2020-11-13 23:26:56 +01:00

1280 lines
41 KiB
Lua

--- **Ops** - Enhanced Ground Group.
--
-- ## Main Features:
--
-- * Patrol waypoints *ad infinitum*
-- * Easy change of ROE and alarm state, formation and other settings
-- * Dynamically add and remove waypoints
-- * Sophisticated task queueing system (know when DCS tasks start and end)
-- * Convenient checks when the group enters or leaves a zone
-- * Detection events for new, known and lost units
-- * Simple LASER and IR-pointer setup
-- * Compatible with AUFTRAG class
-- * Many additional events that the mission designer can hook into
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Armygroup).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ==
--
-- @module Ops.ArmyGroup
-- @image OPS_ArmyGroup.png
--- ARMYGROUP class.
-- @type ARMYGROUP
-- @field #boolean adinfinitum Resume route at first waypoint when final waypoint is reached.
-- @field #boolean formationPerma Formation that is used permanently and overrules waypoint formations.
-- @field #boolean isMobile If true, group is mobile.
-- @field #ARMYGROUP.Target engage Engage target.
-- @field #boolean retreatOnOutOfAmmo If true, the group will automatically retreat when out of ammo. Needs a retreat zone!
-- @field Core.Set#SET_ZONE retreatZones Set of retreat zones.
-- @extends Ops.OpsGroup#OPSGROUP
--- *Your soul may belong to Jesus, but your ass belongs to the marines.* -- Eugene B. Sledge
--
-- ===
--
-- ![Banner Image](..\Presentations\OPS\ArmyGroup\_Main.png)
--
-- # The ARMYGROUP Concept
--
-- This class enhances naval groups.
--
-- @field #ARMYGROUP
ARMYGROUP = {
ClassName = "ARMYGROUP",
formationPerma = nil,
engage = {},
}
--- Army group element.
-- @type ARMYGROUP.Element
-- @field #string name Name of the element, i.e. the unit.
-- @field Wrapper.Unit#UNIT unit The UNIT object.
-- @field #string status The element status.
-- @field #string typename Type name.
-- @field #number length Length of element in meters.
-- @field #number width Width of element in meters.
-- @field #number height Height of element in meters.
--- Target
-- @type ARMYGROUP.Target
-- @field Ops.Target#TARGET Target The target.
-- @field Core.Point#COORDINATE Coordinate Last known coordinate of the target.
--- Army Group version.
-- @field #string version
ARMYGROUP.version="0.4.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Retreat.
-- TODO: Suppression of fire.
-- TODO: Check if group is mobile.
-- TODO: F10 menu.
-- DONE: Rearm. Specify a point where to go and wait until ammo is full.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new ARMYGROUP class object.
-- @param #ARMYGROUP self
-- @param Wrapper.Group#GROUP Group The group object. Can also be given by its group name as `#string`.
-- @return #ARMYGROUP self
function ARMYGROUP:New(Group)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, OPSGROUP:New(Group)) -- #ARMYGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("ARMYGROUP %s | ", self.groupname)
-- Defaults
self:SetDefaultROE()
self:SetDefaultAlarmstate()
self:SetDetection()
self:SetPatrolAdInfinitum(false)
self:SetRetreatZones()
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "FullStop", "Holding") -- Hold position.
self:AddTransition("*", "Cruise", "Cruising") -- Cruise along the given route of waypoints.
self:AddTransition("*", "Detour", "OnDetour") -- Make a detour to a coordinate and resume route afterwards.
self:AddTransition("OnDetour", "DetourReached", "Cruising") -- Group reached the detour coordinate.
self:AddTransition("*", "Retreat", "Retreating") --
self:AddTransition("Retreating", "Retreated", "Retreated") --
self:AddTransition("Cruising", "EngageTarget", "Engaging") -- Engage a target
self:AddTransition("Holding", "EngageTarget", "Engaging") -- Engage a target
self:AddTransition("OnDetour", "EngageTarget", "Engaging") -- Engage a target
self:AddTransition("Engaging", "Disengage", "Cruising") -- Engage a target
self:AddTransition("*", "Rearm", "Rearm") -- Group is send to a coordinate and waits until ammo is refilled.
self:AddTransition("Rearm", "Rearming", "Rearming") -- Group has arrived at the rearming coodinate and is waiting to be fully rearmed.
self:AddTransition("Rearming", "Rearmed", "Cruising") -- Group was rearmed.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the ARMYGROUP and all its event handlers.
-- @param #ARMYGROUP self
--- Triggers the FSM event "Stop" after a delay. Stops the ARMYGROUP and all its event handlers.
-- @function [parent=#ARMYGROUP] __Stop
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
-- TODO: Add pseudo functions.
-- Init waypoints.
self:InitWaypoints()
-- Initialize the group.
self:_InitGroup()
-- Handle events:
self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
self:HandleEvent(EVENTS.Dead, self.OnEventDead)
self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
--self:HandleEvent(EVENTS.Hit, self.OnEventHit)
-- Start the status monitoring.
self:__Status(-1)
-- Start queue update timer.
self.timerQueueUpdate=TIMER:New(self._QueueUpdate, self):Start(2, 5)
-- Start check zone timer.
self.timerCheckZone=TIMER:New(self._CheckInZones, self):Start(2, 30)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Group patrols ad inifintum. If the last waypoint is reached, it will go to waypoint one and repeat its route.
-- @param #ARMYGROUP self
-- @param #boolean switch If true or nil, patrol until the end of time. If false, go along the waypoints once and stop.
-- @return #ARMYGROUP self
function ARMYGROUP:SetPatrolAdInfinitum(switch)
if switch==false then
self.adinfinitum=false
else
self.adinfinitum=true
end
return self
end
--- Get coordinate of the closest road.
-- @param #ARMYGROUP self
-- @return Core.Point#COORDINATE Coordinate of a road closest to the group.
function ARMYGROUP:GetClosestRoad()
return self:GetCoordinate():GetClosestPointToRoad()
end
--- Get 2D distance to the closest road.
-- @param #ARMYGROUP self
-- @return #number Distance in meters to the closest road.
function ARMYGROUP:GetClosestRoadDist()
local road=self:GetClosestRoad()
if road then
local dist=road:Get2DDistance(self:GetCoordinate())
return dist
end
return math.huge
end
--- Add a *scheduled* task to fire at a given coordinate.
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param #string Clock Time when to start the attack.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskFireAtPoint(Coordinate, Clock, Radius, Nshots, WeaponType, Prio)
Coordinate=self:_CoordinateFromObject(Coordinate)
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
local task=self:AddTask(DCStask, Clock, nil, Prio)
return task
end
--- Add a *waypoint* task to fire at a given coordinate.
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param Ops.OpsGroup#OPSGROUP.Waypoint Waypoint Where the task is executed. Default is next waypoint.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskWaypointFireAtPoint(Coordinate, Waypoint, Radius, Nshots, WeaponType, Prio)
Coordinate=self:_CoordinateFromObject(Coordinate)
Waypoint=Waypoint or self:GetWaypointNext()
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
local task=self:AddTaskWaypoint(DCStask, Waypoint, nil, Prio)
return task
end
--- Add a *scheduled* task.
-- @param #ARMYGROUP self
-- @param Wrapper.Group#GROUP TargetGroup Target group.
-- @param #number WeaponExpend How much weapons does are used.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)
local task=self:AddTask(DCStask, Clock, nil, Prio)
return task
end
--- Define a set of possible retreat zones.
-- @param #ARMYGROUP self
-- @param Core.Set#SET_ZONE RetreatZoneSet The retreat zone set. Default is an empty set.
-- @return #ARMYGROUP self
function ARMYGROUP:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a zone to the retreat zone set.
-- @param #ARMYGROUP self
-- @param Core.Zone#ZONE_BASE RetreatZone The retreat zone.
-- @return #ARMYGROUP self
function ARMYGROUP:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Check if the group is currently holding its positon.
-- @param #ARMYGROUP self
-- @return #boolean If true, group was ordered to hold.
function ARMYGROUP:IsHolding()
return self:Is("Holding")
end
--- Check if the group is currently cruising.
-- @param #ARMYGROUP self
-- @return #boolean If true, group cruising.
function ARMYGROUP:IsCruising()
return self:Is("Cruising")
end
--- Check if the group is currently on a detour.
-- @param #ARMYGROUP self
-- @return #boolean If true, group is on a detour.
function ARMYGROUP:IsOnDetour()
return self:Is("OnDetour")
end
--- Check if the group is ready for combat. I.e. not reaming, retreating, retreated, out of ammo or engaging.
-- @param #ARMYGROUP self
-- @return #boolean If true, group is on a combat ready.
function ARMYGROUP:IsCombatReady()
local combatready=true
if self:IsRearming() or self:IsRetreating() or self.outofAmmo or self:IsEngaging() or self:is("Retreated") or self:IsDead() or self:IsStopped() or self:IsInUtero() then
combatready=false
end
return combatready
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---- Update status.
-- @param #ARMYGROUP self
function ARMYGROUP:onbeforeStatus(From, Event, To)
if self:IsDead() then
self:T(self.lid..string.format("Onbefore Status DEAD ==> false"))
return false
elseif self:IsStopped() then
self:T(self.lid..string.format("Onbefore Status STOPPED ==> false"))
return false
end
return true
end
--- Update status.
-- @param #ARMYGROUP self
function ARMYGROUP:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
if self:IsAlive() then
---
-- Detection
---
-- Check if group has detected any units.
if self.detectionOn then
self:_CheckDetectedUnits()
end
-- Check ammo status.
self:_CheckAmmoStatus()
-- Update position etc.
self:_UpdatePosition()
-- Check if group got stuck.
self:_CheckStuck()
-- Check damage of elements and group.
self:_CheckDamage()
-- Update engagement.
if self:IsEngaging() then
self:_UpdateEngageTarget()
end
if self.verbose>=1 then
-- Get number of tasks and missions.
local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
local nMissions=self:CountRemainingMissison()
local roe=self:GetROE()
local alarm=self:GetAlarmstate()
local speed=UTILS.MpsToKnots(self.velocity)
local speedEx=UTILS.MpsToKnots(self:GetExpectedSpeed())
local formation=self.option.Formation or "unknown"
local ammo=self:GetAmmoTot()
-- Info text.
local text=string.format("%s [ROE-AS=%d-%d T/M=%d/%d]: Wp=%d/%d-->%d (final %s), Life=%.1f, Speed=%.1f (%d), Heading=%03d, Ammo=%d",
fsmstate, roe, alarm, nTaskTot, nMissions, self.currentwp, #self.waypoints, self:GetWaypointIndexNext(), tostring(self.passedfinalwp), self.life or 0, speed, speedEx, self.heading, ammo.Total)
self:I(self.lid..text)
end
else
-- Info text.
local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive()))
self:T2(self.lid..text)
end
---
-- Tasks & Missions
---
self:_PrintTaskAndMissionStatus()
-- Next status update.
self:__Status(-30)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementSpawned" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #ARMYGROUP.Element Element The group element.
function ARMYGROUP:onafterElementSpawned(From, Event, To, Element)
self:T(self.lid..string.format("Element spawned %s", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED)
end
--- On after "Spawned" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterSpawned(From, Event, To)
self:T(self.lid..string.format("Group spawned!"))
-- Update position.
self:_UpdatePosition()
if self.isAI then
-- Set default ROE.
self:SwitchROE(self.option.ROE)
-- Set default Alarm State.
self:SwitchAlarmstate(self.option.Alarm)
-- Set TACAN to default.
self:_SwitchTACAN()
-- Turn on the radio.
if self.radioDefault then
self:SwitchRadio(self.radioDefault.Freq, self.radioDefault.Modu)
else
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, true)
end
-- Formation
if not self.option.Formation then
self.option.Formation=self.optionDefault.Formation
end
end
-- Update route.
if #self.waypoints>1 then
self:Cruise(nil, self.option.Formation or self.optionDefault.Formation)
else
self:FullStop()
end
end
--- On after "UpdateRoute" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Waypoint number. Default is next waypoint.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Formation)
-- Debug info.
local text=string.format("Update route n=%s, Speed=%s, Formation=%s", tostring(n), tostring(Speed), tostring(Formation))
self:T(self.lid..text)
-- Update route from this waypoint number onwards.
n=n or self:GetWaypointIndexNext(self.adinfinitum)
-- Update waypoint tasks, i.e. inject WP tasks into waypoint table.
self:_UpdateWaypointTasks(n)
-- Waypoints.
local waypoints={}
-- Next waypoint.
local wp=UTILS.DeepCopy(self.waypoints[n]) --Ops.OpsGroup#OPSGROUP.Waypoint
-- Do we want to drive on road to the next wp?
local onroad=wp.action==ENUMS.Formation.Vehicle.OnRoad
-- Speed.
if Speed then
wp.speed=UTILS.KnotsToMps(Speed)
else
-- Take default waypoint speed. But make sure speed>0 if patrol ad infinitum.
if self.adinfinitum and wp.speed<0.1 then
wp.speed=UTILS.KmphToMps(self.speedCruise)
end
end
-- Formation.
if self.formationPerma then
wp.action=self.formationPerma
elseif Formation then
wp.action=Formation
end
-- Current set formation.
self.option.Formation=wp.action
-- Current set speed in m/s.
self.speedWp=wp.speed
-- Add waypoint in between because this waypoint is "On Road" but lies "Off Road".
if onroad then
-- The real waypoint is actually off road.
wp.action=ENUMS.Formation.Vehicle.OffRoad
-- Add "On Road" waypoint in between.
local wproad=wp.roadcoord:WaypointGround(wp.speed, ENUMS.Formation.Vehicle.OnRoad) --Ops.OpsGroup#OPSGROUP.Waypoint
-- Insert road waypoint.
table.insert(waypoints, wproad)
end
-- Add waypoint.
table.insert(waypoints, wp)
-- Apply formation at the current position or it will only be changed when reaching the next waypoint.
local formation=ENUMS.Formation.Vehicle.OffRoad
if wp.action~=ENUMS.Formation.Vehicle.OnRoad then
formation=wp.action
end
-- Current point.
local current=self:GetCoordinate():WaypointGround(UTILS.MpsToKmph(self.speedWp), formation)
table.insert(waypoints, 1, current)
-- Insert a point on road.
if onroad then
local current=self:GetClosestRoad():WaypointGround(UTILS.MpsToKmph(self.speedWp), ENUMS.Formation.Vehicle.OnRoad)
table.insert(waypoints, 2, current)
end
-- Debug output.
if false then
for i,_wp in pairs(waypoints) do
local wp=_wp
local text=string.format("WP #%d UID=%d type=%s: Speed=%d m/s, alt=%d m, Action=%s", i, wp.uid and wp.uid or 0, wp.type, wp.speed, wp.alt, wp.action)
self:T(text)
end
end
if self:IsEngaging() or not self.passedfinalwp then
-- Debug info.
self:T(self.lid..string.format("Updateing route: WP %d-->%d (%d/%d), Speed=%.1f knots, Formation=%s",
self.currentwp, n, #waypoints, #self.waypoints, UTILS.MpsToKnots(self.speedWp), tostring(self.option.Formation)))
-- Route group to all defined waypoints remaining.
self:Route(waypoints)
else
---
-- Passed final WP ==> Full Stop
---
self:E(self.lid..string.format("WARNING: Passed final WP ==> Full Stop!"))
self:FullStop()
end
end
--- On after "GotoWaypoint" event. Group will got to the given waypoint and execute its route from there.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number UID The goto waypoint unique ID.
-- @param #number Speed (Optional) Speed to waypoint in knots.
-- @param #number Formation (Optional) Formation to waypoint.
function ARMYGROUP:onafterGotoWaypoint(From, Event, To, UID, Speed, Formation)
local n=self:GetWaypointIndex(UID)
--env.info(string.format("FF AG Goto waypoint UID=%s Index=%s, Speed=%s, Formation=%s", tostring(UID), tostring(n), tostring(Speed), tostring(Formation)))
if n then
-- TODO: switch to re-enable waypoint tasks.
if false then
local tasks=self:GetTasksWaypoint(n)
for _,_task in pairs(tasks) do
local task=_task --Ops.OpsGroup#OPSGROUP.Task
task.status=OPSGROUP.TaskStatus.SCHEDULED
end
end
-- Speed to waypoint.
Speed=Speed or self:GetSpeedToWaypoint(n)
-- Update the route.
self:UpdateRoute(n, Speed, Formation)
end
end
--- On after "Detour" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to go.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Formation Formation of the group.
-- @param #number ResumeRoute If true, resume route after detour point was reached. If false, the group will stop at the detour point and wait for futher commands.
function ARMYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Formation, ResumeRoute)
for _,_wp in pairs(self.waypoints) do
local wp=_wp --Ops.OpsGroup#OPSGROUP.Waypoint
if wp.detour then
self:RemoveWaypointByID(wp.uid)
end
end
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, Speed, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
if ResumeRoute then
wp.detour=1
else
wp.detour=0
end
end
--- On after "Rearm" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onafterRearm(From, Event, To, Coordinate, Formation)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
wp.detour=0
end
--- On after "Rearming" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterRearming(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On before "Retreat" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE_BASE Zone (Optional) Zone where to retreat. Default is the closest retreat zone.
-- @param #number Formation (Optional) Formation of the group.
function ARMYGROUP:onbeforeRetreat(From, Event, To, Zone, Formation)
if not Zone then
local a=self:GetVec2()
local distmin=math.huge
local zonemin=nil
for _,_zone in pairs(self.retreatZones:GetSet()) do
local zone=_zone --Core.Zone#ZONE_BASE
local b=zone:GetVec2()
local dist=UTILS.VecDist2D(a, b)
if dist<distmin then
distmin=dist
zonemin=zone
end
end
if zonemin then
self:__Retreat(0.1, zonemin, Formation)
end
return false
end
return true
end
--- On after "Retreat" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE_BASE Zone (Optional) Zone where to retreat. Default is the closest retreat zone.
-- @param #number Formation (Optional) Formation of the group.
function ARMYGROUP:onafterRetreat(From, Event, To, Zone, Formation)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
local Coordinate=Zone:GetRandomCoordinate()
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
wp.detour=0
end
--- On after "Retreated" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterRetreated(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On after "EngageTarget" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group the group to be engaged.
function ARMYGROUP:onbeforeEngageTarget(From, Event, To, Target)
local ammo=self:GetAmmoTot()
if ammo.Total==0 then
env.info("FF cannot engage because no ammo!")
return false
end
return true
end
--- On after "EngageTarget" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group the group to be engaged.
function ARMYGROUP:onafterEngageTarget(From, Event, To, Target)
if Target:IsInstanceOf("TARGET") then
self.engage.Target=Target
else
self.engage.Target=TARGET:New(Target)
end
env.info("FF Engage Target "..self.engage.Target:GetName())
self.engage.Coordinate=UTILS.DeepCopy(self.engage.Target:GetCoordinate())
self:SwitchAlarmstate(ENUMS.AlarmState.Auto)
self:SwitchROE(ENUMS.ROE.WeaponFree)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(self.engage.Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=1
end
--- On after "EngageTarget" event.
-- @param #ARMYGROUP self
function ARMYGROUP:_UpdateEngageTarget()
if self.engage.Target and self.engage.Target:IsAlive() then
env.info("FF Update Engage Target "..self.engage.Target:GetName())
local vec3=self.engage.Target:GetCoordinate():GetVec3()
local dist=UTILS.VecDist2D(vec3, self.engage.Coordinate:GetVec3())
if dist>100 then
env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
self.engage.Coordinate:UpdateFromVec3(vec3)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Remove current waypoint
self:RemoveWaypointByID(self.engage.Waypoint.uid)
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(self.engage.Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=0
end
else
self:Disengage()
end
end
--- On after "Disengage" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterDisengage(From, Event, To)
self:_CheckGroupDone(1)
end
--- On after "Rearmed" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterRearmed(From, Event, To)
self:_CheckGroupDone(1)
end
--- On after "DetourReached" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterDetourReached(From, Event, To)
self:I(self.lid.."Group reached detour coordinate.")
end
--- On after "FullStop" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterFullStop(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On after "Cruise" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Speed Speed in knots.
-- @param #number Formation Formation.
function ARMYGROUP:onafterCruise(From, Event, To, Speed, Formation)
self:__UpdateRoute(-1, nil, Speed, Formation)
end
--- On after "Stop" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterStop(From, Event, To)
-- Handle events:
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.RemoveUnit)
-- Call OPSGROUP function.
self:GetParent(self).onafterStop(self, From, Event, To)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Events DCS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Event function handling the birth of a unit.
-- @param #ARMYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function ARMYGROUP:OnEventBirth(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
if self.respawning then
local function reset()
self.respawning=nil
end
-- Reset switch in 1 sec. This should allow all birth events of n>1 groups to have passed.
-- TODO: Can I do this more rigorously?
self:ScheduleOnce(1, reset)
else
-- Get element.
local element=self:GetElementByName(unitname)
-- Set element to spawned state.
self:T3(self.lid..string.format("EVENT: Element %s born ==> spawned", element.name))
self:ElementSpawned(element)
end
end
end
--- Event function handling the crash of a unit.
-- @param #ARMYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function ARMYGROUP:OnEventDead(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
self:T(self.lid..string.format("EVENT: Unit %s dead!", EventData.IniUnitName))
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element then
self:T(self.lid..string.format("EVENT: Element %s dead ==> destroyed", element.name))
self:ElementDestroyed(element)
end
end
end
--- Event function handling when a unit is removed from the game.
-- @param #ARMYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function ARMYGROUP:OnEventRemoveUnit(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element then
self:T(self.lid..string.format("EVENT: Element %s removed ==> dead", element.name))
self:ElementDead(element)
end
end
end
--- Event function handling when a unit is hit.
-- @param #ARMYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function ARMYGROUP:OnEventHit(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- TODO: suppression
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an a waypoint to the route.
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate The coordinate of the waypoint.
-- @param #number Speed Speed in knots. Default is default cruise speed or 70% of max speed.
-- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint.
-- @param #number Formation Formation the group will use.
-- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call.
-- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table.
function ARMYGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Formation, Updateroute)
local coordinate=self:_CoordinateFromObject(Coordinate)
-- Set waypoint index.
local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID)
-- Check if final waypoint is still passed.
if wpnumber>self.currentwp then
self.passedfinalwp=false
end
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- Create a Naval waypoint.
local wp=coordinate:WaypointGround(UTILS.KnotsToKmph(Speed), Formation)
-- Create waypoint data table.
local waypoint=self:_CreateWaypoint(wp)
-- Add waypoint to table.
self:_AddWaypoint(waypoint, wpnumber)
-- Get closest point to road.
waypoint.roadcoord=coordinate:GetClosestPointToRoad(false)
if waypoint.roadcoord then
waypoint.roaddist=coordinate:Get2DDistance(waypoint.roadcoord)
else
waypoint.roaddist=1000*1000 --1000 km.
end
-- Debug info.
self:T(self.lid..string.format("Adding waypoint UID=%d (index=%d), Speed=%.1f knots, Dist2Road=%d m, Action=%s", waypoint.uid, wpnumber, Speed, waypoint.roaddist, waypoint.action))
-- Update route.
if Updateroute==nil or Updateroute==true then
self:_CheckGroupDone(1)
end
return waypoint
end
--- Initialize group parameters. Also initializes waypoints if self.waypoints is nil.
-- @param #ARMYGROUP self
-- @return #ARMYGROUP self
function ARMYGROUP:_InitGroup()
-- First check if group was already initialized.
if self.groupinitialized then
self:E(self.lid.."WARNING: Group was already initialized!")
return
end
-- Get template of group.
self.template=self.group:GetTemplate()
-- Define category.
self.isAircraft=false
self.isNaval=false
self.isGround=true
-- Ground are always AI.
self.isAI=true
-- Is (template) group late activated.
self.isLateActivated=self.template.lateActivation
-- Ground groups cannot be uncontrolled.
self.isUncontrolled=false
-- Max speed in km/h.
self.speedMax=self.group:GetSpeedMax()
-- Cruise speed in km/h
self.speedCruise=self.speedMax*0.7
-- Group ammo.
self.ammo=self:GetAmmoTot()
-- Radio parameters from template.
self.radio.On=false -- Radio is always OFF for ground.
self.radio.Freq=133
self.radio.Modu=radio.modulation.AM
-- Set default radio.
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, self.radio.On)
-- Set default formation from first waypoint.
self.optionDefault.Formation=self:GetWaypoint(1).action
-- Default TACAN off.
self:SetDefaultTACAN(nil, nil, nil, nil, true)
self.tacan=UTILS.DeepCopy(self.tacanDefault)
-- Units of the group.
local units=self.group:GetUnits()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
-- TODO: this is wrong when grouping is used!
local unittemplate=unit:GetTemplate()
local element={} --#ARMYGROUP.Element
element.name=unit:GetName()
element.unit=unit
element.status=OPSGROUP.ElementStatus.INUTERO
element.typename=unit:GetTypeName()
element.skill=unittemplate.skill or "Unknown"
element.ai=true
element.category=element.unit:GetUnitCategory()
element.categoryname=element.unit:GetCategoryName()
element.size, element.length, element.height, element.width=unit:GetObjectSize()
element.ammo0=self:GetAmmoUnit(unit, false)
element.life0=unit:GetLife0()
element.life=element.life0
-- Debug text.
if self.verbose>=2 then
local text=string.format("Adding element %s: status=%s, skill=%s, life=%.3f category=%s (%d), size: %.1f (L=%.1f H=%.1f W=%.1f)",
element.name, element.status, element.skill, element.life, element.categoryname, element.category, element.size, element.length, element.height, element.width)
self:I(self.lid..text)
end
-- Add element to table.
table.insert(self.elements, element)
-- Get Descriptors.
self.descriptors=self.descriptors or unit:GetDesc()
-- Set type name.
self.actype=self.actype or unit:GetTypeName()
if unit:IsAlive() then
-- Trigger spawned event.
self:ElementSpawned(element)
end
end
-- Debug info.
if self.verbose>=1 then
local text=string.format("Initialized Army Group %s:\n", self.groupname)
text=text..string.format("Unit type = %s\n", self.actype)
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedMax))
text=text..string.format("Speed cruise = %.1f Knots\n", UTILS.KmphToKnots(self.speedCruise))
text=text..string.format("Elements = %d\n", #self.elements)
text=text..string.format("Waypoints = %d\n", #self.waypoints)
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On))
text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Is alive = %s\n", tostring(self:IsAlive()))
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
self:I(self.lid..text)
end
-- Init done.
self.groupinitialized=true
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Option Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Switch to a specific formation.
-- @param #ARMYGROUP self
-- @param #number Formation New formation the group will fly in. Default is the setting of `SetDefaultFormation()`.
-- @param #boolean Permanently If true, formation always used from now on.
-- @param #boolean NoRouteUpdate If true, route is not updated.
-- @return #ARMYGROUP self
function ARMYGROUP:SwitchFormation(Formation, Permanently, NoRouteUpdate)
if self:IsAlive() or self:IsInUtero() then
Formation=Formation or self.optionDefault.Formation
if Permanently then
self.formationPerma=Formation
else
self.formationPerma=nil
end
-- Set current formation.
self.option.Formation=Formation
if self:IsInUtero() then
self:T(self.lid..string.format("Will switch formation to %s (permanently=%s) when group is spawned", self.option.Formation, tostring(Permanently)))
else
-- Update route with the new formation.
if NoRouteUpdate then
else
self:__UpdateRoute(-1, nil, nil, Formation)
end
-- Debug info.
self:T(self.lid..string.format("Switching formation to %s (permanently=%s)", self.option.Formation, tostring(Permanently)))
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------