Frank d73ebaca76 OPS
- Lots of stuff
2021-08-21 00:58:28 +02:00

526 lines
18 KiB
Lua

--- **Ops** - Commander of Airwings, Brigades and Flotillas.
--
-- **Main Features:**
--
-- * Manages AIRWINGS, BRIGADEs and FLOTILLAs
-- * Handles missions (AUFTRAG) and finds the best man for the job
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Commander
-- @image OPS_Commander.png
--- COMMANDER class.
-- @type COMMANDER
-- @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 legions Table of legions which are commanded.
-- @field #table missionqueue Mission queue.
-- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff.
-- @extends Core.Fsm#FSM
--- Be surprised!
--
-- ===
--
-- # The COMMANDER Concept
--
-- A commander is the head of legions. He will find the best LEGIONs to perform an assigned AUFTRAG (mission).
--
--
-- @field #COMMANDER
COMMANDER = {
ClassName = "COMMANDER",
Debug = nil,
lid = nil,
legions = {},
missionqueue = {},
}
--- COMMANDER class version.
-- @field #string version
COMMANDER.version="0.1.0"
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-- TODO list
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-- TODO: Improve legion selection. Mostly done!
-- TODO: Allow multiple Legions for one mission.
-- NOGO: Maybe it's possible to preselect the assets for the mission.
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-- Constructor
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--- Create a new COMMANDER object and start the FSM.
-- @param #COMMANDER self
-- @return #COMMANDER self
function COMMANDER:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, FSM:New()) --#COMMANDER
-- Log ID.
self.lid="COMMANDER | "
-- Start state.
self:SetStartState("NotReadyYet")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start COMMANDER.
self:AddTransition("*", "Status", "*") -- Status report.
self:AddTransition("*", "Stop", "Stopped") -- Stop COMMANDER.
self:AddTransition("*", "MissionAssign", "*") -- Mission was assigned to a LEGION.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the COMMANDER.
-- @function [parent=#COMMANDER] Start
-- @param #COMMANDER self
--- Triggers the FSM event "Start" after a delay. Starts the COMMANDER.
-- @function [parent=#COMMANDER] __Start
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the COMMANDER.
-- @param #COMMANDER self
--- Triggers the FSM event "Stop" after a delay. Stops the COMMANDER.
-- @function [parent=#COMMANDER] __Stop
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#COMMANDER] Status
-- @param #COMMANDER self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#COMMANDER] __Status
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionAssign".
-- @function [parent=#COMMANDER] MissionAssign
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionAssign" event.
-- @function [parent=#COMMANDER] OnAfterMissionAssign
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#COMMANDER] MissionCancel
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#COMMANDER] OnAfterMissionCancel
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
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-- User functions
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--- Add an AIRWING to the commander.
-- @param #COMMANDER self
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
-- @return #COMMANDER self
function COMMANDER:AddAirwing(Airwing)
-- Add legion.
self:AddLegion(Airwing)
return self
end
--- Add a LEGION to the commander.
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The legion to add.
-- @return #COMMANDER self
function COMMANDER:AddLegion(Legion)
-- This legion is managed by the commander.
Legion.commander=self
-- Add to legions.
table.insert(self.legions, Legion)
return self
end
--- Add mission to mission queue.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #COMMANDER self
function COMMANDER:AddMission(Mission)
Mission.commander=self
Mission.statusCommander=AUFTRAG.Status.PLANNED
table.insert(self.missionqueue, Mission)
return self
end
--- Remove mission from queue.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #COMMANDER self
function COMMANDER: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))
mission.commander=nil
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 #COMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function COMMANDER:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Commander")
self:I(self.lid..text)
-- Start attached legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
if legion:GetState()=="NotReadyYet" then
legion:Start()
end
end
self:__Status(-1)
end
--- On after "Status" event.
-- @param #COMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function COMMANDER:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
-- Check mission queue and assign one PLANNED mission.
self:CheckMissionQueue()
-- Status.
local text=string.format("Status %s: Legions=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue)
self:I(self.lid..text)
-- Legion info.
if #self.legions>0 then
local text="Legions:"
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
local Nassets=legion:CountAssets()
local Nastock=legion:CountAssets(true)
text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", legion.alias, legion:GetState(), Nassets, Nastock)
for _,aname in pairs(AUFTRAG.Type) do
local na=legion:CountAssets(true, {aname})
local np=legion:CountPayloadsInStock({aname})
local nm=legion:CountAssetsOnMission({aname})
if na>0 or np>0 then
text=text..string.format("\n - %s: assets=%d, payloads=%d, on mission=%d", aname, na, np, nm)
end
end
end
self:I(self.lid..text)
end
-- 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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "MissionAssign" event. Mission is added to a LEGION mission queue.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The LEGION.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function COMMANDER:onafterMissionAssign(From, Event, To, Legion, Mission)
-- Debug info.
self:I(self.lid..string.format("Assigning mission %s (%s) to legion %s", Mission.name, Mission.type, Legion.alias))
-- Set mission commander status to QUEUED as it is now queued at a legion.
Mission.statusCommander=AUFTRAG.Status.QUEUED
-- Add mission to legion.
Legion:AddMission(Mission)
end
--- On after "MissionCancel" event.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function COMMANDER:onafterMissionCancel(From, Event, To, Mission)
-- Debug info.
self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
-- Set commander status.
Mission.statusCommander=AUFTRAG.Status.CANCELLED
if Mission:IsPlanned() then
-- Mission is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue.
self:RemoveMission(Mission)
else
-- Legion will cancel mission.
if #Mission.legions>0 then
for _,_legion in pairs(Mission.legions) do
local legion=_legion --Ops.Legion#LEGION
-- TODO: Should check that this legions actually belongs to this commander.
-- Legion will cancel the mission.
legion:MissionCancel(Mission)
end
end
end
end
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-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check mission queue and assign ONE planned mission.
-- @param #COMMANDER self
function COMMANDER: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:IsPlanned() then
---
-- PLANNNED Mission
---
-- Get legions for mission.
local legions=self:GetLegionsForMission(mission)
if legions then
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Add mission to legion.
self:MissionAssign(legion, mission)
end
-- Only ONE mission is assigned.
return
end
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Check all legions if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #table Table of LEGIONs that can do the mission and have at least one asset available right now.
function COMMANDER:GetLegionsForMission(Mission)
-- Table of legions that can do the mission.
local legions={}
-- Loop over all legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Count number of assets in stock.
local Nassets=0
if legion:IsAirwing() then
Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes)
else
Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission.
end
-- Has it assets that can?
if Nassets>0 then
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
if coord then
-- Distance from legion to target.
local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate()))
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
local dist=UTILS.Round(distance/10, 0)
-- Debug info.
self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", legion.alias, Nassets, distance, dist))
-- Add legion to table of legions that can.
table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets})
end
end
end
-- Can anyone?
if #legions>0 then
--- Something like:
-- * Closest legion 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 legion with more resources should get the job.
local function score(a)
local d=math.round(a.dist/10)
end
env.info(self.lid.."FF #legions="..#legions)
-- Sort table wrt distance and number of assets.
-- Distances within 10 NM are equal and the legion with more assets is preferred.
local function sortdist(a,b)
local ad=a.dist
local bd=b.dist
return ad<bd or (ad==bd and a.nassets>b.nassets)
end
table.sort(legions, sortdist)
-- Loops over all legions and stop if enough assets are summed up.
local selection={} ; local N=0
for _,leg in ipairs(legions) do
local legion=leg.airwing --Ops.Legion#LEGION
Mission.Nassets=Mission.Nassets or {}
Mission.Nassets[legion.alias]=leg.nassets
table.insert(selection, legion)
N=N+leg.nassets
if N>=Mission.nassets then
self:I(self.lid..string.format("Found enough assets!"))
break
end
end
if N>=Mission.nassets then
self:I(self.lid..string.format("Found %d legions that can do mission %s (%s) requiring %d assets", #selection, Mission:GetName(), Mission:GetType(), Mission.nassets))
return selection
else
self:T(self.lid..string.format("Not enough LEGIONs found that could do the job :/ Number of assets avail %d < %d required for the mission", N, Mission.nassets))
return nil
end
else
self:T(self.lid..string.format("No LEGION found that could do the job :/"))
end
return nil
end
--- Count assets of all assigned legions.
-- @param #COMMANDER self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Amount of asset groups.
function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
local N=0
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
N=N+legion:CountAssets(InStock, MissionTypes, Attributes)
end
return N
end
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