transportcategory
|
|
|
|
else
|
|
|
|
-- Not enough or the right transport carriers.
|
|
local text=string.format("Warehouse %s: Request denied! Not enough transport carriers available at the moment.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
else
|
|
|
|
-- Self propelled case. Nothing to do for now.
|
|
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
---Get (optimized) transport carriers for the given assets to be transported.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem Chosen request.
|
|
function WAREHOUSE:_GetTransportsForAssets(request)
|
|
|
|
-- Get all transports of the requested type in stock.
|
|
local transports=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype)
|
|
|
|
-- Copy asset.
|
|
local cargoassets=UTILS.DeepCopy(request.cargoassets)
|
|
|
|
-- Sort transport carriers w.r.t. cargo bay size.
|
|
local function sort_transports(a,b)
|
|
return a.cargobaymax>b.cargobaymax
|
|
end
|
|
|
|
-- Sort cargo assets w.r.t. weight in assending order.
|
|
local function sort_cargoassets(a,b)
|
|
return a.weight>b.weight
|
|
end
|
|
|
|
-- Sort tables.
|
|
table.sort(transports, sort_transports)
|
|
table.sort(cargoassets, sort_cargoassets)
|
|
|
|
-- Total cargo bay size of all groups.
|
|
self:T2(self.wid.."Transport capability:")
|
|
local totalbay=0
|
|
for i=1,#transports do
|
|
local transport=transports[i] --#WAREHOUSE.Assetitem
|
|
for j=1,transport.nunits do
|
|
totalbay=totalbay+transport.cargobay[j]
|
|
self:T2(self.wid..string.format("Cargo bay = %d (unit=%d)", transport.cargobay[j], j))
|
|
end
|
|
end
|
|
self:T2(self.wid..string.format("Total capacity = %d", totalbay))
|
|
|
|
-- Total cargo weight of all assets to transports.
|
|
self:T2(self.wid.."Cargo weight:")
|
|
local totalcargoweight=0
|
|
for i=1,#cargoassets do
|
|
local asset=cargoassets[i] --#WAREHOUSE.Assetitem
|
|
totalcargoweight=totalcargoweight+asset.weight
|
|
self:T2(self.wid..string.format("weight = %d", asset.weight))
|
|
end
|
|
self:T2(self.wid..string.format("Total weight = %d", totalcargoweight))
|
|
|
|
-- Transports used.
|
|
local used_transports={}
|
|
|
|
-- Loop over all transport groups, largest cargobaymax to smallest.
|
|
for i=1,#transports do
|
|
|
|
-- Shortcut for carrier and cargo bay
|
|
local transport=transports[i]
|
|
|
|
-- Cargo put into carrier.
|
|
local putintocarrier={}
|
|
|
|
-- Cargo assigned to this transport group?
|
|
local used=false
|
|
|
|
-- Loop over all units
|
|
for k=1,transport.nunits do
|
|
|
|
-- Get cargo bay of this carrier.
|
|
local cargobay=transport.cargobay[k]
|
|
|
|
-- Loop over cargo assets.
|
|
for j,asset in pairs(cargoassets) do
|
|
|
|
-- How many times does the cargo fit into the carrier?
|
|
local n=cargobay/asset.weight
|
|
|
|
-- Cargo fits into carrier
|
|
if n>=1 then
|
|
-- Reduce remaining cargobay.
|
|
cargobay=cargobay-asset.weight
|
|
self:T3(self.wid..string.format("%s unit %d loads cargo uid=%d: bayempty=%02d, bayloaded = %02d - weight=%02d", transport.templatename, k, asset.uid, transport.cargobay[k], cargobay, asset.weight))
|
|
|
|
-- Remember this cargo and remove it so it does not get loaded into other carriers.
|
|
table.insert(putintocarrier, j)
|
|
|
|
-- This transport group is used.
|
|
used=true
|
|
end
|
|
|
|
end -- loop over assets
|
|
end -- loop over units
|
|
|
|
-- Remove cargo assets from list. Needs to be done back-to-front in oder not to confuse the loop.
|
|
for j=#putintocarrier,1, -1 do
|
|
local nput=putintocarrier[j]
|
|
|
|
local cargo=cargoassets[nput]
|
|
self:T2(self.wid..string.format("Cargo id=%d assigned for carrier id=%d", cargo.uid, transport.uid))
|
|
|
|
table.remove(cargoassets, nput)
|
|
end
|
|
|
|
-- Cargo was assined for this carrier.
|
|
if used then
|
|
table.insert(used_transports, transport)
|
|
end
|
|
|
|
-- Max number of transport groups reached?
|
|
if #used_transports >= request.ntransport then
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Debug info.
|
|
local text=string.format("Used Transports for request %d to warehouse %s:\n", request.uid, request.warehouse.alias)
|
|
local totalcargobay=0
|
|
for _i,_transport in pairs(used_transports) do
|
|
local transport=_transport --#WAREHOUSE.Assetitem
|
|
text=text..string.format("%d) %s: cargobay tot = %d kg, cargobay max = %d kg, nunits=%d\n", _i, transport.unittype, transport.cargobaytot, transport.cargobaymax, transport.nunits)
|
|
totalcargobay=totalcargobay+transport.cargobaytot
|
|
--for _,cargobay in pairs(transport.cargobay) do
|
|
-- env.info(string.format("cargobay %d", cargobay))
|
|
--end
|
|
end
|
|
text=text..string.format("Total cargo bay capacity = %.1f kg\n", totalcargobay)
|
|
text=text..string.format("Total cargo weight = %.1f kg\n", totalcargoweight)
|
|
text=text..string.format("Minimum number of runs = %.1f", totalcargoweight/totalcargobay)
|
|
self:_DebugMessage(text)
|
|
|
|
return used_transports
|
|
end
|
|
|
|
---Sorts the queue and checks if the request can be fulfilled.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE.Queueitem Chosen request.
|
|
function WAREHOUSE:_CheckQueue()
|
|
|
|
-- Sort queue wrt to first prio and then qid.
|
|
self:_SortQueue()
|
|
|
|
-- Search for a request we can execute.
|
|
local request=nil --#WAREHOUSE.Queueitem
|
|
|
|
local invalid={}
|
|
local gotit=false
|
|
for _,_qitem in ipairs(self.queue) do
|
|
local qitem=_qitem --#WAREHOUSE.Queueitem
|
|
|
|
-- Check if request is valid in general.
|
|
local valid=self:_CheckRequestValid(qitem)
|
|
|
|
-- Check if request is possible now.
|
|
local okay=false
|
|
if valid then
|
|
okay=self:_CheckRequestNow(qitem)
|
|
else
|
|
-- Remember invalid request and delete later in order not to confuse the loop.
|
|
table.insert(invalid, qitem)
|
|
end
|
|
|
|
-- Get the first valid request that can be executed now.
|
|
if okay and valid and not gotit then
|
|
request=qitem
|
|
gotit=true
|
|
--break
|
|
end
|
|
end
|
|
|
|
-- Delete invalid requests.
|
|
for _,_request in pairs(invalid) do
|
|
self:T(self.wid..string.format("Deleting invalid request id=%d.",_request.uid))
|
|
self:_DeleteQueueItem(_request, self.queue)
|
|
end
|
|
|
|
-- Execute request.
|
|
return request
|
|
end
|
|
|
|
--- Simple task function. Can be used to call a function which has the warehouse and the executing group as parameters.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string Function The name of the function to call passed as string.
|
|
-- @param Wrapper.Group#GROUP group The group which is meant.
|
|
function WAREHOUSE:_SimpleTaskFunction(Function, group)
|
|
self:F2({Function})
|
|
|
|
-- Name of the warehouse (static) object.
|
|
local warehouse=self.warehouse:GetName()
|
|
local groupname=group:GetName()
|
|
|
|
-- Task script.
|
|
local DCSScript = {}
|
|
--DCSScript[#DCSScript+1] = string.format('env.info(\"WAREHOUSE: Simple task function called!\") ')
|
|
DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:FindByName(\"%s\") ', groupname) -- The group that executes the task function. Very handy with the "...".
|
|
DCSScript[#DCSScript+1] = string.format("local mystatic = STATIC:FindByName(\"%s\") ", warehouse) -- The static that holds the warehouse self object.
|
|
DCSScript[#DCSScript+1] = string.format('local warehouse = mystatic:GetState(mystatic, \"WAREHOUSE\") ') -- Get the warehouse self object from the static.
|
|
DCSScript[#DCSScript+1] = string.format('%s(mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup)
|
|
|
|
-- Create task.
|
|
local DCSTask = CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript)))
|
|
|
|
return DCSTask
|
|
end
|
|
|
|
--- Get the proper terminal type based on generalized attribute of the group.
|
|
--@param #WAREHOUSE self
|
|
--@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit.
|
|
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
|
|
function WAREHOUSE:_GetTerminal(_attribute)
|
|
|
|
-- Default terminal is "large".
|
|
local _terminal=AIRBASE.TerminalType.OpenBig
|
|
|
|
|
|
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
|
|
-- Fighter ==> small.
|
|
_terminal=AIRBASE.TerminalType.FighterAircraft
|
|
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then
|
|
-- Bigger aircraft.
|
|
_terminal=AIRBASE.TerminalType.OpenBig
|
|
elseif _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO then
|
|
-- Helicopter.
|
|
_terminal=AIRBASE.TerminalType.HelicopterUsable
|
|
end
|
|
|
|
return _terminal
|
|
end
|
|
|
|
|
|
--- Seach unoccupied parking spots at the airbase for a list of assets. For each asset group a list of parking spots is returned.
|
|
-- During the search also the not yet spawned asset aircraft are considered.
|
|
-- If not enough spots for all asset units could be found, the routine returns nil!
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Airbase#AIRBASE airbase The airbase where we search for parking spots.
|
|
-- @param #table assets A table of assets for which the parking spots are needed.
|
|
-- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID.
|
|
function WAREHOUSE:_FindParkingForAssets(airbase, assets)
|
|
|
|
-- Init default
|
|
local scanradius=50
|
|
local scanunits=true
|
|
local scanstatics=true
|
|
local scanscenery=false
|
|
local verysafe=false
|
|
|
|
-- Function calculating the overlap of two (square) objects.
|
|
local function _overlap(l1,l2,dist)
|
|
local safedist=(l1/2+l2/2)*1.1
|
|
local safe = (dist > safedist)
|
|
self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe)))
|
|
return safe
|
|
end
|
|
|
|
-- Get parking spot data table. This contains all free and "non-free" spots.
|
|
local parkingdata=airbase:GetParkingSpotsTable()
|
|
|
|
-- List of obstacles.
|
|
local obstacles={}
|
|
|
|
-- Loop over all parking spots and get the obstacles.
|
|
-- TODO: How long does this take on very large airbases, i.e. those with hundereds of parking spots?
|
|
for _,parkingspot in pairs(parkingdata) do
|
|
|
|
-- Coordinate of the parking spot.
|
|
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
|
|
local _termid=parkingspot.TerminalID
|
|
|
|
-- Obstacles at or around this parking spot.
|
|
obstacles[_termid]={}
|
|
|
|
-- Scan a radius of 50 meters around the spot.
|
|
local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery)
|
|
|
|
-- Check all units.
|
|
for _,_unit in pairs(_units) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
local _coord=unit:GetCoordinate()
|
|
local _size=self:_GetObjectSize(unit:GetDCSObject())
|
|
local _name=unit:GetName()
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="unit"})
|
|
end
|
|
|
|
-- Check all statics.
|
|
for _,static in pairs(_statics) do
|
|
local _vec3=static:getPoint()
|
|
local _coord=COORDINATE:NewFromVec3(_vec3)
|
|
local _name=static:getName()
|
|
--env.info("FF static name = "..tostring(_name))
|
|
local _size=self:_GetObjectSize(static)
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="static"})
|
|
end
|
|
|
|
-- Check all scenery.
|
|
for _,scenery in pairs(_sceneries) do
|
|
local _vec3=scenery:getPoint()
|
|
local _coord=COORDINATE:NewFromVec3(_vec3)
|
|
local _name=scenery:getTypeName()
|
|
local _size=self:_GetObjectSize(scenery)
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="scenery"})
|
|
end
|
|
|
|
-- TODO Clients? Unoccupied client aircraft are also important! Are they already included in scanned units maybe?
|
|
--[[
|
|
local clients=_DATABASE.CLIENTS
|
|
for _,_client in pairs(clients) do
|
|
local client=_client --Wrapper.Client#CLIENT
|
|
local unit=client:GetClientGroupUnit()
|
|
local _coord=unit:GetCoordinate()
|
|
local _name=unit:GetName()
|
|
local _size=self:_GetObjectSize(client:GetClientGroupDCSUnit())
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="client"})
|
|
end
|
|
]]
|
|
end
|
|
|
|
-- Parking data for all assets.
|
|
local parking={}
|
|
|
|
-- Loop over all assets that need a parking psot.
|
|
for _,asset in pairs(assets) do
|
|
|
|
local _asset=asset --#WAREHOUSE.Assetitem
|
|
|
|
local terminaltype=self:_GetTerminal(asset.attribute)
|
|
|
|
-- Asset specific parking.
|
|
parking[_asset.uid]={}
|
|
|
|
-- Loop over all units - each one needs a spot.
|
|
for i=1,_asset.nunits do
|
|
|
|
-- Loop over all parking spots.
|
|
local gotit=false
|
|
for _,parkingspot in pairs(parkingdata) do
|
|
|
|
-- Check correct terminal type for asset. We don't want helos in shelters etc.
|
|
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
|
|
|
|
-- Coordinate of the parking spot.
|
|
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
|
|
local _termid=parkingspot.TerminalID
|
|
local _toac=parkingspot.TOAC
|
|
|
|
-- Loop over all obstacles.
|
|
local free=true
|
|
local problem=nil
|
|
for _,obstacle in pairs(obstacles[_termid]) do
|
|
|
|
-- Check if aircraft overlaps with any obstacle.
|
|
local dist=_spot:Get2DDistance(obstacle.coord)
|
|
local safe=_overlap(_asset.size, obstacle.size, dist)
|
|
|
|
-- Spot is blocked.
|
|
if not safe then
|
|
free=false
|
|
problem=obstacle
|
|
problem.dist=dist
|
|
break
|
|
end
|
|
|
|
end
|
|
|
|
if free then
|
|
|
|
-- Add parkingspot for this asset unit.
|
|
table.insert(parking[_asset.uid], parkingspot)
|
|
|
|
self:T(self.wid..string.format("Parking spot #%d is free for asset id=%d!", _termid, _asset.uid))
|
|
|
|
-- Add the unit as obstacle so that this spot will not be available for the next unit.
|
|
-- TODO Alternatively, I could remove this parking spot from the table, right?
|
|
table.insert(obstacles[_termid], {coord=_spot, size=_asset.size, name=_asset.templatename, type="asset"})
|
|
|
|
gotit=true
|
|
break
|
|
else
|
|
self:T(self.wid..string.format("Parking spot #%d is occupied or not big enough!", _termid))
|
|
if self.Debug then
|
|
local coord=problem.coord --Core.Point#COORDINATE
|
|
local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist)
|
|
coord:MarkToAll(string.format(text))
|
|
end
|
|
end
|
|
|
|
end -- check terminal type
|
|
end -- loop over parking spots
|
|
|
|
|
|
if not gotit then
|
|
self:T(self.wid..string.format("WARNING: No free parking spot for asset id=%d",_asset.uid))
|
|
return nil
|
|
end
|
|
end -- loop over asset units
|
|
end -- loop over asset groups
|
|
|
|
return parking
|
|
end
|
|
|
|
|
|
--- Get the request belonging to a group.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
|
|
-- @param #table queue Queue holding all requests.
|
|
-- @return #WAREHOUSE.Pendingitem The request belonging to this group.
|
|
function WAREHOUSE:_GetRequestOfGroup(group, queue)
|
|
|
|
-- Get warehouse, asset and request ID from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- Find the request.
|
|
for _,_request in pairs(queue) do
|
|
local request=_request --#WAREHOUSE.Queueitem
|
|
if request.uid==rid then
|
|
return request
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem _assetitem Asset for which the name is created.
|
|
-- @param #WAREHOUSE.Queueitem _queueitem (Optional) Request specific name.
|
|
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
|
|
function WAREHOUSE:_Alias(_assetitem,_queueitem)
|
|
return self:_alias(_assetitem.unittype, self.uid, _assetitem.uid,_queueitem.uid)
|
|
end
|
|
|
|
--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string unittype Type of unit.
|
|
-- @param #number wid Warehouse id.
|
|
-- @param #number aid Asset item id.
|
|
-- @param #number qid Queue/request item id.
|
|
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
|
|
function WAREHOUSE:_alias(unittype, wid, aid, qid)
|
|
local _alias=string.format("%s_WID-%d_AID-%d", unittype, wid, aid)
|
|
if qid then
|
|
_alias=_alias..string.format("_RID-%d", qid)
|
|
end
|
|
return _alias
|
|
end
|
|
|
|
--- Get warehouse id, asset id and request id from group name (alias).
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
|
|
-- @return #number Warehouse ID.
|
|
-- @return #number Asset ID.
|
|
-- @return #number Request ID.
|
|
function WAREHOUSE:_GetIDsFromGroup(group)
|
|
|
|
---@param #string text The text to analyse.
|
|
local function analyse(text)
|
|
|
|
-- Get rid of #0001 tail from spawn.
|
|
local unspawned=UTILS.Split(text, "#")[1]
|
|
|
|
-- Split keywords.
|
|
local keywords=UTILS.Split(unspawned, "_")
|
|
local _wid=nil -- warehouse UID
|
|
local _aid=nil -- asset UID
|
|
local _rid=nil -- request UID
|
|
|
|
-- Loop over keys.
|
|
for _,keys in pairs(keywords) do
|
|
local str=UTILS.Split(keys, "-")
|
|
local key=str[1]
|
|
local val=str[2]
|
|
if key:find("WID") then
|
|
_wid=tonumber(val)
|
|
elseif key:find("AID") then
|
|
_aid=tonumber(val)
|
|
elseif key:find("RID") then
|
|
_rid=tonumber(val)
|
|
end
|
|
end
|
|
|
|
return _wid,_aid,_rid
|
|
end
|
|
|
|
if group then
|
|
|
|
-- Group name
|
|
local name=group:GetName()
|
|
|
|
-- Get ids
|
|
local wid,aid,rid=analyse(name)
|
|
|
|
-- Debug info
|
|
self:T3(self.wid..string.format("Group Name = %s", tostring(name)))
|
|
self:T3(self.wid..string.format("Warehouse ID = %s", tostring(wid)))
|
|
self:T3(self.wid..string.format("Asset ID = %s", tostring(aid)))
|
|
self:T3(self.wid..string.format("Request ID = %s", tostring(rid)))
|
|
|
|
return wid,aid,rid
|
|
else
|
|
self:E("WARNING: Group not found in GetIDsFromGroup() function!")
|
|
end
|
|
|
|
|
|
end
|
|
|
|
--- Filter stock assets by table entry.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}.
|
|
-- @param #string item Descriptor
|
|
-- @param value Value of the descriptor.
|
|
-- @param #number nmax (Optional) Maximum number of items that will be returned. Default nmax=nil is all matching items are returned.
|
|
-- @return #table Filtered stock items table.
|
|
-- @return #number Total number of (requested) assets available.
|
|
-- @return #boolean If true, enough assets are available.
|
|
function WAREHOUSE:_FilterStock(stock, item, value, nmax)
|
|
|
|
-- Default all.
|
|
nmax=nmax or "all"
|
|
|
|
-- Filtered array.
|
|
local filtered={}
|
|
|
|
-- Count total number in stock.
|
|
local ntot=0
|
|
for _,_stock in ipairs(stock) do
|
|
if _stock[item]==value then
|
|
ntot=ntot+1
|
|
end
|
|
end
|
|
|
|
-- Treat case where ntot=0, i.e. no assets at all.
|
|
if ntot==0 then
|
|
return filtered, ntot, false
|
|
end
|
|
|
|
-- Handle string input for nmax.
|
|
if type(nmax)=="string" then
|
|
if nmax:lower()=="all" then
|
|
nmax=ntot
|
|
elseif nmax:lower()=="threequarter" then
|
|
nmax=ntot*3/4
|
|
elseif nmax:lower()=="half" then
|
|
nmax=ntot/2
|
|
elseif nmax:lower()=="third" then
|
|
nmax=ntot/3
|
|
elseif nmax:lower()=="quarter" then
|
|
nmax=ntot/4
|
|
else
|
|
nmax=math.min(1, ntot)
|
|
end
|
|
end
|
|
|
|
-- Loop over stock items.
|
|
for _i,_stock in ipairs(stock) do
|
|
if _stock[item]==value then
|
|
_stock.pos=_i
|
|
table.insert(filtered, _stock)
|
|
if nmax~=nil and #filtered>=nmax then
|
|
return filtered, ntot, true
|
|
end
|
|
end
|
|
end
|
|
|
|
return filtered, ntot, ntot>=nmax
|
|
end
|
|
|
|
--- Check if a group has a generalized attribute.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string groupname Name of the group.
|
|
-- @param #WAREHOUSE.Attribute attribute Attribute to check.
|
|
-- @return #boolean True if group has the specified attribute.
|
|
function WAREHOUSE:_HasAttribute(groupname, attribute)
|
|
|
|
local group=GROUP:FindByName(groupname)
|
|
|
|
if group then
|
|
local groupattribute=self:_GetAttribute(groupname)
|
|
return groupattribute==attribute
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Get the generalized attribute of a group.
|
|
-- Note that for a heterogenious group, the attribute is determined from the attribute of the first unit!
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string groupname Name of the group.
|
|
-- @return #WAREHOUSE.Attribute Generalized attribute of the group.
|
|
function WAREHOUSE:_GetAttribute(groupname)
|
|
|
|
local group=GROUP:FindByName(groupname)
|
|
|
|
local attribute=WAREHOUSE.Attribute.UNKNOWN --#WAREHOUSE.Attribute
|
|
|
|
if group then
|
|
|
|
-----------
|
|
--- Air ---
|
|
-----------
|
|
-- Planes
|
|
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
|
|
local awacs=group:HasAttribute("AWACS")
|
|
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters")
|
|
local bomber=group:HasAttribute("Bombers")
|
|
local tanker=group:HasAttribute("Tankers")
|
|
-- Helicopters
|
|
local transporthelo=group:HasAttribute("Transport helicopters")
|
|
local attackhelicopter=group:HasAttribute("Attack helicopters")
|
|
|
|
--------------
|
|
--- Ground ---
|
|
--------------
|
|
-- Ground
|
|
local apc=group:HasAttribute("Infantry carriers")
|
|
local truck=group:HasAttribute("Trucks") and not group:GetCategory()==Group.Category.TRAIN
|
|
local infantry=group:HasAttribute("Infantry")
|
|
local artillery=group:HasAttribute("Artillery")
|
|
local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks")
|
|
-- Train
|
|
local train=group:GetCategory()==Group.Category.TRAIN
|
|
|
|
-------------
|
|
--- Naval ---
|
|
-------------
|
|
-- Ships
|
|
local aircraftcarrier=group:HasAttribute("Aircraft Carriers")
|
|
local warship=group:HasAttribute("Heavy armed ships")
|
|
local armedship=group:HasAttribute("Armed ships")
|
|
local unarmedship=group:HasAttribute("Unarmed ships")
|
|
|
|
|
|
-- Define attribute. Order is important.
|
|
if transportplane then
|
|
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTPLANE
|
|
elseif awacs then
|
|
attribute=WAREHOUSE.Attribute.AIR_AWACS
|
|
elseif fighter then
|
|
attribute=WAREHOUSE.Attribute.AIR_FIGHTER
|
|
elseif bomber then
|
|
attribute=WAREHOUSE.Attribute.AIR_BOMBER
|
|
elseif tanker then
|
|
attribute=WAREHOUSE.Attribute.AIR_TANKER
|
|
elseif transporthelo then
|
|
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTHELO
|
|
elseif attackhelicopter then
|
|
attribute=WAREHOUSE.Attribute.AIR_ATTACKHELO
|
|
elseif apc then
|
|
attribute=WAREHOUSE.Attribute.GROUND_APC
|
|
elseif truck then
|
|
attribute=WAREHOUSE.Attribute.GROUND_TRUCK
|
|
elseif infantry then
|
|
attribute=WAREHOUSE.Attribute.GROUND_INFANTRY
|
|
elseif artillery then
|
|
attribute=WAREHOUSE.Attribute.GROUND_ARTILLERY
|
|
elseif tank then
|
|
attribute=WAREHOUSE.Attribute.GROUND_TANK
|
|
elseif train then
|
|
attribute=WAREHOUSE.Attribute.GROUND_TRAIN
|
|
elseif aircraftcarrier then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_AIRCRAFTCARRIER
|
|
elseif warship then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_WARSHIP
|
|
elseif armedship then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_ARMEDSHIP
|
|
elseif unarmedship then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP
|
|
else
|
|
attribute=WAREHOUSE.Attribute.UNKNOWN
|
|
end
|
|
|
|
end
|
|
|
|
return attribute
|
|
end
|
|
|
|
--- Size of the bounding box of a DCS object derived from the DCS descriptor table. If boundinb box is nil, a size of zero is returned.
|
|
-- @param #WAREHOUSE self
|
|
-- @param DCS#Object DCSobject The DCS object for which the size is needed.
|
|
-- @return #number Max size of object in meters.
|
|
function WAREHOUSE:_GetObjectSize(DCSobject)
|
|
local DCSdesc=DCSobject:getDesc()
|
|
if DCSdesc.box then
|
|
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
|
|
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
|
|
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
|
|
return math.max(x,z), x , y, z
|
|
end
|
|
return 0,0,0,0
|
|
end
|
|
|
|
--- Returns the number of assets for each generalized attribute.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table stock The stock of the warehouse.
|
|
-- @return #table Data table holding the numbers.
|
|
function WAREHOUSE:GetStockInfo(stock)
|
|
|
|
local _data={}
|
|
for _j,_attribute in pairs(WAREHOUSE.Attribute) do
|
|
|
|
local n=0
|
|
for _i,_item in pairs(stock) do
|
|
local _ite=_item --#WAREHOUSE.Assetitem
|
|
if _ite.attribute==_attribute then
|
|
n=n+1
|
|
end
|
|
end
|
|
|
|
_data[_attribute]=n
|
|
end
|
|
|
|
return _data
|
|
end
|
|
|
|
--- Delete an asset item from stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem stockitem Asset item to delete from stock table.
|
|
function WAREHOUSE:_DeleteStockItem(stockitem)
|
|
for i=1,#self.stock do
|
|
local item=self.stock[i] --#WAREHOUSE.Assetitem
|
|
if item.uid==stockitem.uid then
|
|
table.remove(self.stock,i)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Delete item from queue.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed.
|
|
-- @param #table queue The queue from which the item should be deleted.
|
|
function WAREHOUSE:_DeleteQueueItem(qitem, queue)
|
|
self:F({qitem=qitem, queue=queue})
|
|
|
|
for i=1,#queue do
|
|
local _item=queue[i] --#WAREHOUSE.Queueitem
|
|
if _item.uid==qitem.uid then
|
|
self:E(self.wid..string.format("Deleting queue item %d.", qitem.uid))
|
|
table.remove(queue,i)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Sort requests queue wrt prio and request uid.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_SortQueue()
|
|
self:F3()
|
|
-- Sort.
|
|
local function _sort(a, b)
|
|
return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid)
|
|
end
|
|
table.sort(self.queue, _sort)
|
|
end
|
|
|
|
--- Prints the queue to DCS.log file.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table queue Queue to print.
|
|
-- @param #string name Name of the queue for info reasons.
|
|
function WAREHOUSE:_PrintQueue(queue, name)
|
|
local text=string.format("%s at %s: ",name, self.alias)
|
|
for _,_qitem in ipairs(queue) do
|
|
local qitem=_qitem --#WAREHOUSE.Queueitem
|
|
-- Set airbase:
|
|
local airbasename="none"
|
|
if qitem.airbase then
|
|
airbasename=qitem.airbase:GetName()
|
|
end
|
|
text=text..string.format("\nUID=%d, Prio=%d, Requestor=%s, Airbase=%s (category=%d), Descriptor: %s=%s, Nasssets=%s, Transport=%s, Ntransport=%d.",
|
|
qitem.uid, qitem.prio, qitem.warehouse.alias, airbasename, qitem.category, qitem.assetdesc,tostring(qitem.assetdescval), tostring(qitem.nasset), qitem.transporttype, qitem.ntransport)
|
|
end
|
|
if #queue==0 then
|
|
text=text.."Empty."
|
|
end
|
|
self:E(self.wid..text)
|
|
end
|
|
|
|
--- Display status of warehouse.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_DisplayStatus()
|
|
|
|
-- Set airbase name.
|
|
local airbasename="none"
|
|
if self.airbase then
|
|
airbasename=self.airbase:GetName()
|
|
end
|
|
|
|
local text=string.format("\n------------------------------------------------------\n")
|
|
text=text..string.format("Warehouse %s status:\n", self.alias)
|
|
text=text..string.format("------------------------------------------------------\n")
|
|
text=text..string.format("Current status = %s\n", self:GetState())
|
|
text=text..string.format("Coalition side = %d\n", self.coalition)
|
|
text=text..string.format("Country name = %d\n", self.country)
|
|
text=text..string.format("Airbase name = %s\n", airbasename)
|
|
text=text..string.format("Queued requests = %d\n", #self.queue)
|
|
text=text..string.format("Pending requests = %d\n", #self.pending)
|
|
text=text..string.format("------------------------------------------------------\n")
|
|
text=text..self:_GetStockAssetsText()
|
|
self:T(text)
|
|
--TODO: number of ground, air, naval assets.
|
|
end
|
|
|
|
--- Get text about warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #boolean messagetoall If true, send message to all.
|
|
-- @return #string Text about warehouse stock
|
|
function WAREHOUSE:_GetStockAssetsText(messagetoall)
|
|
|
|
-- Get assets in stock.
|
|
local _data=self:GetStockInfo(self.stock)
|
|
|
|
--[[
|
|
local function _sort(a,b)
|
|
return a<b
|
|
end
|
|
table.sort(_data, _sort)
|
|
]]
|
|
|
|
-- Text.
|
|
local text="Stock:\n"
|
|
local total=0
|
|
for _attribute,_count in pairs(_data) do
|
|
local attribute=tostring(UTILS.Split(_attribute, "_")[2])
|
|
text=text..string.format("%s = %d\n", attribute,_count)
|
|
total=total+_count
|
|
end
|
|
text=text..string.format("===================\n")
|
|
text=text..string.format("Total = %d\n", total)
|
|
text=text..string.format("------------------------------------------------------\n")
|
|
|
|
-- Send message?
|
|
MESSAGE:New(text, 10):ToAllIf(messagetoall)
|
|
|
|
return text
|
|
end
|
|
|
|
--- Create or update mark text at warehouse, which is displayed in F10 map.
|
|
-- Only the coaliton of the warehouse owner is able to see it.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #string Text about warehouse stock
|
|
function WAREHOUSE:_UpdateWarehouseMarkText()
|
|
|
|
-- Create a mark with the current assets in stock.
|
|
if self.markerid~=nil then
|
|
trigger.action.removeMark(self.markerid)
|
|
end
|
|
|
|
-- Get assets in stock.
|
|
local _data=self:GetStockInfo(self.stock)
|
|
|
|
-- Text.
|
|
local text="Warehouse Stock:\n"
|
|
text=text..string.format("Total assets: %d\n", #_data)
|
|
local total=0
|
|
for _attribute,_count in pairs(_data) do
|
|
local attribute=tostring(UTILS.Split(_attribute, "_")[2])
|
|
text=text..string.format("%s=%d", attribute,_count)
|
|
end
|
|
|
|
-- Create/update marker at warehouse in F10 map.
|
|
self.markerid=self.coordinate:MarkToCoalition(text, self.coalition, true)
|
|
end
|
|
|
|
--- Display stock items of warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}.
|
|
function WAREHOUSE:_DisplayStockItems(stock)
|
|
|
|
local text=self.wid..string.format("Warehouse %s stock assets:\n", self.airbase:GetName())
|
|
for _,_stock in pairs(stock) do
|
|
local mystock=_stock --#WAREHOUSE.Assetitem
|
|
text=text..string.format("template = %s, category = %d, unittype = %s, attribute = %s\n", mystock.templatename, mystock.category, mystock.unittype, mystock.attribute)
|
|
end
|
|
|
|
env.info(text)
|
|
MESSAGE:New(text, 10):ToAll()
|
|
end
|
|
|
|
--- Fireworks!
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Point#COORDINATE coord
|
|
function WAREHOUSE:_Fireworks(coord)
|
|
|
|
-- Place.
|
|
coord=coord or self.coordinate
|
|
|
|
-- Fireworks!
|
|
for i=1,91 do
|
|
local color=math.random(0,3)
|
|
coord:Flare(color, i-1)
|
|
end
|
|
end
|
|
|
|
--- Info Message.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string text The text of the error message.
|
|
-- @param #number duration Message display duration in seconds. Default 20 sec.
|
|
function WAREHOUSE:_InfoMessage(text, duration)
|
|
duration=duration or 20
|
|
if duration>0 then
|
|
MESSAGE:New(text, duration):ToCoalitionIf(self.coalition, self.Debug or self.Report)
|
|
end
|
|
self:I(self.wid..text)
|
|
end
|
|
|
|
|
|
--- Debug message.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string text The text of the error message.
|
|
-- @param #number duration Message display duration in seconds. Default 20 sec.
|
|
function WAREHOUSE:_DebugMessage(text, duration)
|
|
duration=duration or 20
|
|
if duration>0 then
|
|
MESSAGE:New(text, duration):ToAllIf(self.Debug)
|
|
end
|
|
self:T(self.wid..text)
|
|
end
|
|
|
|
--- Error message.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string text The text of the error message.
|
|
-- @param #number duration Message display duration in seconds. Default 20 sec.
|
|
function WAREHOUSE:_ErrorMessage(text, duration)
|
|
duration=duration or 20
|
|
if duration>0 then
|
|
MESSAGE:New(text, duration):ToAllIf(self.Debug)
|
|
end
|
|
self:E(self.wid..text)
|
|
end
|
|
|
|
|
|
--- Calculate the maximum height an aircraft can reach for the given parameters.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number D Total distance in meters from Departure to holding point at destination.
|
|
-- @param #number alphaC Climb angle in rad.
|
|
-- @param #number alphaD Descent angle in rad.
|
|
-- @param #number Hdep AGL altitude of departure point.
|
|
-- @param #number Hdest AGL altitude of destination point.
|
|
-- @param #number Deltahhold Relative altitude of holding point above destination.
|
|
-- @return #number Maximum height the aircraft can reach.
|
|
function WAREHOUSE:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold)
|
|
|
|
local Hhold=Hdest+Deltahhold
|
|
local hdest=Hdest-Hdep
|
|
local hhold=hdest+Deltahhold
|
|
|
|
local Dp=math.sqrt(D^2 + hhold^2)
|
|
|
|
local alphaS=math.atan(hdest/D) -- slope angle
|
|
local alphaH=math.atan(hhold/D) -- angle to holding point (could be necative!)
|
|
|
|
local alphaCp=alphaC-alphaH -- climb angle with slope
|
|
local alphaDp=alphaD+alphaH -- descent angle with slope
|
|
|
|
-- ASA triangle.
|
|
local gammap=math.pi-alphaCp-alphaDp
|
|
local sCp=Dp*math.sin(alphaDp)/math.sin(gammap)
|
|
local sDp=Dp*math.sin(alphaCp)/math.sin(gammap)
|
|
|
|
-- Max height from departure.
|
|
local hmax=sCp*math.sin(alphaC)
|
|
|
|
-- Debug info.
|
|
if self.Debug then
|
|
env.info(string.format("Hdep = %.3f km", Hdep/1000))
|
|
env.info(string.format("Hdest = %.3f km", Hdest/1000))
|
|
env.info(string.format("DetaHold= %.3f km", Deltahhold/1000))
|
|
env.info()
|
|
env.info(string.format("D = %.3f km", D/1000))
|
|
env.info(string.format("Dp = %.3f km", Dp/1000))
|
|
env.info()
|
|
env.info(string.format("alphaC = %.3f Deg", math.deg(alphaC)))
|
|
env.info(string.format("alphaCp = %.3f Deg", math.deg(alphaCp)))
|
|
env.info()
|
|
env.info(string.format("alphaD = %.3f Deg", math.deg(alphaD)))
|
|
env.info(string.format("alphaDp = %.3f Deg", math.deg(alphaDp)))
|
|
env.info()
|
|
env.info(string.format("alphaS = %.3f Deg", math.deg(alphaS)))
|
|
env.info(string.format("alphaH = %.3f Deg", math.deg(alphaH)))
|
|
env.info()
|
|
env.info(string.format("sCp = %.3f km", sCp/1000))
|
|
env.info(string.format("sDp = %.3f km", sDp/1000))
|
|
env.info()
|
|
env.info(string.format("hmax = %.3f km", hmax/1000))
|
|
env.info()
|
|
|
|
-- Descent height
|
|
local hdescent=hmax-hhold
|
|
|
|
local dClimb = hmax/math.tan(alphaC)
|
|
local dDescent = (hmax-hhold)/math.tan(alphaD)
|
|
local dCruise = D-dClimb-dDescent
|
|
|
|
env.info(string.format("hmax = %.3f km", hmax/1000))
|
|
env.info(string.format("hdescent = %.3f km", hdescent/1000))
|
|
env.info(string.format("Dclimb = %.3f km", dClimb/1000))
|
|
env.info(string.format("Dcruise = %.3f km", dCruise/1000))
|
|
env.info(string.format("Ddescent = %.3f km", dDescent/1000))
|
|
env.info()
|
|
end
|
|
|
|
return hmax
|
|
end
|
|
|
|
|
|
--- Make a flight plan from a departure to a destination airport.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset
|
|
-- @param Wrapper.Airbase#AIRBASE departure Departure airbase.
|
|
-- @param Wrapper.Airbase#AIRBASE destination Destination airbase.
|
|
-- @return #table Table of flightplan waypoints.
|
|
-- @return #table Table of flightplan coordinates.
|
|
function WAREHOUSE:_GetFlightplan(asset, departure, destination)
|
|
|
|
-- Parameters in SI units (m/s, m).
|
|
local Vmax=asset.speedmax/3.6
|
|
local Range=asset.range
|
|
local category=asset.category
|
|
local ceiling=asset.DCSdesc.Hmax
|
|
local Vymax=asset.DCSdesc.VyMax
|
|
|
|
-- Max cruise speed 90% of max speed.
|
|
local VxCruiseMax=0.90*Vmax
|
|
|
|
-- Min cruise speed 70% of max cruise or 600 km/h whichever is lower.
|
|
local VxCruiseMin = math.min(VxCruiseMax*0.70, 166)
|
|
|
|
-- Cruise speed (randomized). Expectation value at midpoint between min and max.
|
|
local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax)
|
|
|
|
-- Climb speed 90% ov Vmax but max 720 km/h.
|
|
local VxClimb = math.min(Vmax*0.90, 200)
|
|
|
|
-- Descent speed 60% of Vmax but max 500 km/h.
|
|
local VxDescent = math.min(Vmax*0.60, 140)
|
|
|
|
-- Holding speed is 90% of descent speed.
|
|
local VxHolding = VxDescent*0.9
|
|
|
|
-- Final leg is 90% of holding speed.
|
|
local VxFinal = VxHolding*0.9
|
|
|
|
-- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate.
|
|
local VyClimb=math.min(7.6, Vymax)
|
|
|
|
-- Climb angle in rad.
|
|
--local AlphaClimb=math.asin(VyClimb/VxClimb)
|
|
local AlphaClimb=math.rad(4)
|
|
|
|
-- Descent angle in rad. Moderate 4 degrees.
|
|
local AlphaDescent=math.rad(4)
|
|
|
|
-- Expected cruise level (peak of Gaussian distribution)
|
|
local FLcruise_expect=150*RAT.unit.FL2m
|
|
if category==Group.Category.HELICOPTER then
|
|
FLcruise_expect=1000 -- 1000 m ASL
|
|
end
|
|
|
|
-------------------------
|
|
--- DEPARTURE AIRPORT ---
|
|
-------------------------
|
|
|
|
-- Coordinates of departure point.
|
|
local Pdeparture=departure:GetCoordinate()
|
|
|
|
-- Height ASL of departure point.
|
|
local H_departure=Pdeparture.y
|
|
|
|
---------------------------
|
|
--- DESTINATION AIRPORT ---
|
|
---------------------------
|
|
|
|
-- Position of destination airport.
|
|
local Pdestination=destination:GetCoordinate()
|
|
|
|
-- Height ASL of destination airport/zone.
|
|
local H_destination=Pdestination.y
|
|
|
|
-----------------------------
|
|
--- DESCENT/HOLDING POINT ---
|
|
-----------------------------
|
|
|
|
-- Get a random point between 5 and 10 km away from the destination.
|
|
local Rhmin=5000
|
|
local Rhmax=10000
|
|
|
|
-- For helos we set a distance between 500 to 1000 m.
|
|
if category==Group.Category.HELICOPTER then
|
|
Rhmin=500
|
|
Rhmax=1000
|
|
end
|
|
|
|
-- Coordinates of the holding point. y is the land height at that point.
|
|
local Pholding=Pdestination:GetRandomCoordinateInRadius(Rhmax, Rhmin)
|
|
|
|
-- Distance from holding point to final destination (not used).
|
|
local d_holding=Pholding:Get2DDistance(Pdestination)
|
|
|
|
-- AGL height of holding point.
|
|
local H_holding=Pholding.y
|
|
|
|
---------------
|
|
--- GENERAL ---
|
|
---------------
|
|
|
|
-- We go directly to the holding point not the destination airport. From there, planes are guided by DCS to final approach.
|
|
local heading=Pdeparture:HeadingTo(Pholding)
|
|
local d_total=Pdeparture:Get2DDistance(Pholding)
|
|
|
|
------------------------------
|
|
--- Holding Point Altitude ---
|
|
------------------------------
|
|
|
|
-- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL.
|
|
local h_holding=1200
|
|
if category==Group.Category.HELICOPTER then
|
|
h_holding=150
|
|
end
|
|
h_holding=UTILS.Randomize(h_holding, 0.2)
|
|
|
|
-- Max holding altitude.
|
|
local DeltaholdingMax=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, 0)
|
|
|
|
if h_holding>DeltaholdingMax then
|
|
h_holding=math.abs(DeltaholdingMax)
|
|
end
|
|
|
|
-- This is the height ASL of the holding point we want to fly to.
|
|
local Hh_holding=H_holding+h_holding
|
|
|
|
---------------------------
|
|
--- Max Flight Altitude ---
|
|
---------------------------
|
|
|
|
-- Get max flight altitude relative to H_departure.
|
|
local h_max=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, h_holding)
|
|
|
|
-- Max flight level ASL aircraft can reach for given angles and distance.
|
|
local FLmax = h_max+H_departure
|
|
|
|
--CRUISE
|
|
-- Min cruise alt is just above holding point at destination or departure height, whatever is larger.
|
|
local FLmin=math.max(H_departure, Hh_holding)
|
|
|
|
-- Ensure that FLmax not above its service ceiling.
|
|
FLmax=math.min(FLmax, ceiling)
|
|
|
|
-- If the route is very short we set FLmin a bit lower than FLmax.
|
|
if FLmin>FLmax then
|
|
FLmin=FLmax
|
|
end
|
|
|
|
-- Expected cruise altitude - peak of gaussian distribution.
|
|
if FLcruise_expect<FLmin then
|
|
FLcruise_expect=FLmin
|
|
end
|
|
if FLcruise_expect>FLmax then
|
|
FLcruise_expect=FLmax
|
|
end
|
|
|
|
-- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax.
|
|
local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax)
|
|
|
|
-- Climb and descent heights.
|
|
local h_climb = FLcruise - H_departure
|
|
local h_descent = FLcruise - Hh_holding
|
|
|
|
-- Get distances.
|
|
local d_climb = h_climb/math.tan(AlphaClimb)
|
|
local d_descent = h_descent/math.tan(AlphaDescent)
|
|
local d_cruise = d_total-d_climb-d_descent
|
|
|
|
-- Debug.
|
|
local text=string.format("Flight plan:\n")
|
|
text=text..string.format("Vx max = %.2f km/h\n", Vmax*3.6)
|
|
text=text..string.format("Vx climb = %.2f km/h\n", VxClimb*3.6)
|
|
text=text..string.format("Vx cruise = %.2f km/h\n", VxCruise*3.6)
|
|
text=text..string.format("Vx descent = %.2f km/h\n", VxDescent*3.6)
|
|
text=text..string.format("Vx holding = %.2f km/h\n", VxHolding*3.6)
|
|
text=text..string.format("Vx final = %.2f km/h\n", VxFinal*3.6)
|
|
text=text..string.format("Vy max = %.2f m/s\n", Vymax)
|
|
text=text..string.format("Vy climb = %.2f m/s\n", VyClimb)
|
|
text=text..string.format("Alpha Climb = %.2f Deg\n", math.deg(AlphaClimb))
|
|
text=text..string.format("Alpha Descent = %.2f Deg\n", math.deg(AlphaDescent))
|
|
text=text..string.format("Dist climb = %.3f km\n", d_climb/1000)
|
|
text=text..string.format("Dist cruise = %.3f km\n", d_cruise/1000)
|
|
text=text..string.format("Dist descent = %.3f km\n", d_descent/1000)
|
|
text=text..string.format("Dist total = %.3f km\n", d_total/1000)
|
|
text=text..string.format("h_climb = %.3f km\n", h_climb/1000)
|
|
text=text..string.format("h_desc = %.3f km\n", h_descent/1000)
|
|
text=text..string.format("h_holding = %.3f km\n", h_holding/1000)
|
|
text=text..string.format("h_max = %.3f km\n", h_max/1000)
|
|
text=text..string.format("FL min = %.3f km\n", FLmin/1000)
|
|
text=text..string.format("FL expect = %.3f km\n", FLcruise_expect/1000)
|
|
text=text..string.format("FL cruise * = %.3f km\n", FLcruise/1000)
|
|
text=text..string.format("FL max = %.3f km\n", FLmax/1000)
|
|
text=text..string.format("Ceiling = %.3f km\n", ceiling/1000)
|
|
text=text..string.format("Max range = %.3f km\n", Range/1000)
|
|
env.info(text)
|
|
|
|
-- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back.
|
|
if d_cruise<0 then
|
|
d_cruise=100
|
|
end
|
|
|
|
------------------------
|
|
--- Create Waypoints ---
|
|
------------------------
|
|
|
|
-- Waypoints and coordinates
|
|
local wp={}
|
|
local c={}
|
|
|
|
--- Departure/Take-off
|
|
c[#c+1]=Pdeparture
|
|
wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure")
|
|
|
|
--- Begin of Cruise
|
|
local Pcruise=Pdeparture:Translate(d_climb, heading)
|
|
Pcruise.y=FLcruise
|
|
c[#c+1]=Pcruise
|
|
wp[#wp+1]=Pcruise:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Cruise")
|
|
|
|
--- Descent
|
|
local Pdescent=Pcruise:Translate(d_cruise, heading)
|
|
Pdescent.y=FLcruise
|
|
c[#c+1]=Pdescent
|
|
wp[#wp+1]=Pdescent:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent")
|
|
|
|
--- Holding point
|
|
Pholding.y=H_holding+h_holding
|
|
c[#c+1]=Pholding
|
|
wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding")
|
|
|
|
--- Final destination.
|
|
c[#c+1]=Pdestination
|
|
wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination")
|
|
|
|
|
|
-- Mark points at waypoints for debugging.
|
|
if self.Debug then
|
|
for i,coord in pairs(c) do
|
|
local coord=coord --Core.Point#COORDINATE
|
|
local dist=0
|
|
if i>1 then
|
|
dist=coord:Get2DDistance(c[i-1])
|
|
end
|
|
coord:MarkToAll(string.format("Waypoint %i, distance = %.2f km",i, dist/1000))
|
|
end
|
|
end
|
|
|
|
return wp,c
|
|
end
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--[[
|
|
--- Departure/Take-off
|
|
c[#c+1]=Pdeparture
|
|
wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure")
|
|
|
|
--- Climb
|
|
local Pclimb=Pdeparture:Translate(d_climb/2, heading)
|
|
Pclimb.y=H_departure+(FLcruise-H_departure)/2
|
|
c[#c+1]=Pclimb
|
|
wp[#wp+1]=Pclimb:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxClimb, true, nil, nil, "Climb")
|
|
|
|
--- Begin of Cruise
|
|
local Pcruise1=Pclimb:Translate(d_climb/2, heading)
|
|
Pcruise1.y=FLcruise
|
|
c[#c+1]=Pcruise1
|
|
wp[#wp+1]=Pcruise1:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Begin of Cruise")
|
|
|
|
--- End of Cruise
|
|
local Pcruise2=Pcruise1:Translate(d_cruise, heading)
|
|
Pcruise2.y=FLcruise
|
|
c[#c+1]=Pcruise2
|
|
wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "End of Cruise")
|
|
|
|
--- Descent
|
|
local Pdescent=Pcruise2:Translate(d_descent/2, heading)
|
|
Pdescent.y=FLcruise-(FLcruise-(h_holding+H_holding))/2
|
|
c[#c+1]=Pdescent
|
|
wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent")
|
|
|
|
--- Holding point
|
|
Pholding.y=H_holding+h_holding
|
|
c[#c+1]=Pholding
|
|
wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding")
|
|
|
|
--- Final destination.
|
|
c[#c+1]=Pdestination
|
|
wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination")
|
|
]]
|