MOOSE/Moose Development/Moose/Ops/WingCommander.lua
2020-07-23 19:15:26 +02:00

387 lines
13 KiB
Lua

--- **Ops** - Commander Air Wing.
--
-- **Main Features:**
--
-- * Stuff
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.WingCommander
-- @image OPS_WingCommander.png
--- WINGCOMMANDER class.
-- @type WINGCOMMANDER
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table airwings Table of airwings which are commanded.
-- @field #table missionqueue Mission queue.
-- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff.
-- @extends Core.Fsm#FSM
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\WingCommander\WINGCOMMANDER_Main.jpg)
--
-- # The WINGCOMMANDER Concept
--
-- A wing commander is the head of airwings. He will find the best AIRWING to perform an assigned AUFTRAG (mission).
--
--
-- @field #WINGCOMMANDER
WINGCOMMANDER = {
ClassName = "WINGCOMMANDER",
Debug = nil,
lid = nil,
airwings = {},
missionqueue = {},
}
--- WINGCOMMANDER class version.
-- @field #string version
WINGCOMMANDER.version="0.1.0"
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-- TODO list
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-- TODO: Define A2A and A2G parameters.
-- TODO: Improve airwing selection. Mostly done!
-- DONE: Add/remove spawned flightgroups to detection set.
-- DONE: Borderzones.
-- NOGO: Maybe it's possible to preselect the assets for the mission.
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-- Constructor
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--- Create a new WINGCOMMANDER object and start the FSM.
-- @param #WINGCOMMANDER self
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, FSM:New()) --#WINGCOMMANDER
self.lid="WINGCOMMANDER | "
-- Start state.
self:SetStartState("NotReadyYet")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start WC.
self:AddTransition("*", "Status", "*") -- Status report.
self:AddTransition("*", "MissionAssign", "*") -- Mission was assigned to an AIRWING.
self:AddTransition("*", "CancelMission", "*") -- Cancel mission.
self:AddTransition("*", "Defcon", "*") -- Cancel mission.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the WINGCOMMANDER. Initializes parameters and starts event handlers.
-- @function [parent=#WINGCOMMANDER] Start
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Start" after a delay. Starts the WINGCOMMANDER. Initializes parameters and starts event handlers.
-- @function [parent=#WINGCOMMANDER] __Start
-- @param #WINGCOMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the WINGCOMMANDER and all its event handlers.
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Stop" after a delay. Stops the WINGCOMMANDER and all its event handlers.
-- @function [parent=#WINGCOMMANDER] __Stop
-- @param #WINGCOMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#WINGCOMMANDER] Status
-- @param #WINGCOMMANDER self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#WINGCOMMANDER] __Status
-- @param #WINGCOMMANDER self
-- @param #number delay Delay in seconds.
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
self.Debug=true
return self
end
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-- User functions
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--- Add an airwing to the wingcommander.
-- @param #WINGCOMMANDER self
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:AddAirwing(Airwing)
-- This airwing is managed by this wing commander.
Airwing.wingcommander=self
table.insert(self.airwings, Airwing)
return self
end
--- Add mission to mission queue.
-- @param #WINGCOMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:AddMission(Mission)
Mission.wingcommander=self
table.insert(self.missionqueue, Mission)
return self
end
--- Remove mission from queue.
-- @param #WINGCOMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #WINGCOMMANDER self
function WINGCOMMANDER:RemoveMission(Mission)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==Mission.auftragsnummer then
self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status))
table.remove(self.missionqueue, i)
break
end
end
return self
end
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-- Start & Status
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--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #WINGCOMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WINGCOMMANDER:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Wing Commander")
self:I(self.lid..text)
-- Start attached airwings.
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
if airwing:GetState()=="NotReadyYet" then
airwing:Start()
end
end
self:__Status(-1)
end
--- On after "Status" event.
-- @param #WINGCOMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WINGCOMMANDER:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
-- Check mission queue and assign one PLANNED mission.
self:CheckMissionQueue()
-- Mission queue.
if #self.missionqueue>0 then
local text="Mission queue:"
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local target=mission:GetTargetName() or "unknown"
text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target)
end
self:I(self.lid..text)
end
self:__Status(-30)
end
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-- FSM Events
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--- On after "MissionAssign" event. Mission is added to the AIRWING mission queue.
-- @param #WINGCOMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.AirWing#AIRWING Airwing The AIRWING.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function WINGCOMMANDER:onafterMissionAssign(From, Event, To, Airwing, Mission)
self:I(self.lid..string.format("Assigning mission %s (%s) to airwing %s", Mission.name, Mission.type, Airwing.alias))
Airwing:AddMission(Mission)
end
--- On after "CancelMission" event.
-- @param #WINGCOMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function WINGCOMMANDER:onafterCancelMission(From, Event, To, Mission)
self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
if Mission.status==AUFTRAG.Status.PLANNED then
-- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue.
self:RemoveMission(Mission)
else
-- Airwing will cancel mission.
if Mission.airwing then
Mission.airwing:MissionCancel(Mission)
end
end
end
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-- Resources
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--- Check mission queue and assign ONE planned mission.
-- @param #WINGCOMMANDER self
function WINGCOMMANDER:CheckMissionQueue()
-- TODO: Sort mission queue. wrt what? Threat level?
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- We look for PLANNED missions.
if mission.status==AUFTRAG.Status.PLANNED then
---
-- PLANNNED Mission
---
local airwing=self:GetAirwingForMission(mission)
if airwing then
-- Add mission to airwing.
self:MissionAssign(airwing, mission)
return
end
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #WINGCOMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return Ops.AirWing#AIRWING The airwing best for this mission.
function WINGCOMMANDER:GetAirwingForMission(Mission)
-- Table of airwings that can do the mission.
local airwings={}
-- Loop over all airwings.
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
-- Check if airwing can do this mission.
local can,assets=airwing:CanMission(Mission)
-- Can it?
if can then
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
if coord then
-- Distance from airwing to target.
local dist=UTILS.MetersToNM(coord:Get2DDistance(airwing:GetCoordinate()))
-- Add airwing to table of airwings that can.
table.insert(airwings, {airwing=airwing, dist=dist, targetcoord=coord, nassets=#assets})
end
end
end
-- Can anyone?
if #airwings>0 then
--- Something like:
-- * Closest airwing that can should be first prio.
-- * However, there should be a certain "quantization". if wing is 50 or 60 NM way should not really matter. In that case, the airwing with more resources should get the job.
local function score(a)
local d=math.round(a.dist/10)
end
-- Sort table wrt distance and number of assets.
-- Distances within 10 NM are equal and the airwing with more assets is preferred.
local function sortdist(a,b)
local ad=math.round(a.dist/10) -- dist 55 NM ==> 5.5 ==> 6
local bd=math.round(b.dist/10) -- dist 63 NM ==> 6.3 ==> 6
return ad<bd or (ad==bd and a.nassets>b.nassets)
end
table.sort(airwings, sortdist)
-- This is the closest airwing to the target.
local airwing=airwings[1].airwing --Ops.AirWing#AIRWING
return airwing
end
return nil
end
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