Frank 5dae9a197a OPS
- CHIEF: fixed bug in LEGION.RecruitCohortAssets() function call
- COMMANDER: added total weight to LEGION.RecruitCohortAssets() function call
- POSITIONABLE: fixed bug in relFuel calculation for cargo bay size
2022-03-10 10:05:21 +01:00

2390 lines
80 KiB
Lua

--- **Ops** - Chief of Staff.
--
-- **Main Features:**
--
-- * Automatic target engagement based on detection network
-- * Define multiple border, conflict and attack zones
-- * Define strategic "capture" zones
-- * Set strategy of chief from passive to agressive
-- * Manual target engagement via AUFTRAG and TARGET classes
-- * Add AIRWINGS, BRIGADES and FLEETS as resources
-- * Seamless air-to-air, air-to-ground, ground-to-ground dispatching
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Chief
-- @image OPS_Chief.png
--- CHIEF class.
-- @type CHIEF
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table targetqueue Target queue.
-- @field #table zonequeue Strategic zone queue.
-- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory.
-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected.
-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged.
-- @field #number threatLevelMin Lowest threat level of targets to attack.
-- @field #number threatLevelMax Highest threat level of targets to attack.
-- @field #string Defcon Defence condition.
-- @field #string strategy Strategy of the CHIEF.
-- @field Ops.Commander#COMMANDER commander Commander of assigned legions.
-- @extends Ops.Intelligence#INTEL
--- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower
--
-- ===
--
-- # The CHIEF Concept
--
-- The Chief of staff gathers INTEL and assigns missions (AUFTRAG) the airforce, army and/or navy.
--
-- # Territory
--
-- The chief class allows you to define boarder zones, conflict zones and attack zones.
--
-- ## Border Zones
--
-- Border zones define your own territory.
-- They can be set via the @{#CHIEF.SetBorderZones}() function as a set or added zone by zone via the @{#CHIEF.AddBorderZone}() function.
--
-- ## Conflict Zones
--
-- Conflict zones define areas, which usually are under dispute of different coalitions.
-- They can be set via the @{#CHIEF.SetConflictZones}() function as a set or added zone by zone via the @{#CHIEF.AddConflictZone}() function.
--
-- ## Attack Zones
--
-- Attack zones are zones that usually lie within the enemy territory. They are only enganged with an agressive strategy.
-- They can be set via the @{#CHIEF.SetAttackZones}() function as a set or added zone by zone via the @{#CHIEF.AddAttackZone}() function.
--
-- # Defense Condition
--
-- The defence condition (DEFCON) depends on enemy activity detected in the different zone types and is set automatically.
--
-- * `CHIEF.Defcon.GREEN`: No enemy activities detected.
-- * `CHIEF.Defcon.YELLOW`: Enemy activity detected in conflict zones.
-- * `CHIEF.Defcon.RED`: Enemy activity detected in border zones.
--
-- The current DEFCON can be retrieved with the @(#CHIEF.GetDefcon)() function.
--
-- When the DEFCON changed, an FSM event @{#CHIEF.DefconChange} is triggered. Mission designers can hook into this event via the @{#CHIEF.OnAfterDefconChange}() function:
--
-- --- Function called when the DEFCON changes.
-- function myChief:OnAfterDefconChange(From, Event, To, Defcon)
-- local text=string.format("Changed DEFCON to %s", Defcon)
-- MESSAGE:New(text, 120):ToAll()
-- end
--
-- # Strategy
--
-- The strategy of the chief determines, in which areas targets are engaged automatically.
--
-- * `CHIEF.Strategy.PASSIVE`: Chief is completely passive. No targets at all are engaged automatically.
-- * `CHIEF.Strategy.DEFENSIVE`: Chief acts defensively. Only targets in his own territory are engaged.
-- * `CHIEF.Strategy.OFFENSIVE`: Chief behaves offensively. Targets in his own territory and in conflict zones are enganged.
-- * `CHIEF.Strategy.AGGRESSIVE`: Chief is aggressive. Targets in his own territory, in conflict zones and in attack zones are enganged.
-- * `CHIEF.Strategy.TOTALWAR`: Anything anywhere is enganged.
--
-- The strategy can be set by the @(#CHIEF.SetStrategy)() and retrieved with the @(#CHIEF.GetStrategy)() function.
--
-- When the strategy is changed, the FSM event @{#CHIEF.StrategyChange} is triggered and customized code can be added to the @{#CHIEF.OnAfterStrategyChange}() function:
--
-- --- Function called when the STRATEGY changes.
-- function myChief:OnAfterStrategyChange(From, Event, To, Strategy)
-- local text=string.format("Strategy changd to %s", Strategy)
-- MESSAGE:New(text, 120):ToAll()
-- end
--
-- # Strategic (Capture) Zones
--
-- Strategically important zones, which should be captured can be added via the @{#CHIEF.AddStrategicZone}() function.
--
-- If the zone is currently owned by another coalition and enemy ground troops are present in the zone, a CAS and an ARTY mission are lauchned, provided assets are available.
--
-- Once the zone is cleaned of enemy forces, ground (infantry) troops are send there. These require a transportation via helicopters.
-- So in order to deploy our own troops, infantry assets with `AUFTRAG.Type.ONGUARD` and helicopters with `AUFTRAG.Type.OPSTRANSPORT` need to be available.
--
-- Whenever a strategic zone is captured by us the FSM event @{#CHIEF.ZoneCaptured} is triggered and customized further actions can be executed
-- with the @{#CHIEF.OnAfterZoneCaptured}() function.
--
-- Whenever a strategic zone is lost (captured by the enemy), the FSM event @{#CHIEF.ZoneLost} is triggered and customized further actions can be executed
-- with the @{#CHIEF.OnAfterZoneLost}() function.
--
-- Further events are
--
-- * @{#CHIEF.ZoneEmpty}, once the zone is completely empty of ground troops. Code can be added to the @{#CHIEF.OnAfterZoneEmpty}() function.
-- * @{#CHIEF.ZoneAttacked}, once the zone is under attack. Code can be added to the @{#CHIEF.OnAfterZoneAttacked}() function.
--
-- Note that the ownership of a zone is determined via zone scans, i.e. not via the detection network. In other words, there is an all knowing eye.
-- Think of it as the local population providing the intel. It's not totally realistic but the best compromise within the limits of DCS.
--
--
--
-- @field #CHIEF
CHIEF = {
ClassName = "CHIEF",
verbose = 0,
lid = nil,
targetqueue = {},
zonequeue = {},
borderzoneset = nil,
yellowzoneset = nil,
engagezoneset = nil,
}
--- Defence condition.
-- @type CHIEF.DEFCON
-- @field #string GREEN No enemy activities detected in our terretory or conflict zones.
-- @field #string YELLOW Enemy in conflict zones.
-- @field #string RED Enemy within our border.
CHIEF.DEFCON = {
GREEN="Green",
YELLOW="Yellow",
RED="Red",
}
--- Strategy.
-- @type CHIEF.Strategy
-- @field #string PASSIVE No targets at all are engaged.
-- @field #string DEFENSIVE Only target in our own terretory are engaged.
-- @field #string OFFENSIVE Targets in own terretory and yellow zones are engaged.
-- @field #string AGGRESSIVE Targets in own terretory, conflict zones and attack zones are engaged.
-- @field #string TOTALWAR Anything is engaged anywhere.
CHIEF.Strategy = {
PASSIVE="Passive",
DEFENSIVE="Defensive",
OFFENSIVE="Offensive",
AGGRESSIVE="Aggressive",
TOTALWAR="Total War"
}
--- Mission performance.
-- @type CHIEF.MissionPerformance
-- @field #string MissionType Mission Type.
-- @field #number Performance Performance: a number between 0 and 100, where 100 is best performance.
--- Strategic zone.
-- @type CHIEF.StrategicZone
-- @field Ops.OpsZone#OPSZONE opszone OPS zone.
-- @field #number prio Priority.
-- @field #number importance Importance
-- @field Ops.Auftrag#AUFTRAG missionPatrol Patrol mission.
-- @field Ops.Auftrag#AUFTRAG missionCAS CAS mission.
-- @field Ops.Auftrag#AUFTRAG missionPatrol Patrol mission.
-- @field Ops.Auftrag#AUFTRAG missionARTY Artillery mission.
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Tactical overview.
-- DONE: Add event for opsgroups on mission.
-- DONE: Add event for zone captured.
-- TODO: Limits of missions?
-- DONE: Create a good mission, which can be passed on to the COMMANDER.
-- DONE: Capture OPSZONEs.
-- DONE: Get list of own assets and capabilities.
-- DONE: Get list/overview of enemy assets etc.
-- DONE: Put all contacts into target list. Then make missions from them.
-- DONE: Set of interesting zones.
-- DONE: Add/remove spawned flightgroups to detection set.
-- DONE: Borderzones.
-- NOGO: Maybe it's possible to preselect the assets for the mission.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new CHIEF object and start the FSM.
-- @param #CHIEF self
-- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral".
-- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set.
-- @param #string Alias An *optional* alias how this object is called in the logs etc.
-- @return #CHIEF self
function CHIEF:New(Coalition, AgentSet, Alias)
-- Set alias.
Alias=Alias or "CHIEF"
-- coalition
if type(Coalition) == "string" then
if string.lower(Coalition) == "blue" then
Coalition = coalition.side.BLUE
elseif string.lower(Coalition) == "red" then
Coalition = coalition.side.RED
else
Coalition = coalition.side.NEUTRAL
end
end
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition, Alias)) --#CHIEF
-- Defaults.
self:SetBorderZones()
self:SetConflictZones()
self:SetAttackZones()
self:SetThreatLevelRange()
-- Init stuff.
self.Defcon=CHIEF.DEFCON.GREEN
self.strategy=CHIEF.Strategy.DEFENSIVE
self.TransportCategories = {Group.Category.HELICOPTER}
-- Create a new COMMANDER.
self.commander=COMMANDER:New(Coalition)
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "MissionAssign", "*") -- Assign mission to a COMMANDER.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
self:AddTransition("*", "TransportCancel", "*") -- Cancel transport.
self:AddTransition("*", "OpsOnMission", "*") -- An OPSGROUP was send on a Mission (AUFTRAG).
self:AddTransition("*", "ZoneCaptured", "*") --
self:AddTransition("*", "ZoneLost", "*") --
self:AddTransition("*", "ZoneEmpty", "*") --
self:AddTransition("*", "ZoneAttacked", "*") --
self:AddTransition("*", "DefconChange", "*") -- Change defence condition.
self:AddTransition("*", "StrategyChange", "*") -- Change strategy condition.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start".
-- @function [parent=#CHIEF] Start
-- @param #CHIEF self
--- Triggers the FSM event "Start" after a delay.
-- @function [parent=#CHIEF] __Start
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @param #CHIEF self
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#CHIEF] __Stop
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#CHIEF] Status
-- @param #CHIEF self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#CHIEF] __Status
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "DefconChange".
-- @function [parent=#CHIEF] DefconChange
-- @param #CHIEF self
-- @param #string Defcon New Defence Condition.
--- Triggers the FSM event "DefconChange" after a delay.
-- @function [parent=#CHIEF] __DefconChange
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param #string Defcon New Defence Condition.
--- On after "DefconChange" event.
-- @function [parent=#CHIEF] OnAfterDefconChange
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Defcon New Defence Condition.
--- Triggers the FSM event "StrategyChange".
-- @function [parent=#CHIEF] StrategyChange
-- @param #CHIEF self
-- @param #string Strategy New strategy.
--- Triggers the FSM event "StrategyChange" after a delay.
-- @function [parent=#CHIEF] __StrategyChange
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param #string Strategy New strategy.
--- On after "StrategyChange" event.
-- @function [parent=#CHIEF] OnAfterStrategyChange
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Strategy New strategy.
--- Triggers the FSM event "MissionAssign".
-- @function [parent=#CHIEF] MissionAssign
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #table Legions The Legion(s) to which the mission is assigned.
--- Triggers the FSM event "MissionAssign" after a delay.
-- @function [parent=#CHIEF] __MissionAssign
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #table Legions The Legion(s) to which the mission is assigned.
--- On after "MissionAssign" event.
-- @function [parent=#CHIEF] OnAfterMissionAssign
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #table Legions The Legion(s) to which the mission is assigned.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#CHIEF] MissionCancel
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel" after a delay.
-- @function [parent=#CHIEF] __MissionCancel
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#CHIEF] OnAfterMissionCancel
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "TransportCancel".
-- @function [parent=#CHIEF] TransportCancel
-- @param #CHIEF self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportCancel" after a delay.
-- @function [parent=#CHIEF] __TransportCancel
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- On after "TransportCancel" event.
-- @function [parent=#CHIEF] OnAfterTransportCancel
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "OpsOnMission".
-- @function [parent=#CHIEF] OpsOnMission
-- @param #CHIEF self
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "OpsOnMission" after a delay.
-- @function [parent=#CHIEF] __OpsOnMission
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "OpsOnMission" event.
-- @function [parent=#CHIEF] OnAfterOpsOnMission
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "ZoneCaptured".
-- @function [parent=#CHIEF] ZoneCaptured
-- @param #CHIEF self
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured.
--- Triggers the FSM event "ZoneCaptured" after a delay.
-- @function [parent=#CHIEF] __ZoneCaptured
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured.
--- On after "ZoneCaptured" event.
-- @function [parent=#CHIEF] OnAfterZoneCaptured
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured.
--- Triggers the FSM event "ZoneLost".
-- @function [parent=#CHIEF] ZoneLost
-- @param #CHIEF self
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost.
--- Triggers the FSM event "ZoneLost" after a delay.
-- @function [parent=#CHIEF] __ZoneLost
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost.
--- On after "ZoneLost" event.
-- @function [parent=#CHIEF] OnAfterZoneLost
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost.
--- Triggers the FSM event "ZoneEmpty".
-- @function [parent=#CHIEF] ZoneEmpty
-- @param #CHIEF self
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now.
--- Triggers the FSM event "ZoneEmpty" after a delay.
-- @function [parent=#CHIEF] __ZoneEmpty
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now.
--- On after "ZoneEmpty" event.
-- @function [parent=#CHIEF] OnAfterZoneEmpty
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now.
--- Triggers the FSM event "ZoneAttacked".
-- @function [parent=#CHIEF] ZoneAttacked
-- @param #CHIEF self
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked.
--- Triggers the FSM event "ZoneAttacked" after a delay.
-- @function [parent=#CHIEF] __ZoneAttacked
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked.
--- On after "ZoneAttacked" event.
-- @function [parent=#CHIEF] OnAfterZoneAttacked
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToAny()
self:SetFilterCategory({})
return self
end
--- Set this to be an air-to-air dispatcher.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToAir()
self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER})
return self
end
--- Set this to be an air-to-ground dispatcher, i.e. engage only ground units
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToGround()
self:SetFilterCategory({Unit.Category.GROUND_UNIT})
return self
end
--- Set this to be an air-to-sea dispatcher, i.e. engage only naval units.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToSea()
self:SetFilterCategory({Unit.Category.SHIP})
return self
end
--- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToSurface()
self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP})
return self
end
--- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat.
-- Targets with threat level 0 are usually harmless.
-- @param #CHIEF self
-- @param #number ThreatLevelMin Min threat level. Default 1.
-- @param #number ThreatLevelMax Max threat level. Default 10.
-- @return #CHIEF self
function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax)
self.threatLevelMin=ThreatLevelMin or 1
self.threatLevelMax=ThreatLevelMax or 10
return self
end
--- Set defence condition.
-- @param #CHIEF self
-- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
-- @return #CHIEF self
function CHIEF:SetDefcon(Defcon)
-- Check if valid string was passed.
local gotit=false
for _,defcon in pairs(CHIEF.DEFCON) do
if defcon==Defcon then
gotit=true
end
end
if not gotit then
self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon)))
return self
end
-- Trigger event if defcon changed.
if Defcon~=self.Defcon then
self:DefconChange(Defcon)
end
-- Set new DEFCON.
self.Defcon=Defcon
return self
end
--- Get defence condition.
-- @param #CHIEF self
-- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
function CHIEF:GetDefcon(Defcon)
return self.Defcon
end
--- Set strategy.
-- @param #CHIEF self
-- @param #string Strategy Strategy. See @{#CHIEF.strategy}, e.g. `CHIEF.Strategy.DEFENSIVE` (default).
-- @return #CHIEF self
function CHIEF:SetStrategy(Strategy)
-- Trigger event if Strategy changed.
if Strategy~=self.strategy then
self:StrategyChange(Strategy)
end
-- Set new Strategy.
self.strategy=Strategy
return self
end
--- Get defence condition.
-- @param #CHIEF self
-- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
function CHIEF:GetDefcon(Defcon)
return self.Defcon
end
--- Get the commander.
-- @param #CHIEF self
-- @return Ops.Commander#COMMANDER The commander.
function CHIEF:GetCommander()
return self.commander
end
--- Add an AIRWING to the chief's commander.
-- @param #CHIEF self
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
-- @return #CHIEF self
function CHIEF:AddAirwing(Airwing)
-- Add airwing to the commander.
self:AddLegion(Airwing)
return self
end
--- Add a BRIGADE to the chief's commander.
-- @param #CHIEF self
-- @param Ops.Brigade#BRIGADE Brigade The brigade to add.
-- @return #CHIEF self
function CHIEF:AddBrigade(Brigade)
-- Add brigade to the commander
self:AddLegion(Brigade)
return self
end
--- Add a LEGION to the chief's commander.
-- @param #CHIEF self
-- @param Ops.Legion#LEGION Legion The legion to add.
-- @return #CHIEF self
function CHIEF:AddLegion(Legion)
-- Set chief of the legion.
Legion.chief=self
-- Add legion to the commander.
self.commander:AddLegion(Legion)
return self
end
--- Add mission to mission queue of the COMMANDER.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #CHIEF self
function CHIEF:AddMission(Mission)
Mission.chief=self
self.commander:AddMission(Mission)
return self
end
--- Remove mission from queue.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #CHIEF self
function CHIEF:RemoveMission(Mission)
Mission.chief=nil
self.commander:RemoveMission(Mission)
return self
end
--- Add transport to transport queue of the COMMANDER.
-- @param #CHIEF self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be added.
-- @return #CHIEF self
function CHIEF:AddOpsTransport(Transport)
Transport.chief=self
self.commander:AddOpsTransport(Transport)
return self
end
--- Remove transport from queue.
-- @param #CHIEF self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be removed.
-- @return #CHIEF self
function CHIEF:RemoveTransport(Transport)
Transport.chief=nil
self.commander:RemoveTransport(Transport)
return self
end
--- Add target.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target Target object to be added.
-- @return #CHIEF self
function CHIEF:AddTarget(Target)
if not self:IsTarget(Target) then
table.insert(self.targetqueue, Target)
end
return self
end
--- Check if a TARGET is already in the queue.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target Target object to be added.
-- @return #boolean If `true`, target exists in the target queue.
function CHIEF:IsTarget(Target)
for _,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
if target.uid==Target.uid or target:GetName()==Target:GetName() then
return true
end
end
return false
end
--- Remove target from queue.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target The target.
-- @return #CHIEF self
function CHIEF:RemoveTarget(Target)
for i,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
if target.uid==Target.uid then
self:T(self.lid..string.format("Removing target %s from queue", Target.name))
table.remove(self.targetqueue, i)
break
end
end
return self
end
--- Add strategically important zone.
-- @param #CHIEF self
-- @param Ops.OpsZone#OPSZONE OpsZone OPS zone object.
-- @param #number Priority Priority.
-- @param #number Importance Importance.
-- @return #CHIEF self
function CHIEF:AddStrategicZone(OpsZone, Priority, Importance)
local stratzone={} --#CHIEF.StrategicZone
stratzone.opszone=OpsZone
stratzone.prio=Priority or 50
stratzone.importance=Importance
-- Start ops zone.
if OpsZone:IsStopped() then
OpsZone:Start()
end
-- Add to table.
table.insert(self.zonequeue, stratzone)
-- Add chief so we get informed when something happens.
OpsZone:_AddChief(self)
return self
end
--- Add a rearming zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
-- @return Ops.Brigade#BRIGADE.SupplyZone The rearming zone data.
function CHIEF:AddRearmingZone(RearmingZone)
-- Hand over to commander.
local supplyzone=self.commander:AddRearmingZone(RearmingZone)
return supplyzone
end
--- Add a refuelling zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
-- @return Ops.Brigade#BRIGADE.SupplyZone The refuelling zone data.
function CHIEF:AddRefuellingZone(RefuellingZone)
-- Hand over to commander.
local supplyzone=self.commander:AddRefuellingZone(RefuellingZone)
return supplyzone
end
--- Add a CAP zone. Flights will engage detected targets inside this zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone CAP Zone. Has to be a circular zone.
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 30 NM.
-- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data.
function CHIEF:AddCapZone(Zone, Altitude, Speed, Heading, Leg)
-- Hand over to commander.
local zone=self.commander:AddCapZone(Zone, Altitude, Speed, Heading, Leg)
return zone
end
--- Add a GCI CAP.
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone Zone, where the flight orbits.
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 30 NM.
-- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data.
function CHIEF:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg)
-- Hand over to commander.
local zone=self.commander:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg)
return zone
end
--- Add an AWACS zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone Zone.
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 30 NM.
-- @return Ops.AirWing#AIRWING.PatrolZone The AWACS zone data.
function CHIEF:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg)
-- Hand over to commander.
local zone=self.commander:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg)
return zone
end
--- Add a refuelling tanker zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone Zone.
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 30 NM.
-- @param #number RefuelSystem Refuelling system.
-- @return Ops.AirWing#AIRWING.TankerZone The tanker zone data.
function CHIEF:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem)
-- Hand over to commander.
local zone=self.commander:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem)
return zone
end
--- Set border zone set, defining your territory.
--
-- * Detected enemy troops in these zones will trigger defence condition `RED`.
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.DEFENSIVE`.
--
-- @param #CHIEF self
-- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders.
-- @return #CHIEF self
function CHIEF:SetBorderZones(BorderZoneSet)
-- Border zones.
self.borderzoneset=BorderZoneSet or SET_ZONE:New()
return self
end
--- Add a zone defining your territory.
--
-- * Detected enemy troops in these zones will trigger defence condition `RED`.
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.DEFENSIVE`.
--
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone The zone.
-- @return #CHIEF self
function CHIEF:AddBorderZone(Zone)
-- Add a border zone.
self.borderzoneset:AddZone(Zone)
return self
end
--- Set conflict zone set.
--
-- * Detected enemy troops in these zones will trigger defence condition `YELLOW`.
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.OFFENSIVE`.
--
-- @param #CHIEF self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones.
-- @return #CHIEF self
function CHIEF:SetConflictZones(ZoneSet)
-- Conflict zones.
self.yellowzoneset=ZoneSet or SET_ZONE:New()
return self
end
--- Add a conflict zone.
--
-- * Detected enemy troops in these zones will trigger defence condition `YELLOW`.
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.OFFENSIVE`.
--
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone The zone to add.
-- @return #CHIEF self
function CHIEF:AddConflictZone(Zone)
-- Add a conflict zone.
self.yellowzoneset:AddZone(Zone)
return self
end
--- Set attack zone set.
--
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.AGGRESSIVE`.
--
-- @param #CHIEF self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones.
-- @return #CHIEF self
function CHIEF:SetAttackZones(ZoneSet)
-- Attacak zones.
self.engagezoneset=ZoneSet or SET_ZONE:New()
return self
end
--- Add an attack zone.
--
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.AGGRESSIVE`.
--
-- @param #CHIEF self
-- @param Core.Zone#ZONE Zone The zone to add.
-- @return #CHIEF self
function CHIEF:AddAttackZone(Zone)
-- Add an attack zone.
self.engagezoneset:AddZone(Zone)
return self
end
--- Allow chief to use GROUND units for transport tasks. Helicopters are still preferred, and be aware there's no check as of now
-- if a destination can be reached on land.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:AllowGroundTransport()
self.TransportCategories = {Group.Category.GROUND, Group.Category.HELICOPTER}
return self
end
--- Forbid chief to use GROUND units for transport tasks. Restrict to Helicopters. This is the default
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:ForbidGroundTransport()
self.TransportCategories = {Group.Category.HELICOPTER}
return self
end
--- Check if current strategy is passive.
-- @param #CHIEF self
-- @return #boolean If `true`, strategy is passive.
function CHIEF:IsPassive()
return self.strategy==CHIEF.Strategy.PASSIVE
end
--- Check if current strategy is defensive.
-- @param #CHIEF self
-- @return #boolean If `true`, strategy is defensive.
function CHIEF:IsDefensive()
return self.strategy==CHIEF.Strategy.DEFENSIVE
end
--- Check if current strategy is offensive.
-- @param #CHIEF self
-- @return #boolean If `true`, strategy is offensive.
function CHIEF:IsOffensive()
return self.strategy==CHIEF.Strategy.OFFENSIVE
end
--- Check if current strategy is aggressive.
-- @param #CHIEF self
-- @return #boolean If `true`, strategy is agressive.
function CHIEF:IsAgressive()
return self.strategy==CHIEF.Strategy.AGGRESSIVE
end
--- Check if current strategy is total war.
-- @param #CHIEF self
-- @return #boolean If `true`, strategy is total war.
function CHIEF:IsTotalWar()
return self.strategy==CHIEF.Strategy.TOTALWAR
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event.
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function CHIEF:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Chief of Staff")
self:I(self.lid..text)
-- Start parent INTEL.
self:GetParent(self).onafterStart(self, From, Event, To)
-- Start commander.
if self.commander then
if self.commander:GetState()=="NotReadyYet" then
self.commander:Start()
end
end
end
--- On after "Status" event.
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function CHIEF:onafterStatus(From, Event, To)
-- Start parent INTEL.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
---
-- CONTACTS: Mission Cleanup
---
-- Clean up missions where the contact was lost.
for _,_contact in pairs(self.ContactsLost) do
local contact=_contact --Ops.Intelligence#INTEL.Contact
if contact.mission and contact.mission:IsNotOver() then
-- Debug info.
local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name)
MESSAGE:New(text, 120, "CHIEF"):ToAll()
self:T(self.lid..text)
-- Cancel this mission.
contact.mission:Cancel()
end
-- Remove a target from the queue.
if contact.target then
self:RemoveTarget(contact.target)
end
end
---
-- CONTACTS: Create new TARGETS
---
-- Create TARGETs for all new contacts.
local Nborder=0 ; local Nconflict=0 ; local Nattack=0
for _,_contact in pairs(self.Contacts) do
local contact=_contact --Ops.Intelligence#INTEL.Contact
local group=contact.group --Wrapper.Group#GROUP
-- Check if contact inside of our borders.
local inred=self:CheckGroupInBorder(group)
if inred then
Nborder=Nborder+1
end
-- Check if contact is in the conflict zones.
local inyellow=self:CheckGroupInConflict(group)
if inyellow then
Nconflict=Nconflict+1
end
-- Check if contact is in the attack zones.
local inattack=self:CheckGroupInAttack(group)
if inattack then
Nattack=Nattack+1
end
-- Check if this is not already a target.
if not contact.target then
-- Create a new TARGET of the contact group.
local Target=TARGET:New(contact.group)
-- Set to contact.
contact.target=Target
-- Set contact to target. Might be handy.
Target.contact=contact
-- Add target to queue.
self:AddTarget(Target)
end
end
---
-- Defcon
---
-- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones.
if Nborder>0 then
self:SetDefcon(CHIEF.DEFCON.RED)
elseif Nconflict>0 then
self:SetDefcon(CHIEF.DEFCON.YELLOW)
else
self:SetDefcon(CHIEF.DEFCON.GREEN)
end
---
-- Check Target Queue
---
-- Check target queue and assign missions to new targets.
self:CheckTargetQueue()
---
-- Check Strategic Zone Queue
---
-- Check target queue and assign missions to new targets.
self:CheckOpsZoneQueue()
---
-- Info General
---
if self.verbose>=1 then
local Nassets=self.commander:CountAssets()
local Ncontacts=#self.Contacts
local Nmissions=#self.commander.missionqueue
local Ntargets=#self.targetqueue
-- Info message
local text=string.format("Defcon=%s Strategy=%s: Assets=%d, Contacts=%d [Border=%d, Conflict=%d, Attack=%d], Targets=%d, Missions=%d",
self.Defcon, self.strategy, Nassets, Ncontacts, Nborder, Nconflict, Nattack, Ntargets, Nmissions)
self:I(self.lid..text)
end
---
-- Info Contacts
---
-- Info about contacts.
if self.verbose>=2 and #self.Contacts>0 then
local text="Contacts:"
for i,_contact in pairs(self.Contacts) do
local contact=_contact --Ops.Intelligence#INTEL.Contact
local mtext="N/A"
if contact.mission then
mtext=string.format("\"%s\" [%s] %s", contact.mission:GetName(), contact.mission:GetType(), contact.mission.status:upper())
end
text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext)
end
self:I(self.lid..text)
end
---
-- Info Targets
---
if self.verbose>=3 and #self.targetqueue>0 then
local text="Targets:"
for i,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
local mtext="N/A"
if target.mission then
mtext=string.format("\"%s\" [%s] %s", target.mission:GetName(), target.mission:GetType(), target.mission.status:upper())
end
text=text..string.format("\n[%d] %s: Category=%s, prio=%d, importance=%d, alive=%s [%.1f/%.1f], Mission=%s",
i, target:GetName(), target.category, target.prio, target.importance or -1, tostring(target:IsAlive()), target:GetLife(), target:GetLife0(), mtext)
end
self:I(self.lid..text)
end
---
-- Info Missions
---
-- Mission queue.
if self.verbose>=4 and #self.commander.missionqueue>0 then
local text="Mission queue:"
for i,_mission in pairs(self.commander.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
---
-- Info Strategic Zones
---
-- Loop over targets.
if self.verbose>=4 and #self.zonequeue>0 then
local text="Zone queue:"
for i,_stratzone in pairs(self.zonequeue) do
local stratzone=_stratzone --#CHIEF.StrategicZone
-- OPS zone object.
local opszone=stratzone.opszone
local owner=UTILS.GetCoalitionName(opszone.ownerCurrent)
local prevowner=UTILS.GetCoalitionName(opszone.ownerPrevious)
text=text..string.format("\n[%d] %s [%s]: owner=%s [%s] (prio=%d, importance=%s): Blue=%d, Red=%d, Neutral=%d",
i, opszone.zone:GetName(), opszone:GetState(), owner, prevowner, stratzone.prio, tostring(stratzone.importance), opszone.Nblu, opszone.Nred, opszone.Nnut)
end
self:I(self.lid..text)
end
---
-- Info Assets
---
if self.verbose>=5 then
local text="Assets:"
for _,missiontype in pairs(AUFTRAG.Type) do
local N=self.commander:CountAssets(nil, missiontype)
if N>0 then
text=text..string.format("\n- %s: %d", missiontype, N)
end
end
self:I(self.lid..text)
local text="Assets:"
for _,attribute in pairs(WAREHOUSE.Attribute) do
local N=self.commander:CountAssets(nil, nil, attribute)
if N>0 or self.verbose>=10 then
text=text..string.format("\n- %s: %d", attribute, N)
end
end
self:T(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "MissionAssignToAny" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #table Legions The Legion(s) to which the mission is assigned.
function CHIEF:onafterMissionAssign(From, Event, To, Mission, Legions)
if self.commander then
self:T(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
Mission.chief=self
Mission.statusChief=AUFTRAG.Status.QUEUED
self.commander:MissionAssign(Mission, Legions)
else
self:E(self.lid..string.format("Mission cannot be assigned as no COMMANDER is defined!"))
end
end
--- On after "MissionCancel" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function CHIEF:onafterMissionCancel(From, Event, To, Mission)
-- Debug info.
self:T(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
-- Set status to CANCELLED.
Mission.statusChief=AUFTRAG.Status.CANCELLED
if Mission:IsPlanned() then
-- Mission is still in planning stage. Should not have any LEGIONS assigned ==> Just remove it form the COMMANDER queue.
self:RemoveMission(Mission)
else
-- COMMANDER will cancel mission.
if Mission.commander then
Mission.commander:MissionCancel(Mission)
end
end
end
--- On after "TransportCancel" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
function CHIEF:onafterTransportCancel(From, Event, To, Transport)
-- Debug info.
self:T(self.lid..string.format("Cancelling transport UID=%d in status %s", Transport.uid, Transport:GetState()))
if Transport:IsPlanned() then
-- Mission is still in planning stage. Should not have any LEGIONS assigned ==> Just remove it form the COMMANDER queue.
self:RemoveTransport(Transport)
else
-- COMMANDER will cancel mission.
if Transport.commander then
Transport.commander:TransportCancel(Transport)
end
end
end
--- On after "DefconChange" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Defcon New defence condition.
function CHIEF:onafterDefconChange(From, Event, To, Defcon)
self:T(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon))
end
--- On after "StrategyChange" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Strategy
function CHIEF:onafterStrategyChange(From, Event, To, Strategy)
self:T(self.lid..string.format("Changing Strategy from %s --> %s", self.strategy, Strategy))
end
--- On after "OpsOnMission".
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup Ops group on mission
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function CHIEF:onafterOpsOnMission(From, Event, To, OpsGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on mission %s [%s]", OpsGroup:GetName(), Mission:GetName(), Mission:GetType()))
end
--- On after "ZoneCaptured".
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that was captured by us.
function CHIEF:onafterZoneCaptured(From, Event, To, OpsZone)
-- Debug info.
self:T(self.lid..string.format("Zone %s captured!", OpsZone:GetName()))
end
--- On after "ZoneLost".
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that was lost.
function CHIEF:onafterZoneLost(From, Event, To, OpsZone)
-- Debug info.
self:T(self.lid..string.format("Zone %s lost!", OpsZone:GetName()))
end
--- On after "ZoneEmpty".
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that is empty now.
function CHIEF:onafterZoneEmpty(From, Event, To, OpsZone)
-- Debug info.
self:T(self.lid..string.format("Zone %s empty!", OpsZone:GetName()))
end
--- On after "ZoneAttacked".
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that being attacked.
function CHIEF:onafterZoneAttacked(From, Event, To, OpsZone)
-- Debug info.
self:T(self.lid..string.format("Zone %s attacked!", OpsZone:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Target Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check target queue and assign ONE valid target by adding it to the mission queue of the COMMANDER.
-- @param #CHIEF self
function CHIEF:CheckTargetQueue()
-- Number of missions.
local Ntargets=#self.targetqueue
-- Treat special cases.
if Ntargets==0 then
return nil
end
-- Sort results table wrt prio and threatlevel.
local function _sort(a, b)
local taskA=a --Ops.Target#TARGET
local taskB=b --Ops.Target#TARGET
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.threatlevel0>taskB.threatlevel0)
end
table.sort(self.targetqueue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a target with importance 1 exists, targets with importance 2 will not be assigned. Targets with no importance (nil) can still be selected.
local vip=math.huge
for _,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
if target:IsAlive() and target.importance and target.importance<vip then
vip=target.importance
end
end
-- Loop over targets.
for _,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
-- Is target still alive.
local isAlive=target:IsAlive()
-- Is this target important enough.
local isImportant=(target.importance==nil or target.importance<=vip)
-- Get threat level of target.
local threatlevel=target:GetThreatLevelMax()
-- Is this a threat?
local isThreat=threatlevel>=self.threatLevelMin and threatlevel<=self.threatLevelMax
-- Airbases, Zones and Coordinates have threat level 0. We consider them threads independent of min/max threat level set.
if target.category==TARGET.Category.AIRBASE or target.category==TARGET.Category.ZONE or target.Category==TARGET.Category.COORDINATE then
isThreat=true
end
-- Debug message.
local text=string.format("Target %s: Alive=%s, Threat=%s, Important=%s", target:GetName(), tostring(isAlive), tostring(isThreat), tostring(isImportant))
-- Check if mission is done.
if target.mission then
text=text..string.format(", Mission \"%s\" (%s) [%s]", target.mission:GetName(), target.mission:GetState(), target.mission:GetType())
if target.mission:IsOver() then
text=text..string.format(" - DONE ==> removing mission")
target.mission=nil
end
else
text=text..string.format(", NO mission yet")
end
self:T2(self.lid..text)
-- Check that target is alive and not already a mission has been assigned.
if isAlive and isThreat and isImportant and not target.mission then
-- Check if this target is "valid", i.e. fits with the current strategy.
local valid=false
if self.strategy==CHIEF.Strategy.PASSIVE then
---
-- PASSIVE: No targets at all are attacked.
---
valid=false
elseif self.strategy==CHIEF.Strategy.DEFENSIVE then
---
-- DEFENSIVE: Attack inside borders only.
---
if self:CheckTargetInZones(target, self.borderzoneset) then
valid=true
end
elseif self.strategy==CHIEF.Strategy.OFFENSIVE then
---
-- OFFENSIVE: Attack inside borders and in yellow zones.
---
if self:CheckTargetInZones(target, self.borderzoneset) or self:CheckTargetInZones(target, self.yellowzoneset) then
valid=true
end
elseif self.strategy==CHIEF.Strategy.AGGRESSIVE then
---
-- AGGRESSIVE: Attack in all zone sets.
---
if self:CheckTargetInZones(target, self.borderzoneset) or self:CheckTargetInZones(target, self.yellowzoneset) or self:CheckTargetInZones(target, self.engagezoneset) then
valid=true
end
elseif self.strategy==CHIEF.Strategy.TOTALWAR then
---
-- TOTAL WAR: We attack anything we find.
---
valid=true
end
-- Valid target?
if valid then
-- Debug info.
self:T(self.lid..string.format("Got valid target %s: category=%s, threatlevel=%d", target:GetName(), target.category, threatlevel))
-- Get mission performances for the given target.
local MissionPerformances=self:_GetMissionPerformanceFromTarget(target)
-- Mission.
local mission=nil --Ops.Auftrag#AUFTRAG
local Legions=nil
if #MissionPerformances>0 then
--TODO: Number of required assets. How many do we want? Should depend on:
-- * number of enemy units
-- * target threatlevel
-- * how many assets are still in stock
-- * is it inside of our border
-- * add damping factor
local NassetsMin=1
local NassetsMax=1
if threatlevel>=8 and target.N0 >=10 then
NassetsMax=3
elseif threatlevel>=5 then
NassetsMax=2
else
NassetsMax=1
end
for _,_mp in pairs(MissionPerformances) do
local mp=_mp --#CHIEF.MissionPerformance
-- Debug info.
self:T2(self.lid..string.format("Recruiting assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName()))
-- Recruit assets.
local recruited, assets, legions=self:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax)
if recruited then
self:T(self.lid..string.format("Recruited %d assets for mission type %s [performance=%d] of target %s", #assets, mp.MissionType, mp.Performance, target:GetName()))
-- Create a mission.
mission=AUFTRAG:NewFromTarget(target, mp.MissionType)
-- Add asset to mission.
if mission then
for _,_asset in pairs(assets) do
local asset=_asset
mission:AddAsset(asset)
end
Legions=legions
-- We got what we wanted ==> leave loop.
break
end
else
self:T(self.lid..string.format("Could NOT recruit assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName()))
end
end
end
-- Check if mission could be defined.
if mission and Legions then
-- Set target mission entry.
target.mission=mission
-- Mission parameters.
mission.prio=target.prio
mission.importance=target.importance
-- Assign mission to legions.
self:MissionAssign(mission, Legions)
-- Only ONE target is assigned per check.
return
end
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Strategic Zone Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check strategic zone queue.
-- @param #CHIEF self
function CHIEF:CheckOpsZoneQueue()
-- Passive strategy ==> Do not act.
if self:IsPassive() then
return
end
-- Number of zones.
local Nzones=#self.zonequeue
-- Treat special cases.
if Nzones==0 then
return nil
end
-- Sort results table wrt prio.
local function _sort(a, b)
local taskA=a --#CHIEF.StrategicZone
local taskB=b --#CHIEF.StrategicZone
return (taskA.prio<taskB.prio)
end
table.sort(self.zonequeue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a zone with importance 1 exists that is not owned by us, zones with importance 2 will not be assigned. Zone with no importance (nil) can still be selected.
local vip=math.huge
for _,_stratzone in pairs(self.zonequeue) do
local stratzone=_stratzone --#CHIEF.StrategicZone
if stratzone.importance and stratzone.importance<vip and stratzone.opszone:GetOwner()~=self.coalition then
-- Most important zone that is NOT owned by us.
vip=stratzone.importance
end
end
-- Loop over strategic zones.
for _,_startzone in pairs(self.zonequeue) do
local stratzone=_startzone --#CHIEF.StrategicZone
-- Current owner of the zone.
local ownercoalition=stratzone.opszone:GetOwner()
-- Check coalition and importance.
if ownercoalition~=self.coalition and (stratzone.importance==nil or stratzone.importance<=vip) then
-- Has a patrol mission?
local hasMissionPatrol=stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.ONGUARD) or stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.ARMOREDGUARD)
-- Has a CAS mission?
local hasMissionCAS=stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.CASENHANCED)
-- Has a ARTY mission?
local hasMissionARTY=stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.ARTY)
-- Debug info.
self:T(self.lid..string.format("Zone %s [%s] is owned by coalition %d", stratzone.opszone.zone:GetName(), stratzone.opszone:GetState(), ownercoalition))
if stratzone.opszone:IsEmpty() then
---
-- Zone is EMPTY
--
-- We send ground troops to capture the zone.
---
if not hasMissionPatrol then
-- Debug info.
self:T3(self.lid..string.format("Zone is empty ==> Recruit Patrol zone infantry assets"))
-- Recruit ground assets that
local recruitedI=self:RecruitAssetsForZone(stratzone, AUFTRAG.Type.ONGUARD, 1, 3, {Group.Category.GROUND}, {GROUP.Attribute.GROUND_INFANTRY})
local recruitedT=self:RecruitAssetsForZone(stratzone, AUFTRAG.Type.ARMOREDGUARD, 1, 1, {Group.Category.GROUND}, {GROUP.Attribute.GROUND_TANK})
-- Debug info.
self:T(self.lid..string.format("Zone is empty ==> Recruit Patrol zone infantry assets=%s", tostring(recruitedI)))
self:T(self.lid..string.format("Zone is empty ==> Recruit Patrol zone armored assets=%s", tostring(recruitedT)))
end
else
---
-- Zone is NOT EMPTY
--
-- We first send a CAS flight to eliminate enemy activity.
---
if not hasMissionCAS then
-- Debug message.
self:T3(self.lid..string.format("Zone is NOT empty ==> Recruit CAS assets"))
-- Recruite CAS assets.
local recruited=self:RecruitAssetsForZone(stratzone, AUFTRAG.Type.CASENHANCED, 1, 1)
-- Debug message.
self:T(self.lid..string.format("Zone is NOT empty ==> Recruit CAS assets=%s", tostring(recruited)))
end
if not hasMissionARTY then
-- Debug message.
self:T3(self.lid..string.format("Zone is NOT empty ==> Recruit ARTY assets"))
-- Recruite CAS assets.
local recruited=self:RecruitAssetsForZone(stratzone, AUFTRAG.Type.ARTY, 1, 1)
-- Debug message.
self:T(self.lid..string.format("Zone is NOT empty ==> Recruit ARTY assets=%s", tostring(recruited)))
end
end
end
end
-- Loop over strategic zone.
for _,_startzone in pairs(self.zonequeue) do
local stratzone=_startzone --#CHIEF.StrategicZone
-- Current owner of the zone.
local ownercoalition=stratzone.opszone:GetOwner()
-- Has a patrol mission?
local hasMissionPATROL=stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.PATROLZONE)
-- Has a CAS mission?
local hasMissionCAS, CASMissions = stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.CASENHANCED)
local hasMissionARTY, ARTYMissions = stratzone.opszone:_FindMissions(self.coalition,AUFTRAG.Type.ARTY)
if ownercoalition==self.coalition and stratzone.opszone:IsEmpty() and hasMissionCAS then
-- Cancel CAS mission if zone is ours and no enemies are present.
-- TODO: Might want to check if we still have CAS capable assets in stock?!
--stratzone.missionCAS:Cancel()
for _,_auftrag in pairs(CASMissions) do
_auftrag:Cancel()
end
end
if ownercoalition==self.coalition and hasMissionARTY then
-- Cancel ARTY mission if zone is ours and no enemies are present.
for _,_auftrag in pairs(ARTYMissions) do
_auftrag:Cancel()
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Zone Check Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if group is inside our border.
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP group The group.
-- @return #boolean If true, group is in any border zone.
function CHIEF:CheckGroupInBorder(group)
local inside=self:CheckGroupInZones(group, self.borderzoneset)
return inside
end
--- Check if group is in a conflict zone.
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP group The group.
-- @return #boolean If true, group is in any conflict zone.
function CHIEF:CheckGroupInConflict(group)
-- Check inside yellow but not inside our border.
local inside=self:CheckGroupInZones(group, self.yellowzoneset) --and not self:CheckGroupInZones(group, self.borderzoneset)
return inside
end
--- Check if group is in a attack zone.
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP group The group.
-- @return #boolean If true, group is in any attack zone.
function CHIEF:CheckGroupInAttack(group)
-- Check inside yellow but not inside our border.
local inside=self:CheckGroupInZones(group, self.engagezoneset) --and not self:CheckGroupInZones(group, self.borderzoneset)
return inside
end
--- Check if group is inside a zone.
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP group The group.
-- @param Core.Set#SET_ZONE zoneset Set of zones.
-- @return #boolean If true, group is in any zone.
function CHIEF:CheckGroupInZones(group, zoneset)
for _,_zone in pairs(zoneset.Set or {}) do
local zone=_zone --Core.Zone#ZONE
if group:IsInZone(zone) then
return true
end
end
return false
end
--- Check if group is inside a zone.
-- @param #CHIEF self
-- @param Ops.Target#TARGET target The target.
-- @param Core.Set#SET_ZONE zoneset Set of zones.
-- @return #boolean If true, group is in any zone.
function CHIEF:CheckTargetInZones(target, zoneset)
for _,_zone in pairs(zoneset.Set or {}) do
local zone=_zone --Core.Zone#ZONE
if zone:IsCoordinateInZone(target:GetCoordinate()) then
return true
end
end
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a mission performance table.
-- @param #CHIEF self
-- @param #string MissionType Mission type.
-- @param #number Performance Performance.
-- @return #CHIEF.MissionPerformance Mission performance.
function CHIEF:_CreateMissionPerformance(MissionType, Performance)
local mp={} --#CHIEF.MissionPerformance
mp.MissionType=MissionType
mp.Performance=Performance
return mp
end
--- Get mission performance for a given TARGET.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target
-- @return #table Mission performances of type `#CHIEF.MissionPerformance`.
function CHIEF:_GetMissionPerformanceFromTarget(Target)
-- Possible target objects.
local group=nil --Wrapper.Group#GROUP
local airbase=nil --Wrapper.Airbase#AIRBASE
local scenery=nil --Wrapper.Scenery#SCENERY
local static=nil --Wrapper.Static#STATIC
local coordinate=nil --Core.Point#COORDINATE
-- Get target objective.
local target=Target:GetObject()
if target:IsInstanceOf("GROUP") then
group=target --Target is already a group.
elseif target:IsInstanceOf("UNIT") then
group=target:GetGroup()
elseif target:IsInstanceOf("AIRBASE") then
airbase=target
elseif target:IsInstanceOf("STATIC") then
static=target
elseif target:IsInstanceOf("SCENERY") then
scenery=target
end
-- Target category.
local TargetCategory=Target:GetCategory()
-- Mission performances.
local missionperf={} --#CHIEF.MissionPerformance
if group then
local category=group:GetCategory()
local attribute=group:GetAttribute()
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
---
-- A2A: Intercept
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT, 100))
elseif category==Group.Category.GROUND or category==Group.Category.TRAIN then
---
-- GROUND
---
if attribute==GROUP.Attribute.GROUND_SAM then
-- SEAD/DEAD
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
elseif attribute==GROUP.Attribute.GROUND_EWR then
-- EWR
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
--table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
elseif attribute==GROUP.Attribute.GROUND_AAA then
-- AAA
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then
-- ARTY
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 75))
elseif attribute==GROUP.Attribute.GROUND_INFANTRY then
-- Infantry
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
elseif attribute==GROUP.Attribute.GROUND_TANK then
-- Tanks
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 75))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.CAS, 100))
else
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
end
elseif category==Group.Category.SHIP then
---
-- NAVAL
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100))
else
self:E(self.lid.."ERROR: Unknown Group category!")
end
elseif airbase then
---
-- AIRBASE
---
-- Bomb runway.
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBRUNWAY, 100))
elseif static then
---
-- STATIC
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
elseif scenery then
---
-- SCENERY
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.STRIKE, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
elseif coordinate then
---
-- COORDINATE
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
end
return missionperf
end
--- Get mission performances for a given Group Attribute.
-- @param #CHIEF self
-- @param #string Attribute Group attibute.
-- @return #table Mission performances of type `#CHIEF.MissionPerformance`.
function CHIEF:_GetMissionTypeForGroupAttribute(Attribute)
local missionperf={} --#CHIEF.MissionPerformance
if Attribute==GROUP.Attribute.AIR_ATTACKHELO then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT), 100)
elseif Attribute==GROUP.Attribute.GROUND_AAA then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 100)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING), 80)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET), 70)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 30)
elseif Attribute==GROUP.Attribute.GROUND_SAM then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD), 100)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 90)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 50)
elseif Attribute==GROUP.Attribute.GROUND_EWR then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD), 100)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 100)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 50)
end
return missionperf
end
--- Recruit assets for a given TARGET.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target The target.
-- @param #string MissionType Mission Type.
-- @param #number NassetsMin Min number of required assets.
-- @param #number NassetsMax Max number of required assets.
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Assets that have been recruited from all legions.
-- @return #table Legions that have recruited assets.
function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.commander.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.d
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
if legion:IsRunning() and Runway then
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
-- Target position.
local TargetVec2=Target:GetVec2()
-- Recruite assets.
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2)
return recruited, assets, legions
end
--- Recruit assets for a given OPS zone.
-- @param #CHIEF self
-- @param #CHIEF.StrategicZone StratZone The strategic zone.
-- @param #string MissionType Mission Type.
-- @param #number NassetsMin Min number of required assets.
-- @param #number NassetsMax Max number of required assets.
-- @param #table Categories Group categories of the assets.
-- @param #table Attributes Generalized group attributes.
-- @return #boolean If `true` enough assets could be recruited.
function CHIEF:RecruitAssetsForZone(StratZone, MissionType, NassetsMin, NassetsMax, Categories, Attributes)
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.commander.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
if legion:IsRunning() and Runway then
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
-- Target position.
local TargetVec2=StratZone.opszone.zone:GetVec2()
-- Max range in meters.
local RangeMax=nil
-- Set max range to 250 NM because we use helos as transport for the infantry.
if MissionType==AUFTRAG.Type.PATROLZONE or MissionType==AUFTRAG.Type.ONGUARD then
RangeMax=UTILS.NMToMeters(250)
end
-- Set max range to 50 NM because we use armor
if MissionType==AUFTRAG.Type.ARMOREDGUARD then
RangeMax=UTILS.NMToMeters(50)
end
-- Recruite infantry assets.
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2, nil, RangeMax, nil, nil, nil, Categories, Attributes)
if recruited then
-- Debug messgage.
self:T2(self.lid..string.format("Recruited %d assets for %s mission STRATEGIC zone %s", #assets, MissionType, tostring(StratZone.opszone.zoneName)))
if MissionType==AUFTRAG.Type.PATROLZONE or MissionType==AUFTRAG.Type.ONGUARD then
-- Debug messgage.
self:T2(self.lid..string.format("Recruited %d assets for PATROL mission", #assets))
local recruitedTrans=true
local transport=nil
if Attributes and Attributes[1]==GROUP.Attribute.GROUND_INFANTRY then
-- Categories. Currently only helicopters are allowed due to problems with ground transports (might get stuck, might not be a land connection.
-- TODO: Check if ground transport is possible. For example, by trying land.getPathOnRoad or something.
local Categories=self.TransportCategories
-- Recruit transport assets for infantry.
recruitedTrans, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, assets, 1, 1, StratZone.opszone.zone, nil, Categories)
end
if recruitedTrans then
-- Create Patrol zone mission.
local mission=nil --Ops.Auftrag#AUFTRAG
if MissionType==AUFTRAG.Type.PATROLZONE then
mission=AUFTRAG:NewPATROLZONE(StratZone.opszone.zone)
mission:SetEngageDetected(25, {"Ground Units", "Light armed ships", "Helicopters"})
elseif MissionType==AUFTRAG.Type.ONGUARD then
mission=AUFTRAG:NewONGUARD(StratZone.opszone.zone:GetRandomCoordinate(), nil, nil, {land.SurfaceType.LAND})
end
mission:SetEngageDetected()
-- Add assets to mission.
for _,asset in pairs(assets) do
mission:AddAsset(asset)
end
-- Attach OPS transport to mission.
mission.opstransport=transport
-- Assign mission to legions.
self:MissionAssign(mission, legions)
-- Attach mission to ops zone.
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
-- Set ops zone to transport.
transport.opszone=StratZone.opszone
transport.chief=self
transport.commander=self.commander
return true
else
LEGION.UnRecruitAssets(assets)
return false
end
elseif MissionType==AUFTRAG.Type.CASENHANCED then
-- Create Patrol zone mission.
local caszone = StratZone.opszone.zone
local coord = caszone:GetCoordinate()
local height = UTILS.MetersToFeet(coord:GetLandHeight())+2500
local Speed = 200
if assets[1] then
if assets[1].speedmax then
Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200
end
end
--local mission=AUFTRAG:NewCAS(caszone,height,Speed,coord,math.random(0,359),Leg)
local mission=AUFTRAG:NewCASENHANCED(caszone, height, Speed)
-- Add assets to mission.
for _,asset in pairs(assets) do
mission:AddAsset(asset)
end
-- Assign mission to legions.
self:MissionAssign(mission, legions)
-- Attach mission to ops zone.
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
return true
elseif MissionType==AUFTRAG.Type.CAS then
-- Create Patrol zone mission.
local caszone = StratZone.opszone.zone
local coord = caszone:GetCoordinate()
local height = UTILS.MetersToFeet(coord:GetLandHeight())+2500
local Speed = 200
--local mission=AUFTRAG:NewPATROLZONE(caszone)
if assets[1] then
if assets[1].speedmax then
Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200
end
end
--local Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200
local Leg = caszone:GetRadius() <= 10000 and 5 or UTILS.MetersToNM(caszone:GetRadius())
local mission=AUFTRAG:NewCAS(caszone,height,Speed,coord,math.random(0,359),Leg)
mission:SetEngageDetected(25, {"Ground Units", "Light armed ships", "Helicopters"})
mission:SetWeaponExpend(AI.Task.WeaponExpend.ALL)
mission:SetMissionSpeed(Speed)
-- Add assets to mission.
for _,asset in pairs(assets) do
mission:AddAsset(asset)
end
-- Assign mission to legions.
self:MissionAssign(mission, legions)
-- Attach mission to ops zone.
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
return true
elseif MissionType==AUFTRAG.Type.ARTY then
-- Create ARTY zone mission.
local TargetZone = StratZone.opszone.zone
local Target = TargetZone:GetCoordinate()
local Radius = TargetZone:GetRadius()
local mission=AUFTRAG:NewARTY(Target,120,Radius)
-- Add assets to mission.
for _,asset in pairs(assets) do
mission:AddAsset(asset)
end
-- Assign mission to legions.
self:MissionAssign(mission, legions)
-- Attach mission to ops zone.
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
return true
elseif MissionType==AUFTRAG.Type.ARMOREDGUARD then
-- Create Armored on guard mission
local TargetZone = StratZone.opszone.zone
local Target = TargetZone:GetCoordinate()
local mission=AUFTRAG:NewARMOREDGUARD(Target)
-- Add assets to mission.
for _,asset in pairs(assets) do
mission:AddAsset(asset)
end
-- Assign mission to legions.
self:MissionAssign(mission, legions)
-- Attach mission to ops zone.
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
return true
end
end
-- Debug messgage.
self:T2(self.lid..string.format("Could NOT recruit assets for %s mission of STRATEGIC zone %s", MissionType, tostring(StratZone.opszone.zoneName)))
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------