funkyfranky 274b44459e ARTY v0.5
- Adjusted schedulers.
- Improved transitions.
- Make rearming unit go back to its original position.
- Added user functions.
- Using only coodinates for target assignments.
- Added dead event handling.
2018-05-02 00:14:05 +02:00

1474 lines
54 KiB
Lua

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--- **Functional** - Control artillery units.
--
-- ![Banner Image](..\Presentations\ARTY\Artillery_Main.png)
--
-- ====
--
-- The ARTY class can be used to easily assign targets for artillery units. Multiple targets can be assigned.
--
--
-- ====
--
-- # Demo Missions
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [MOOSE YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL)
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
--
-- ### Contributions: **Sven van de Velde ([FlightControl](https://forums.eagle.ru/member.php?u=89536))**
--
-- ====
-- @module Arty
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--- ARTY class
-- @type ARTY
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
-- @field #table targets Targets assigned.
-- @field #table currentTarget Holds the current target, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number FullAmmo Full amount of all ammunition taking the number of alive units into account.
-- @field Core.Scheduler#SCHEDULER scheduler Scheduler object handling various timed functions.
-- @field #number SchedIDTargetQueue Scheduler ID for updating the target queue and calling OpenFire event.
-- @field #number TargetQueueUpdate Interval between updates of the target queue.
-- @field #number SchedIDCheckRearmed Scheduler ID responsible for checking whether reaming of the ARTY group is complete.
-- @field #number SchedIDCheckShooting Scheduler ID for checking whether a group startet firing within a certain time after the fire at point task was assigned.
-- @field #number WaitForShotTime Max time in seconds to wait until fist shot event occurs after target is assigned. If time is passed without shot, the target is deleted. Default is 300 seconds.
-- @field #number SchedIDStatusReport Scheduler ID for status report messages. The scheduler is only launched in debug mode.
-- @field #table DCSdesc DCS descriptors of the ARTY group.
-- @field #string Type Type of the ARTY group.
-- @field #string DisplayName Extended type name of the ARTY group.
-- @field #number IniGroupStrength Inital number of units in the ARTY group.
-- @field #boolean IsArtillery If true, ARTY group has attribute "Artillery".
-- @field #number Speed Max speed of ARTY group.
-- @field Wrapper.Unit#UNIT RearmingUnit Unit designated to rearm the ARTY group.
-- @field Wrapper.Point#COORDINATE RearmingUnitCoord Initial coordinates of the rearming unit. After rearming complete, the unit will return to this position.
-- @field #boolean report Arty group sends messages about their current state or target to its coaliton.
-- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells.
-- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets.
-- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles.
-- @field #number Nshots Number of shots fired on current target.
-- @field #number minrange Minimum firing range in kilometers. Targets closer than this distance are not engaged. Default 0 km.
-- @field #number maxrange Maximum firing range in kilometers. Targets further away than this distance are not engaged. Default 10000 km.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--
---# ARTY class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- Artillery class..
--
-- ## Target aquisition...
--
-- ![Process](..\Presentations\ARTY\Artillery_Process.png)
--
-- The arty process can be described as follows.
--
-- ### Submenu
--
-- @field #ARTY
ARTY={
ClassName = "ARTY",
Debug = true,
targets = {},
currentTarget = nil,
Nammo0=0,
Nshells0=0,
Nrockets0=0,
Nmissiles0=0,
FullAmmo=0,
scheduler=nil,
SchedIDTargetQueue=nil,
TargetQueueUpdate=5,
SchedIDCheckRearmed=nil,
SchedIDCheckShooting=nil,
WaitForShotTime=300,
SchedIDStatusReport=nil,
DCSdesc=nil,
Type=nil,
DisplayName=nil,
IniGroupStrength=0,
IsArtillery=nil,
RearmingUnit=nil,
RearmingUnitCoord=nil,
report=true,
ammoshells={"weapons.shells"},
ammorockets={"weapons.nurs"},
ammomissiles={"weapons.missiles"},
Nshots=0,
minrange=0,
maxrange=1000000,
}
--- Weapong type ID. http://wiki.hoggit.us/view/DCS_enum_weapon_flag
-- @list WeaponType
ARTY.WeaponType={
Auto=1073741822,
UnguidedAny=805339120,
UnguidedCannon=805306368,
UnguidedRockets=30720,
GuidedAny=268402702,
GuidedMissile=268402688,
CruiseMissile=2097152,
}
--- Some ID to identify who we are in output of the DCS.log file.
-- @field #string id
ARTY.id="ARTY | "
--- Range script version.
-- @field #number version
ARTY.version="0.5.0"
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-- TODO list:
-- DONE: Delete targets from queue user function.
-- DONE: Delete entire target queue user function.
-- TODO: Add weapon types. Done but needs improvements.
-- DONE: Add user defined rearm weapon types.
-- TODO: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. Pfff...
-- TODO: Make ARTY move to reaming position.
-- TODO: Check that right reaming vehicle is specified. Blue M818, Red Ural-375. Are there more?
-- TODO: Check if ARTY group is still alive.
-- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
-- DONE: Improve assigned time for engagement. Next day?
-- TODO: Improve documentation.
-- TODO: Add pseudo user transitions. OnAfter...
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--- Creates a new ARTY object.
-- @param #ARTY self
-- @param Wrapper.Group#GROUP group The GROUP object for which artillery tasks should be assigned.
-- @return #ARTY ARTY object.
-- @return nil If group does not exist or is not a ground or naval group.
function ARTY:New(group)
BASE:F2(group)
-- Inherits from FSM_CONTROLLABLE
local self=BASE:Inherit(self, FSM_CONTROLLABLE:New()) -- #ARTY
-- Check that group is present.
if group then
self:T(ARTY.id..string.format("ARTY script version %s. Added group %s.", ARTY.version, group:GetName()))
else
self:E(ARTY.id.."ERROR: Requested ARTY group does not exist! (Has to be a MOOSE group.)")
return nil
end
-- Check that we actually have a GROUND group.
if group:IsGround()==false and group:IsShip()==false then
self:E(ARTY.id..string.format("ERROR: ARTY group %s has to be a GROUND or SHIP group!", group:GetName()))
return nil
end
-- Set the controllable for the FSM.
self:SetControllable(group)
-- Create scheduler object.
self.scheduler=SCHEDULER:New(self)
-- Get DCS descriptors of group.
local DCSgroup=Group.getByName(group:GetName())
local DCSunit=DCSgroup:getUnit(1)
self.DCSdesc=DCSunit:getDesc()
-- DCS descriptors.
self:T3(ARTY.id.."DCS descriptors for group "..group:GetName())
for id,desc in pairs(self.DCSdesc) do
self:T3({id=id, desc=desc})
end
-- Set speed to maximum in km/h.
self.Speed=self.DCSdesc.speedMax*3.6
-- Displayed name (similar to type name below)
self.DisplayName=self.DCSdesc.displayName
-- Is this infantry or not.
self.IsArtillery=DCSunit:hasAttribute("Artillery")
-- Type of group.
self.Type=group:GetTypeName()
-- Initial group strength.
self.IniGroupStrength=#group:GetUnits()
-- Transitions
self:AddTransition("*", "Start", "CombatReady")
self:AddTransition("CombatReady", "OpenFire", "Firing")
self:AddTransition("Firing", "OpenFire", "Firing") -- Other target assigned
self:AddTransition("Firing", "CeaseFire", "CombatReady")
self:AddTransition("*", "Winchester", "OutOfAmmo")
self:AddTransition("*", "Rearm", "Rearming")
self:AddTransition("Rearming", "Rearmed", "CombatReady")
self:AddTransition("*", "Dead", "*")
return self
end
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--- Assign target coordinates to the ARTY group. Only the first parameter, i.e. the coordinate of the target is mandatory. The remaining parameters are optional and can be used to fine tune the engagement.
-- @param #ARTY self
-- @param Wrapper.Point#COORDINATE coord Coordinates of the target.
-- @param #number prio (Optional) Priority of target. Number between 1 (high) and 100 (low). Default 50.
-- @param #number radius (Optional) Radius. Default is 100 m.
-- @param #number nshells (Optional) How many shells (or rockets) are fired on target per engagement. Default 5.
-- @param #number maxengage (Optional) How many times a target is engaged. Default 1.
-- @param #string time (Optional) Day time at which the target should be engaged. Passed as a string in format "08:13:45". Current task will be canceled.
-- @param #number weapontype (Optional) Type of weapon to be used to attack this target. Default ARTY.WeaponType.Auto, i.e. the DCS logic automatically determins the appropriate weapon.
-- @param #string name (Optional) Name of the target. Default is LL DMS coordinate of the target. If the name was already given, the numbering "#01", "#02",... is appended automatically.
-- @return #string Name of the target. Can be used for further reference, e.g. deleting the target from the list.
-- @usage paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
-- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 1"):GetCoordinate(), 10, 300, 10, 1, "08:02:00", ARTY.WeaponType.Auto, "Red Targets 1")
-- paladin:Start()
function ARTY:AssignTargetCoord(coord, prio, radius, nshells, maxengage, time, weapontype, name)
self:T({coord=coord, prio=prio, radius=radius, nshells=nshells, maxengage=maxengage, time=time, weapontype=weapontype, name=name})
-- Set default values.
nshells=nshells or 5
radius=radius or 100
maxengage=maxengage or 1
prio=prio or 50
prio=math.max( 1, prio)
prio=math.min(100, prio)
weapontype=weapontype or ARTY.WeaponType.Auto
-- Name of the target.
local _name=name or coord:ToStringLLDMS()
-- Check if the name has already been used for another target. If so, the function returns a new unique name.
_name=self:_CheckTargetName(_name)
-- Time in seconds.
local _time=self:_ClockToSeconds(time)
-- Prepare target array.
local _target={name=_name, coord=coord, radius=radius, nshells=nshells, engaged=0, underfire=false, prio=prio, maxengage=maxengage, time=_time, weapontype=weapontype}
-- Add to table.
table.insert(self.targets, _target)
-- Clock.
local _clock=self:_SecondsToClock(_target.time)
-- Debug info.
self:T(ARTY.id..string.format("Added target %s, prio=%d, radius=%d, nshells=%d, maxengage=%d, time=%s, weapontype=%d", name, prio, radius, nshells, maxengage, tostring(_clock), weapontype))
end
--- Set minimum firing range. Targets closer than this distance are not engaged.
-- @param #ARTY self
-- @param #number range Min range in kilometers. Default is 0 km.
function ARTY:SetMinFiringRange(range)
self:F({range=range})
self.minrange=range or 0
end
--- Set maximum firing range. Targets further away than this distance are not engaged.
-- @param #ARTY self
-- @param #number range Max range in kilometers. Default is 1000 km.
function ARTY:SetMaxFiringRange(range)
self:F({range=range})
self.maxrange=range*1000 or 1000*1000
end
--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
-- @param #ARTY self
-- @param #number waittime Time in seconds. Default 300 seconds.
function ARTY:SetWaitForShotTime(waittime)
self:F({waittime=waittime})
self.WaitForShotTime=waittime or 300
end
--- Assign a unit which is responsible for rearming the ARTY group. If the unit is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self
-- @param Wrapper.Unit#UNIT unit Unit that is supposed to rearm the ARTY group.
function ARTY:SetRearmingUnit(unit)
self:F({unit=unit})
self.RearmingUnit=unit
end
--- Report messages of ARTY group turned on. This is the default.
-- @param #ARTY self
function ARTY:SetReportON()
self.report=true
end
--- Report messages of ARTY group turned off. Default is on.
-- @param #ARTY self
function ARTY:SetReportOFF()
self.report=false
end
--- Set target queue update time interval.
-- @param #ARTY self
-- @param #number interval Time interval in seconds. Default is 5 seconds.
function ARTY:SetTargetQueueUpdateInterval(interval)
self:F2({interval=interval})
self.TargetQueueUpdate=interval or 5
end
--- Delete target from target list.
-- @param #ARTY self
-- @param #string name Name of the target.
function ARTY:RemoveTarget(name)
self:F2(name)
local id=self:_GetTargetByName(name)
if id then
self:T(ARTY.id..string.format("Group %s: Removing target %s (id=%d).", self.Controllable:GetName(), name, id))
table.remove(self.targets, id)
end
self:T(ARTY.id..string.format("Group %s: Number of targets = %d.", self.Controllable:GetName(), #self.targets))
end
--- Delete ALL targets from current target list.
-- @param #ARTY self
function ARTY:RemoveAllTargets()
self:F2()
for _,target in pairs(self.targets) do
self:RemoveTarget(target.name)
end
end
--- Define shell types that are counted to determine the ammo amount the ARTY group has.
-- @param #ARTY self
-- @param #table tableofnames Table of shell type names.
function ARTY:SetShellTypes(tableofnames)
self:F2(tableofnames)
self.ammoshells={}
for _,_type in pairs(tableofnames) do
table.insert(self.ammoshells, _type)
end
end
--- Define rocket types that are counted to determine the ammo amount the ARTY group has.
-- @param #ARTY self
-- @param #table tableofnames Table of rocket type names.
function ARTY:SetRocketTypes(tableofnames)
self:F2(tableofnames)
self.ammorockets={}
for _,_type in pairs(tableofnames) do
table.insert(self.ammorockets, _type)
end
end
--- Define missile types that are counted to determine the ammo amount the ARTY group has.
-- @param #ARTY self
-- @param #table tableofnames Table of rocket type names.
function ARTY:SetMissileTypes(tableofnames)
self:F2(tableofnames)
self.ammomissiles={}
for _,_type in pairs(tableofnames) do
table.insert(self.ammomissiles, _type)
end
end
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--- After "Start" event. Initialized ROE and alarm state. Starts the event handler.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterStart(Controllable, From, Event, To)
self:_EventFromTo("onafterStart", Event, From, To)
-- Debug output.
local text=string.format("Started ARTY for group %s.", Controllable:GetName())
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:_GetAmmo(self.Controllable)
local text=string.format("\n******************************************************\n")
text=text..string.format("Arty group = %s\n", Controllable:GetName())
text=text..string.format("Artillery attribute = %s\n", tostring(self.IsArtillery))
text=text..string.format("Type = %s\n", self.Type)
text=text..string.format("Display Name = %s\n", self.DisplayName)
text=text..string.format("Number of units = %d\n", self.IniGroupStrength)
text=text..string.format("Max Speed [km/h] = %d\n", self.Speed)
text=text..string.format("Min range [km] = %d\n", self.minrange/1000)
text=text..string.format("Max range [km] = %d\n", self.maxrange/1000)
text=text..string.format("Total ammo count = %d\n", self.Nammo0)
text=text..string.format("Number of shells = %d\n", self.Nshells0)
text=text..string.format("Number of rockets = %d\n", self.Nrockets0)
text=text..string.format("Number of missiles = %d\n", self.Nmissiles0)
text=text..string.format("******************************************************\n")
text=text..string.format("Targets:\n")
for _, target in pairs(self.targets) do
local _clock=self:_SecondsToClock(target.time)
local _weapon=self:_WeaponTypeName(target.weapontype)
text=text..string.format("- %s, prio=%3d, radius=%5d, nshells=%4d, maxengage=%3d, time=%11s, weapon=%s\n", target.name, target.prio, target.radius, target.nshells, target.maxengage, tostring(_clock), _weapon)
end
text=text..string.format("******************************************************\n")
text=text..string.format("Shell types:\n")
for _,_type in pairs(self.ammoshells) do
text=text..string.format("- %s\n", _type)
end
text=text..string.format("Rocket types:\n")
for _,_type in pairs(self.ammorockets) do
text=text..string.format("- %s\n", _type)
end
text=text..string.format("Missile types:\n")
for _,_type in pairs(self.ammomissiles) do
text=text..string.format("- %s\n", _type)
end
text=text..string.format("******************************************************")
self:T(ARTY.id..text)
-- Add event handler.
self:HandleEvent(EVENTS.Shot, self._OnEventShot)
self:HandleEvent(EVENTS.Dead, self._OnEventDead)
-- Start scheduler to monitor task queue.
self.SchedIDTargetQueue=self.scheduler:Schedule(self, ARTY._TargetQueue, {self}, 5, self.TargetQueueUpdate)
-- Start scheduler to monitor if ARTY group started firing within a certain time.
self.SchedIDCheckShooting=self.scheduler:Schedule(self, ARTY._CheckShootingStarted, {self}, 60, 60)
-- Start cheduler for status reports.
if self.Debug then
self.SchedIDStatusReport=self.scheduler:Schedule(self, ARTY._StatusReport, {self}, 30, 30)
end
end
--- After "Start" event. Initialized ROE and alarm state. Starts the event handler.
-- @param #ARTY self
function ARTY:_StatusReport()
-- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles=self:_GetAmmo(self.Controllable)
local text=string.format("\n******************************************************\n")
text=text..string.format("Status of ARTY = %s\n", self.Controllable:GetName())
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles)
if self.currentTarget then
text=text..string.format("Current Target = %s\n", tostring(self.currentTarget.name))
else
text=text..string.format("Current Target = %s\n", "none")
end
text=text..string.format("Nshots curr. Target = %d\n", self.Nshots)
text=text..string.format("Targets:\n")
for _, target in pairs(self.targets) do
local _clock=self:_SecondsToClock(target.time)
local _weapon=self:_WeaponTypeName(target.weapontype)
text=text..string.format("- %s, prio=%3d, radius=%5d, nshells=%4d, engaged=%3d, maxengage=%3d, weapon=%s, time=%s\n",
target.name, target.prio, target.radius, target.nshells, target.engaged, target.maxengage, _weapon, tostring(_clock))
end
text=text..string.format("******************************************************")
env.info(ARTY.id..text)
end
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--- Eventhandler for shot event.
-- @param #ARTY self
-- @param Core.Event#EVENTDATA EventData
function ARTY:_OnEventShot(EventData)
self:F(EventData)
-- Weapon data.
local _weapon = EventData.Weapon:getTypeName() -- should be the same as Event.WeaponTypeName
local _weaponStrArray = self:_split(_weapon,"%.")
local _weaponName = _weaponStrArray[#_weaponStrArray]
-- Debug info.
self:T3(ARTY.id.."EVENT SHOT: Ini unit = "..EventData.IniUnitName)
self:T3(ARTY.id.."EVENT SHOT: Ini group = "..EventData.IniGroupName)
self:T3(ARTY.id.."EVENT SHOT: Weapon type = ".._weapon)
self:T3(ARTY.id.."EVENT SHOT: Weapon name = ".._weaponName)
local group = EventData.IniGroup --Wrapper.Group#GROUP
if group and group:IsAlive() then
if EventData.IniGroupName == self.Controllable:GetName() then
if self.currentTarget then
-- Increase number of shots fired by this group on this target.
self.Nshots=self.Nshots+1
-- Debug output.
local text=string.format("Group %s fired shot %d of %d with weapon %s on target %s.", self.Controllable:GetName(), self.Nshots, self.currentTarget.nshells, _weaponName, self.currentTarget.name)
self:T(ARTY.id..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles=self:_GetAmmo(self.Controllable)
if _nammo==0 then
self:E(ARTY.id..string.format("Group %s completely out of ammo.", self.Controllable:GetName()))
self:Winchester()
-- Current target is deallocated ==> return
return
end
-- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:E(ARTY.id..string.format("nammo=%d, nshells=%d, nrockets=%d, nmissiles=%d", _nammo, _nshells, _nrockets, _nmissiles))
self:E(ARTY.id..string.format("Weapontype = %s", _weapontype))
-- Special weapon type requested ==> Check if corresponding ammo is empty.
if self.currentTarget.weapontype==ARTY.WeaponType.UnguidedCannon and _nshells==0 then
self:T(ARTY.id.."Cannons requested but shells empty.")
self:CeaseFire(self.currentTarget)
return
elseif self.currentTarget.weapontype==ARTY.WeaponType.UnguidedRockets and _nrockets==0 then
self:T(ARTY.id.."Rockets requested but rockets empty.")
self:CeaseFire(self.currentTarget)
return
elseif self.currentTarget.weapontype==ARTY.WeaponType.UnguidedAny and _nshells+_nrockets==0 then
self:T(ARTY.id.."Unguided weapon requested but shells and rockets empty.")
self:CeaseFire(self.currentTarget)
return
elseif self.currentTarget.weapontype==ARTY.WeaponType.CruiseMissile and _nmissiles==0 then
self:E(ARTY.id.."Cruise missiles requested and missiles empty.")
self:CeaseFire(self.currentTarget)
return
end
-- Check if number of shots reached max.
if self.Nshots >= self.currentTarget.nshells then
local text=string.format("Group %s stop firing on target %s.", self.Controllable:GetName(), self.currentTarget.name)
self:T(ARTY.id..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Cease fire.
self:CeaseFire(self.currentTarget)
end
else
self:E(ARTY.id..string.format("ERROR: No current target?!"))
end
end
end
end
--- Event handler for event Dead.
-- @param #ARTY self
-- @param Core.Event#EVENTDATA EventData
function ARTY:_OnEventDead(EventData)
self:F(EventData)
env.info("FF event dead")
-- Name of controllable.
local _name=self.Controllable:GetName()
-- Check for correct group.
if EventData.IniGroupName==_name then
-- Dead Unit.
self:T2(string.format("%s: Captured dead event for unit %s.", _name, EventData.IniUnitName))
-- FSM Dead event. We give one second for update of data base.
self:__Dead(1)
end
end
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--- Before "OpenFire" event.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table target Array holding the target info.
-- @return #boolean If true proceed to onafterOpenfire.
function ARTY:onbeforeOpenFire(Controllable, From, Event, To, target)
self:_EventFromTo("onbeforeOpenFire", Event, From, To)
-- If this target has an attack time and it's prio is higher than the current task, we allow the transition.
if target.time~=nil and self.currentTarget~=nil and self.currentTarget.prio > target.prio then
-- Debug info.
self:T(ARTY.id..string.format("Group %s current target %s has lower prio than new target %s with attack time.", self.Controllable:GetName(), self.currentTarget.name, target.name))
-- Stop firing on current target.
self:CeaseFire(self.currentTarget)
-- Alow transition to onafterOpenfire.
return true
end
-- Check that group has no current target already.
if self.currentTarget then
-- Debug info.
self:T(ARTY.id..string.format("Group %s already has a target %s.", self.Controllable:GetName(), self.currentTarget.name))
-- Deny transition.
return false
end
-- Distance to target
local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Check that distance to target is within range.
if range<self.minrange or range>self.maxrange then
-- Debug output.
local text
if range<self.minrange then
text=string.format("%s, target is out of range. Distance of %d km is below min range of %d km.", Controllable:GetName(), range/1000, self.minrange/1000)
elseif range>self.maxrange then
text=string.format("%s, target is out of range. Distance of %d km is greater than max range of %d km.", Controllable:GetName(), range/1000, self.maxrange/1000)
end
self:T(ARTY.id..text)
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug)
-- Remove target.
self:RemoveTarget(target.name)
-- Deny transition.
return false
end
return true
end
--- After "OpenFire" event.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table target Array holding the target info. _target={coord=coord, radius=radius, nshells=nshells, engaged=0, underattack=false}
function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
self:_EventFromTo("onafterOpenFire", Event, From, To)
local _coord=target.coord --Core.Point#COORDINATE
--_coord:MarkToAll("Arty Target")
-- Get target array index.
local id=self:_GetTargetByName(target.name)
-- Target is now under fire and has been engaged once more.
if id then
-- Set under fire flag.
self.targets[id].underfire=true
-- Set current target.
self.currentTarget=target
-- Set time the target was assigned.
self.currentTarget.Tassigned=timer.getTime()
end
-- Distance to target
local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Send message.
local text=string.format("%s, opening fire on target %s with %s shells. Distance %.1f km.", Controllable:GetName(), target.name, target.nshells, range/1000)
self:T(ARTY.id..text)
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report)
-- Start firing.
self:_FireAtCoord(target.coord, target.radius, target.nshells, target.weapontype)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Before "CeaseFire" event. Nothing to do at the moment.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table target Array holding the target info.
-- @return #boolean
function ARTY:onbeforeCeaseFire(Controllable, From, Event, To, target)
self:_EventFromTo("onbeforeCeaseFire", Event, From, To)
return true
end
--- After "CeaseFire" event.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table target Array holding the target info.
function ARTY:onafterCeaseFire(Controllable, From, Event, To, target)
self:_EventFromTo("onafterCeaseFire", Event, From, To)
-- Send message.
local text=string.format("%s, ceasing fire on target %s.", Controllable:GetName(), target.name)
self:T(ARTY.id..text)
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report)
-- Get target array index.
local id=self:_GetTargetByName(target.name)
-- Increase engaged counter
if id then
-- Target was actually engaged. (Could happen that engagement was aborted while group was still aiming.)
if self.Nshots>0 then
self.targets[id].engaged=self.targets[id].engaged+1
-- Clear the attack time.
self.targets[id].time=nil
end
-- Target is not under fire any more.
self.targets[id].underfire=false
end
-- Clear tasks.
self.Controllable:ClearTasks()
-- Set number of shots to zero.
self.Nshots=0
-- If number of engagements has been reached, the target is removed.
if target.engaged >= target.maxengage then
self:RemoveTarget(target.name)
end
-- ARTY group has no current target any more.
self.currentTarget=nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Before "Winchester" event. Cease fire on current target.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onbeforeWinchester(Controllable, From, Event, To)
-- Cease fire first.
if self.currentTarget then
self:CeaseFire(self.currentTarget)
end
return true
end
--- After "Winchester" event. Group is out of ammo.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterWinchester(Controllable, From, Event, To)
self:_EventFromTo("onafterWinchester", Event, From, To)
-- Send message.
local text=string.format("%s, winchester.", Controllable:GetName())
self:T(ARTY.id..text)
MESSAGE:New(text, 30):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug)
-- Init rearming if possible.
self:Rearm()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Before "Rearm" event. Check if a unit to rearm the ARTY group has been defined.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onbeforeRearm(Controllable, From, Event, To)
self:_EventFromTo("onbeforeRearm", Event, From, To)
if self.RearmingUnit and self.RearmingUnit:IsAlive() then
return true
else
return false
end
end
--- After "Rearm" event. Send message if reporting is on. Route rearming unit to ARTY group.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterRearm(Controllable, From, Event, To)
self:_EventFromTo("onafterRearm", Event, From, To)
-- Send message.
local text=string.format("%s, %s, request rearming.", Controllable:GetName(), self.RearmingUnit:GetName())
self:T(ARTY.id..text)
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug)
-- Random point 20-100 m away from unit.
local coord=self.Controllable:GetCoordinate()
local vec2=coord:GetRandomVec2InRadius(20, 100)
local pops=COORDINATE:NewFromVec2(vec2)
-- Remember the coordinates of the rearming unit. After rearming it will go back to this position.
self.RearmingUnitCoord=self.RearmingUnit:GetCoordinate()
-- Route unit to ARTY group.
self.RearmingUnit:RouteGroundOnRoad(pops, 50, 5)
-- Start scheduler to monitor ammo count until rearming is complete.
self.SchedIDCheckRearmed=self.scheduler:Schedule(self, ARTY._CheckRearmed, {self}, 20, 20)
end
--- Check if ARTY group is reamed.
-- @param #ARTY self
function ARTY:_CheckRearmed()
self:F2()
-- Get current ammo.
local nammo,nshells,nrockets,nmissiles=self:_GetAmmo(self.Controllable)
-- Number of units still alive.
local units=self.Controllable:GetUnits()
local nunits=0
if units then
nunits=#units
end
-- Full Ammo count.
self.FullAmmo=self.Nammo0 * nunits / self.IniGroupStrength
-- Rearming status in per cent.
local _rearmpc=nammo/self.FullAmmo*100
-- Send message.
local text=string.format("%s, rearming %d %% complete.", self.Controllable:GetName(), _rearmpc)
self:T(ARTY.id..text)
MESSAGE:New(text, 10):ToCoalitionIf(self.Controllable:GetCoalition(), self.report or self.Debug)
-- Rearming --> Rearmed --> CombatReady
if nammo==self.FullAmmo then
self:Rearmed()
end
end
--- After "Rearmed" event. Send message if reporting is on and stop the scheduler.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterRearmed(Controllable, From, Event, To)
self:_EventFromTo("onafterRearmed", Event, From, To)
-- Send message.
local text=string.format("%s, rearming complete.", Controllable:GetName())
self:T(ARTY.id..text)
MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug)
-- Stop scheduler.
--self.SchedCheckRearmed:Stop()
if self.SchedIDCheckRearmed then
self.scheduler:Stop(self.SchedIDCheckRearmed)
end
-- Route unit back to where it came from.
self.RearmingUnit:RouteGroundOnRoad(self.RearmingUnitCoord, 50, 5)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- After "Dead" event, when a unit has died. When all units of a group are dead, FSM is stopped and eventhandler removed.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterDead(Controllable, From, Event, To)
self:_EventFromTo("onafterDead", Event, From, To)
-- Number of units left in the group.
local units=self.Controllable:GetUnits()
local nunits=0
if units~=nil then
nunits=#units
end
-- Adjust full ammo count
self.FullAmmo=self.Nammo0*nunits/self.IniGroupStrength
-- Message.
local text=string.format("%s, one of our units just died! %d units left.", self.Controllable:GetName(), nunits)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
self:T(ARTY.id..text)
-- Go to stop state.
if nunits==0 then
self:Stop()
end
end
--- Before "Stop" event. Cease fire on current target.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onbeforeStop(Controllable, From, Event, To)
self:_EventFromTo("onbeforeStop", Event, From, To)
-- Cease Fire on current target.
if self.currentTarget then
self:CeaseFire(self.currentTarget)
end
return true
end
--- After "Stop" event. Remove all target, stop schedulers, unhandle events and stop the FSM.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterStop(Controllable, From, Event, To)
self:_EventFromTo("onafterStop", Event, From, To)
-- Debug info.
self:T(ARTY.id..string.format("Stopping ARTY FSM for group %s.", Controllable:GetName()))
-- Remove all targets.
--self:RemoveAllTargets()
-- Stop schedulers.
if self.SchedIDTargetQueue then
self.scheduler:Stop(self.SchedIDTargetQueue)
end
if self.SchedIDCheckShooting then
self.scheduler:Stop(self.SchedIDCheckShooting)
end
if self.SchedIDCheckRearmed then
self.scheduler:Stop(self.SchedIDCheckRearmed)
end
-- Unhandle event.
self:UnHandleEvent(EVENTS.Shot)
self:UnHandleEvent(EVENTS.Dead)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set task for firing at a coordinate.
-- @param #ARTY self
-- @param Core.Point#COORDINATE coord Coordinates to fire upon.
-- @param #number radius Radius around coordinate.
-- @param #number nshells Number of shells to fire.
-- @param #number weapontype Type of weapon to use.
function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
self:E({coord=coord, radius=radius, nshells=nshells})
-- Controllable.
local group=self.Controllable --Wrapper.Controllable#CONTROLLABLE
-- Set ROE to weapon free.
group:OptionROEOpenFire()
-- Get Vec2
local vec2=coord:GetVec2()
-- Get task.
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task.
group:SetTask(fire)
--group:PushTask(fire)
end
--- Go through queue of assigned tasks.
-- @param #ARTY self
function ARTY:_TargetQueue()
self:F2()
-- Debug info
self:T(ARTY.id..string.format("Group %s, number of targets = %d", self.Controllable:GetName(), #self.targets))
-- No targets assigned at the moment.
if #self.targets==0 then
self:T3(ARTY.id..string.format("Group %s, no targets assigned at the moment. No need for _TargetQueue.", self.Controllable:GetName()))
return
end
-- First check if there is a target with a certain time for attack.
for i=1,#self.targets do
local _target=self.targets[i]
if _target and _target.time then
if timer.getAbsTime() >= _target.time and _target.underfire==false then
-- Clock time format.
local _clock=self:_SecondsToClock(_target.time)
local _Cnow=self:_SecondsToClock(timer.getAbsTime())
-- Debug info.
self:T(ARTY.id..string.format("Engaging timed target %s. Prio=%d, engaged=%d, time=%s, tnow=%s",_target.name,_target.prio,_target.engaged,_clock,_Cnow))
-- Call OpenFire event.
self:OpenFire(_target)
end
end
end
-- Sort targets w.r.t. prio and number times engaged already.
self:_SortTargetQueuePrio()
-- Loop over all sorted targets.
for i=1,#self.targets do
local _target=self.targets[i]
if _target.underfire==false and _target.time==nil and _target.maxengage > _target.engaged then
-- Debug info.
self:T(ARTY.id..string.format("Engaging target %s. Prio = %d, engaged = %d", _target.name, _target.prio, _target.engaged))
-- Call OpenFire event.
self:OpenFire(_target)
break
end
end
end
--- Sort targets with respect to priority and number of times it was already engaged.
-- @param #ARTY self
function ARTY:_SortTargetQueuePrio()
self:F2()
-- Sort results table wrt times they have already been engaged.
local function _sort(a, b)
return (a.engaged < b.engaged) or (a.engaged==b.engaged and a.prio < b.prio)
end
table.sort(self.targets, _sort)
-- Debug output.
self:T2(ARTY.id.."Sorted targets wrt prio and number of engagements:")
for i=1,#self.targets do
self:T2(ARTY.id..string.format("Target %s, prio=%d, engaged=%d", self.targets[i].name, self.targets[i].prio, self.targets[i].engaged))
end
end
--- Sort targets with respect to engage time.
-- @param #ARTY self
function ARTY:_SortTargetQueueTime()
self:F2()
-- Sort targets w.r.t attack time.
local function _sort(a, b)
if a.time == nil and b.time == nil then
return false
end
if a.time == nil then
return false
end
if b.time == nil then
return true
end
return a.time < b.time
end
table.sort(self.targets, _sort)
-- Debug output.
self:T2(ARTY.id.."Sorted targets wrt time:")
for i=1,#self.targets do
self:T2(ARTY.id..string.format("Target %s, prio=%d, engaged=%d", self.targets[i].name, self.targets[i].prio, self.targets[i].engaged))
end
end
--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE controllable
-- @return Number of ALL shells left from the whole group.
function ARTY:_GetAmmo(controllable)
self:F2(controllable)
-- Init counter.
local nammo=0
local nshells=0
local nrockets=0
local nmissiles=0
-- Get all units.
local units=controllable:GetUnits()
if units==nil then
return nammo, nshells, nrockets, nmissiles
end
for _,unit in pairs(units) do
if unit and unit:IsAlive() then
local ammotable=unit:GetAmmo()
self:T({ammotable=ammotable})
local name=unit:GetName()
if ammotable ~= nil then
local weapons=#ammotable
self:T2(ARTY.id..string.format("Number of weapons %d.", weapons))
self:T2(ammotable)
-- Loop over all weapons.
for w=1,weapons do
-- Number of current weapon.
local Nammo=ammotable[w]["count"]
-- Typename of current weapon
local Tammo=ammotable[w]["desc"]["typeName"]
-- Check for correct shell type.
local _gotshell=false
for _,_type in pairs(self.ammoshells) do
if string.match(Tammo, _type) then
_gotshell=true
end
end
-- Check for correct rocket type.
local _gotrocket=false
for _,_type in pairs(self.ammorockets) do
if string.match(Tammo, _type) then
_gotrocket=true
end
end
-- Check for correct missile type.
local _gotmissile=false
for _,_type in pairs(self.ammomissiles) do
if string.match(Tammo,_type) then
_gotmissile=true
end
end
-- We are specifically looking for shells or rockets here.
if _gotshell then
-- Add up all shells.
nshells=nshells+Nammo
-- Debug info.
local text=string.format("Unit %s has %d shells of type %s", name, Nammo, Tammo)
self:T2(ARTY.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug and not self.report)
elseif _gotrocket then
-- Add up all rockets.
nrockets=nrockets+Nammo
-- Debug info.
local text=string.format("Unit %s has %d rockets of type %s", name, Nammo, Tammo)
self:T2(ARTY.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug and not self.report)
elseif _gotmissile then
-- Add up all rockets.
nmissiles=nmissiles+Nammo
-- Debug info.
local text=string.format("Unit %s has %d missiles of type %s", name, Nammo, Tammo)
self:T2(ARTY.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug and not self.report)
else
-- Debug info.
local text=string.format("Unit %s has %d ammo of type %s", name, Nammo, Tammo)
self:T2(ARTY.id..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug and not self.report)
end
end
end
end
end
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles
end
--- Check whether shooting started within a certain time (~5 min). If not, the current target is considered invalid and removed from the target list.
-- @param #ARTY self
function ARTY:_CheckShootingStarted()
self:F2()
if self.currentTarget then
-- Current time.
local Tnow=timer.getTime()
-- Get name and id of target.
local name=self.currentTarget.name
-- Time that passed after current target has been assigned.
local dt=Tnow-self.currentTarget.Tassigned
-- Debug info
if self.Nshots==0 then
self:T(ARTY.id..string.format("%s, waiting for %d seconds for first shot on target %s.", self.Controllable:GetName(), dt, name))
end
-- Check if we waited long enough and no shot was fired.
if dt > self.WaitForShotTime and self.Nshots==0 then
-- Debug info.
self:T(ARTY.id..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.Controllable:GetName(), self.WaitForShotTime, name))
-- CeaseFire.
self:CeaseFire(self.currentTarget)
-- Remove target from list.
self:RemoveTarget(name)
end
end
end
--- Get a target by its name.
-- @param #ARTY self
-- @param #string name Name of target.
-- @return #number Arrayindex of target.
function ARTY:_GetTargetByName(name)
self:F2(name)
for i=1,#self.targets do
local targetname=self.targets[i].name
if targetname==name then
self:T2(ARTY.id..string.format("Found target with name %s. Index = %d", name, i))
return i
end
end
self:E(ARTY.id..string.format("ERROR: Target with name %s could not be found!", name))
return nil
end
--- Get the weapon type name, which should be used to attack the target.
-- @param #ARTY self
-- @param #string name Desired target name.
-- @return #string Unique name, which is not already given for another target.
function ARTY:_CheckTargetName(name)
self:F2(name)
local newname=name
local counter=1
repeat
-- We assume the name is unique.
local unique=true
-- Loop over all targets already defined.
for _,_target in pairs(self.targets) do
-- Target name.
local _targetname=_target.name
if _targetname==newname then
-- Define new name = "name #01"
newname=string.format("%s #%02d", name, counter)
-- Increase counter.
counter=counter+1
-- Name is already used for another target ==> try again with new name.
unique=false
end
end
until (unique)
-- Debug output and return new name.
self:T(string.format("Original name %s, new name = %s", name, newname))
return newname
end
--- Get the weapon type name, which should be used to attack the target.
-- @param #ARTY self
-- @param #number tnumber Number of weapon type ARTY.WeaponType.XXX
-- @return #number tnumber of weapon type.
function ARTY:_WeaponTypeName(tnumber)
local name="unknown"
if tnumber==ARTY.WeaponType.Auto then
name="Auto (Cannon, Rockets, Missiles)"
elseif tnumber==ARTY.WeaponType.CruiseMissile then
name="Cruise Missile"
elseif tnumber==ARTY.WeaponType.GuidedAny then
name="Any Guided Missile"
elseif tnumber==ARTY.WeaponType.GuidedMissile then
name="Guided Missile"
elseif tnumber==ARTY.WeaponType.UnguidedAny then
name="Any Unguided Weapon (Cannon or Rockets)"
elseif tnumber==ARTY.WeaponType.UnguidedCannon then
name="Unguided Cannon"
elseif tnumber==ARTY.WeaponType.UnguidedRockets then
name="Unguided Rockets"
end
return name
end
--- Print event-from-to string to DCS log file.
-- @param #ARTY self
-- @param #string BA Before/after info.
-- @param #string Event Event.
-- @param #string From From state.
-- @param #string To To state.
function ARTY:_EventFromTo(BA, Event, From, To)
local text=string.format("%s: %s EVENT %s: %s --> %s", BA, self.Controllable:GetName(), Event, From, To)
self:T3(ARTY.id..text)
end
--- Split string. C.f. http://stackoverflow.com/questions/1426954/split-string-in-lua
-- @param #ARTY self
-- @param #string str Sting to split.
-- @param #string sep Speparator for split.
-- @return #table Split text.
function ARTY:_split(str, sep)
self:F3({str=str, sep=sep})
local result = {}
local regex = ("([^%s]+)"):format(sep)
for each in str:gmatch(regex) do
table.insert(result, each)
end
return result
end
--- Convert time in seconds to hours, minutes and seconds.
-- @param #ARTY self
-- @param #number seconds Time in seconds.
-- @return #string Time in format Hours:minutes:seconds.
function ARTY:_SecondsToClock(seconds)
self:F3({seconds=seconds})
if seconds==nil then
return nil
--return "00:00:00"
end
-- Seconds
local seconds = tonumber(seconds)
-- Seconds of this day.
local _seconds=seconds%(60*60*24)
if seconds <= 0 then
return "00:00:00"
else
local hours = string.format("%02.f", math.floor(_seconds/3600))
local mins = string.format("%02.f", math.floor(_seconds/60 - (hours*60)))
local secs = string.format("%02.f", math.floor(_seconds - hours*3600 - mins *60))
local days = string.format("%d", seconds/(60*60*24))
return hours..":"..mins..":"..secs.."+"..days
--return hours, mins, secs
end
end
--- Convert clock time from hours, minutes and seconds to seconds.
-- @param #ARTY self
-- @param #string clock String of clock time. E.g., "06:12:35".
function ARTY:_ClockToSeconds(clock)
self:F3({clock=clock})
if clock==nil then
return nil
end
-- Seconds init.
local seconds=0
-- Split additional days.
local dsplit=self:_split(clock, "+")
-- Convert days to seconds.
if #dsplit>1 then
seconds=seconds+tonumber(dsplit[2])*60*60*24
end
-- Split hours, minutes, seconds
local tsplit=self:_split(dsplit[1], ":")
-- Get time in seconds
local i=1
for _,time in ipairs(tsplit) do
if i==1 then
-- Hours
seconds=seconds+tonumber(time)*60*60
elseif i==2 then
-- Minutes
seconds=seconds+tonumber(time)*60
elseif i==3 then
-- Seconds
seconds=seconds+tonumber(time)
end
i=i+1
end
self:T3(ARTY.id..string.format("Clock %s = %d seconds", clock, seconds))
return seconds
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------