2020-07-31 17:32:24 +02:00

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--- **Ops** - Auftrag (mission) for Ops.
--
-- **Main Features:**
--
-- * Simplifies defining and executing DCS tasks.
-- * Additional useful events.
-- * Set mission start/stop times.
-- * Set mission priority and urgency (can cancel running missions).
-- * Specific mission options for ROE, ROT, formation, etc.
-- * Interface to FLIGHTGROUP, AIRWING and WINGCOMMANDER classes.
-- * FSM events when a mission is done, successful or failed.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Auftrag
-- @image OPS_Auftrag.png
--- AUFTRAG class.
-- @type AUFTRAG
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number auftragsnummer Auftragsnummer.
-- @field #string type Mission type.
-- @field #string status Mission status.
-- @field #table groupdata Group specific data.
-- @field #string name Mission name.
-- @field #number prio Mission priority.
-- @field #boolean urgent Mission is urgent. Running missions with lower prio might be cancelled.
-- @field #number Tstart Mission start time in seconds.
-- @field #number Tstop Mission stop time in seconds.
-- @field #number duration Mission duration in seconds.
-- @field Wrapper.Marker#MARKER marker F10 map marker.
-- @field #boolean markerOn If true, display marker on F10 map with the AUFTRAG status.
-- @field #numberr markerCoaliton Coalition to which the marker is dispayed.
-- @field #table DCStask DCS task structure.
-- @field #number Ntargets Number of mission targets.
-- @field #number dTevaluate Time interval in seconds before the mission result is evaluated after mission is over.
-- @field #number Tover Mission abs. time stamp, when mission was over.
-- @field #table conditionStart Condition(s) that have to be true, before the mission will be started.
-- @field #table conditionSuccess If all stop conditions are true, the mission is cancelled.
-- @field #table conditionFailure If all stop conditions are true, the mission is cancelled.
--
-- @field #number orbitSpeed Orbit speed in m/s.
-- @field #number orbitAltitude Orbit altitude in meters.
-- @field #number orbitHeading Orbit heading in degrees.
-- @field #number orbitLeg Length of orbit leg in meters.
-- @field Core.Point#COORDINATE orbitRaceTrack Race-track orbit coordinate.
--
-- @field #AUFTRAG.TargetData engageTarget Target data to engage.
--
-- @field Core.Zone#ZONE_RADIUS engageZone *Circular* engagement zone.
-- @field #table engageTargetTypes Table of target types that are engaged in the engagement zone.
-- @field #number engageAltitude Engagement altitude in meters.
-- @field #number engageDirection Engagement direction in degrees.
-- @field #number engageQuantity Number of times a target is engaged.
-- @field #number engageWeaponType Weapon type used.
-- @field #number engageWeaponExpend How many weapons are used.
-- @field #boolean engageAsGroup Group attack.
-- @field #number engageMaxDistance Max engage distance.
-- @field #number refuelSystem Refuel type (boom or probe) for TANKER missions.
--
-- @field Wrapper.Group#GROUP escortGroup The group to be escorted.
-- @field DCS#Vec3 escortVec3 The 3D offset vector from the escorted group to the escort group.
--
-- @field #number facDesignation FAC designation type.
-- @field #boolean facDatalink FAC datalink enabled.
-- @field #number facFreq FAC radio frequency in MHz.
-- @field #number facModu FAC radio modulation 0=AM 1=FM.
--
-- @field Core.Set#SET_GROUP transportGroupSet Groups to be transported.
-- @field Core.Point#COORDINATE transportPickup Coordinate where to pickup the cargo.
-- @field Core.Point#COORDINATE transportDropoff Coordinate where to drop off the cargo.
--
-- @field #number artyRadius Radius in meters.
-- @field #number artyShots Number of shots fired.
--
-- @field Ops.WingCommander#WINGCOMMANDER wingcommander The WINGCOMMANDER managing this mission.
-- @field Ops.AirWing#AIRWING airwing The assigned airwing.
-- @field #table assets Airwing Assets assigned for this mission.
-- @field #number nassets Number of required assets by the Airwing.
-- @field #number requestID The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.
-- @field #boolean cancelContactLost If true, cancel mission if the contact is lost.
-- @field #table squadrons User specifed airwing squadrons assigned for this mission. Only these will be considered for the job!
-- @field Ops.AirWing#AIRWING.PatrolData patroldata Patrol data.
--
-- @field #string missionTask Mission task. See `ENUMS.MissionTask`.
-- @field #number missionAltitude Mission altitude in meters.
-- @field #number missionFraction Mission coordiante fraction. Default is 0.5.
-- @field #number missionRange Mission range in meters. Used in AIRWING class.
--
-- @field #table enrouteTasks Mission enroute tasks.
--
-- @field #number radioFreq Mission radio frequency in MHz.
-- @field #number radioModu Mission radio modulation (0=AM and 1=FM).
-- @field #number tacanChannel Mission TACAN channel.
-- @field #number tacanMorse Mission TACAN morse code.
--
-- @field #number missionRepeated Number of times mission was repeated.
-- @field #number missionRepeatMax Number of times mission is repeated if failed.
--
-- @field #number optionROE ROE.
-- @field #number optionROT ROT.
-- @field #number optionCM Counter measures.
-- @field #number optionFormation Formation.
-- @field #number optionRTBammo RTB on out-of-ammo.
-- @field #number optionRTBfuel RTB on out-of-fuel.
-- @field #number optionECM ECM.
--
-- @extends Core.Fsm#FSM
--- *A warrior's mission is to foster the success of others.* --- Morihei Ueshiba
--
-- ===
--
-- ![Banner Image](..\Presentations\CarrierAirWing\AUFTRAG_Main.jpg)
--
-- # The AUFTRAG Concept
--
-- As you probably know, setting tasks in DCS is often tedious. The AUFTRAG class significantly simplifies the necessary workflow by using optimized default parameters.
--
-- You can think of an AUFTRAG as document, which contains the mission briefing, i.e. information about the target location, mission altitude, speed and various other parameters.
-- This document can be handed over directly to a pilot (or multiple pilots) via the FLIGHTGROUP class. The pilots will then execute the mission.
-- The AUFTRAG document can also be given to an AIRWING. The airwing will then determine the best assets (pilots and payloads) available for the job.
-- One more up the food chain, an AUFTRAG can be passed to a WINGCOMMANDER. The wing commander will find the best AIRWING and pass the job over to it.
--
-- # Airborne Missions
--
-- Several mission types are supported by this class.
--
-- ## Anti-Ship
--
-- An anti-ship mission can be created with the @{#AUFTRAG.NewANTISHIP}(*Target, Altitude*) function.
--
-- ## AWACS
--
-- An AWACS mission can be created with the @{#AUFTRAG.NewAWACS}() function.
--
-- ## BAI
--
-- A BAI mission can be created with the @{#AUFTRAG.NewBAI}() function.
--
-- ## Bombing
--
-- A bombing mission can be created with the @{#AUFTRAG.NewBOMBING}() function.
--
-- ## Bombing Runway
--
-- A bombing runway mission can be created with the @{#AUFTRAG.NewBOMBRUNWAY}() function.
--
-- ## Bombing Carpet
--
-- A carpet bombing mission can be created with the @{#AUFTRAG.NewBOMBCARPET}() function.
--
-- ## CAP
--
-- A CAP mission can be created with the @{#AUFTRAG.NewCAP}() function.
--
-- ## CAS
--
-- A CAS mission can be created with the @{#AUFTRAG.NewCAS}() function.
--
-- ## Escort
--
-- An escort mission can be created with the @{#AUFTRAG.NewESCORT}() function.
--
-- ## FACA
--
-- An FACA mission can be created with the @{#AUFTRAG.NewFACA}() function.
--
-- ## Ferry
--
-- Not implemented yet.
--
-- ## Intercept
--
-- An intercept mission can be created with the @{#AUFTRAG.NewINTERCEPT}() function.
--
-- ## Orbit
--
-- An orbit mission can be created with the @{#AUFTRAG.NewORBIT}() function.
--
-- ## PATROL
--
-- An patrol mission can be created with the @{#AUFTRAG.NewPATROL}() function.
--
-- ## RECON
--
-- Not implemented yet.
--
-- ## RESCUE HELO
--
-- An rescue helo mission can be created with the @{#AUFTRAG.NewRESCUEHELO}() function.
--
-- ## SEAD
--
-- An SEAD mission can be created with the @{#AUFTRAG.NewSEAD}() function.
--
-- ## STRIKE
--
-- An strike mission can be created with the @{#AUFTRAG.NewSTRIKE}() function.
--
-- ## Tanker
--
-- A refueling tanker mission can be created with the @{#AUFTRAG.NewTANKER}() function.
--
-- ## TROOPTRANSPORT
--
-- A troop transport mission can be created with the @{#AUFTRAG.NewTROOPTRANSPORT}() function.
--
-- # Ground Missions
--
-- ## ARTY
--
-- An arty mission can be created with the @{#AUFTRAG.NewARTY}() function.
--
-- # Options and Parameters
--
--
-- # Assigning Missions
--
-- An AUFTRAG can be assigned to groups, airwings or wingcommanders
--
-- ## Group Level
--
-- ### Flight Group
--
-- Assigning an AUFTRAG to a flight groups is done via the @{Ops.FlightGroup#FLIGHTGROUP.AddMission} function. See FLIGHTGROUP docs for details.
--
-- ### Navy Group
--
-- Assigning an AUFTRAG to a navy groups is done via the @{Ops.NavyGroup#NAVYGROUP.AddMission} function. See NAVYGROUP docs for details.
--
-- ## Airwing Level
--
-- Adding an AUFTRAG to an airwing is done via the @{Ops.AirWing#AIRWING.AddMission} function. See AIRWING docs for further details.
--
-- ## Wing Commander Level
--
-- Assigning an AUFTRAG to a wing commander is done via the @{Ops.WingCommander#WINGCOMMANDER.AddMission} function. See WINGCOMMADER docs for details.
--
--
-- # Events
--
-- The AUFTRAG class creates many useful (FSM) events, which can be used in the mission designers script.
--
--
-- # Examples
--
--
-- @field #AUFTRAG
AUFTRAG = {
ClassName = "AUFTRAG",
Debug = false,
lid = nil,
auftragsnummer = nil,
groupdata = {},
assets = {},
missionFraction = 0.5,
enrouteTasks = {},
marker = nil,
markerOn = nil,
markerCoalition = nil,
conditionStart = {},
conditionSuccess = {},
conditionFailure = {},
}
--- Global mission counter.
_AUFTRAGSNR=0
--- Mission types.
-- @type AUFTRAG.Type
-- @field #string ANTISHIP Anti-ship mission.
-- @field #string AWACS AWACS mission.
-- @field #string BAI Battlefield Air Interdiction.
-- @field #string BOMBING Bombing mission.
-- @field #string BOMBRUNWAY Bomb runway of an airbase.
-- @field #string BOMBCARPET Carpet bombing.
-- @field #string CAP Combat Air Patrol.
-- @field #string CAS Close Air Support.
-- @field #string ESCORT Escort mission.
-- @field #string FACA Forward AirController airborne mission.
-- @field #string FERRY Ferry flight mission.
-- @field #string INTERCEPT Intercept mission.
-- @field #string ORBIT Orbit mission.
-- @field #string PATROL Similar to CAP but no auto engage targets.
-- @field #string RECON Recon mission.
-- @field #string RECOVERYTANKER Recovery tanker mission. Not implemented yet.
-- @field #string RESCUEHELO Rescue helo.
-- @field #string SEAD Suppression/destruction of enemy air defences.
-- @field #string STRIKE Strike mission.
-- @field #string TANKER Tanker mission.
-- @field #string TROOPTRANSPORT Troop transport mission.
-- @field #string ARTY Fire at point.
AUFTRAG.Type={
ANTISHIP="Anti Ship",
AWACS="AWACS",
BAI="BAI",
BOMBING="Bombing",
BOMBRUNWAY="Bomb Runway",
BOMBCARPET="Carpet Bombing",
CAP="CAP",
CAS="CAS",
ESCORT="Escort",
FACA="FAC-A",
FERRY="Ferry Flight",
INTERCEPT="Intercept",
ORBIT="Orbit",
PATROL="Patrol",
RECON="Recon",
RECOVERYTANKER="Recovery Tanker",
RESCUEHELO="Rescue Helo",
SEAD="SEAD",
STRIKE="Strike",
TANKER="Tanker",
TROOPTRANSPORT="Troop Transport",
ARTY="Fire At Point",
}
--- Mission status.
-- @type AUFTRAG.Status
-- @field #string PLANNED Mission is at the early planning stage.
-- @field #string QUEUED Mission is queued at an airwing.
-- @field #string REQUESTED Mission assets were requested from the warehouse.
-- @field #string SCHEDULED Mission is scheduled in a FLIGHGROUP queue waiting to be started.
-- @field #string STARTED Mission has started but is not executed yet.
-- @field #string EXECUTING Mission is being executed.
-- @field #string DONE Mission is over.
-- @field #string CANCELLED Mission was cancelled.
-- @field #string SUCCESS Mission was a success.
-- @field #string FAILED Mission failed.
AUFTRAG.Status={
PLANNED="planned",
QUEUED="queued",
REQUESTED="requested",
SCHEDULED="scheduled",
STARTED="started",
EXECUTING="executing",
DONE="done",
CANCELLED="cancelled",
SUCCESS="success",
FAILED="failed",
}
--- Mission status of an assigned group.
-- @type AUFTRAG.GroupStatus
-- @field #string SCHEDULED Mission is scheduled in a FLIGHGROUP queue waiting to be started.
-- @field #string STARTED Ops group started this mission but it is not executed yet.
-- @field #string EXECUTING Ops group is executing this mission.
-- @field #string PAUSED Ops group has paused this mission, e.g. for refuelling.
-- @field #string DONE Mission task of the Ops group is done.
-- @field #string CANCELLED Mission was cancelled.
AUFTRAG.GroupStatus={
SCHEDULED="scheduled",
STARTED="started",
EXECUTING="executing",
PAUSED="paused",
DONE="done",
CANCELLED="cancelled",
}
--- Target type.
-- @type AUFTRAG.TargetType
-- @field #string GROUP Target is a GROUP object.
-- @field #string UNIT Target is a UNIT object.
-- @field #string STATIC Target is a STATIC object.
-- @field #string COORDINATE Target is a COORDINATE.
-- @field #string AIRBASE Target is an AIRBASE.
-- @field #string SETGROUP Target is a SET of GROUPs.
-- @field #string SETUNIT Target is a SET of UNITs.
AUFTRAG.TargetType={
GROUP="Group",
UNIT="Unit",
STATIC="Static",
COORDINATE="Coordinate",
AIRBASE="Airbase",
SETGROUP="SetGroup",
SETUNIT="SetUnit",
}
--- Target data.
-- @type AUFTRAG.TargetData
-- @field Wrapper.Positionable#POSITIONABLE Target Target Object.
-- @field #string Type Target type: "Group", "Unit", "Static", "Coordinate", "Airbase", "SetGroup", "SetUnit".
-- @field #string Name Target name.
-- @field #number Ninital Number of initial targets.
-- @field #number Lifepoints Total life points.
-- @field #number Lifepoints0 Inital life points.
--- Mission capability.
-- @type AUFTRAG.Capability
-- @field #string MissionType Type of mission.
-- @field #number Performance Number describing the performance level. The higher the better.
--- Mission success.
-- @type AUFTRAG.Success
-- @field #string SURVIVED Group did survive.
-- @field #string ENGAGED Target was engaged.
-- @field #string DAMAGED Target was damaged.
-- @field #string DESTROYED Target was destroyed.
--- Generic mission condition.
-- @type AUFTRAG.Condition
-- @field #function func Callback function to check for a condition. Should return a #boolean.
-- @field #table arg Optional arguments passed to the condition callback function.
--- Group specific data. Each ops group subscribed to this mission has different data for this.
-- @type AUFTRAG.GroupData
-- @field Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @field Core.Point#COORDINATE waypointcoordinate Waypoint coordinate.
-- @field #number waypointindex Waypoint index.
-- @field Ops.OpsGroup#OPSGROUP.Task waypointtask Waypoint task.
-- @field #string status Group mission status.
-- @field Ops.AirWing#AIRWING.SquadronAsset asset The squadron asset.
--- AUFTRAG class version.
-- @field #string version
AUFTRAG.version="0.3.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Clone mission. How? Deepcopy?
-- DONE: Option to assign mission to specific squadrons (requires an AIRWING).
-- TODO: Option to assign a specific payload for the mission (requires an AIRWING).
-- DONE: Add mission start conditions.
-- TODO: Add recovery tanker mission for boat ops.
-- DONE: Add rescue helo mission for boat ops.
-- TODO: Mission success options damaged, destroyed.
-- DONE: Mission ROE and ROT.
-- DONE: Mission frequency and TACAN.
-- TODO: Mission formation, etc.
-- DONE: FSM events.
-- DONE: F10 marker functions that are updated on Status event.
-- TODO: F10 marker to create new missions.
-- DONE: Evaluate mission result ==> SUCCESS/FAILURE
-- DONE: NewAUTO() NewA2G NewA2A
-- DONE: Transport mission.
-- TODO: Recon mission. What input? Set of coordinates?
-- TODO: Set mission coalition, e.g. for F10 markers. Could be derived from target if target has a coalition.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new generic AUFTRAG object.
-- @param #AUFTRAG self
-- @param #string Type Mission type.
-- @return #AUFTRAG self
function AUFTRAG:New(Type)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #AUFTRAG
-- Increase global counter.
_AUFTRAGSNR=_AUFTRAGSNR+1
-- Mission type.
self.type=Type
-- Auftragsnummer.
self.auftragsnummer=_AUFTRAGSNR
-- Log id.
self:_SetLogID()
-- State is planned.
self.status=AUFTRAG.Status.PLANNED
-- Defaults
self:SetName()
self:SetPriority()
self:SetTime()
self.engageAsGroup=true
self.missionRepeated=0
self.missionRepeatMax=0
self.nassets=1
self.dTevaluate=0
-- FMS start state is PLANNED.
self:SetStartState(self.status)
-- PLANNED --> (QUEUED) --> (REQUESTED) --> SCHEDULED --> STARTED --> EXECUTING --> DONE
self:AddTransition(AUFTRAG.Status.PLANNED, "Queued", AUFTRAG.Status.QUEUED) -- Mission is in queue of an AIRWING.
self:AddTransition(AUFTRAG.Status.QUEUED, "Requested", AUFTRAG.Status.REQUESTED) -- Mission assets have been requested from the warehouse.
self:AddTransition(AUFTRAG.Status.REQUESTED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- Mission added to the first ops group queue.
self:AddTransition(AUFTRAG.Status.PLANNED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- From planned directly to scheduled.
self:AddTransition(AUFTRAG.Status.SCHEDULED, "Started", AUFTRAG.Status.STARTED) -- First asset has started the mission
self:AddTransition(AUFTRAG.Status.STARTED, "Executing", AUFTRAG.Status.EXECUTING) -- First asset is executing the mission.
self:AddTransition("*", "Done", AUFTRAG.Status.DONE) -- All assets have reported that mission is done.
self:AddTransition("*", "Cancel", "*") -- Command to cancel the mission.
self:AddTransition("*", "Success", AUFTRAG.Status.SUCCESS)
self:AddTransition("*", "Failed", AUFTRAG.Status.FAILED)
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Stop", "*")
self:AddTransition("*", "Repeat", AUFTRAG.Status.PLANNED)
self:AddTransition("*", "GroupDead", "*")
self:AddTransition("*", "AssetDead", "*")
-- Init status update.
self:__Status(-1)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Create Missions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create an ANTI-SHIP mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be passed as a @{Wrapper.Group#GROUP} or @{Wrapper.Unit#UNIT} object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewANTISHIP(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.ANTISHIP)
mission:_TargetFromObject(Target)
-- DCS task parameters:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=Altitude or UTILS.FeetToMeters(2000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.ANTISHIPSTRIKE
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.4
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create an ORBIT mission, which can be either a circular orbit or a race-track pattern.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. If not specified, a circular orbit is performed.
-- @param #number Leg Length of race-track in NM. If not specified, a circular orbit is performed.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg)
local mission=AUFTRAG:New(AUFTRAG.Type.ORBIT)
-- Altitude.
if Altitude then
mission.orbitAltitude=UTILS.FeetToMeters(Altitude)
else
mission.orbitAltitude=Coordinate.y
end
Coordinate.y=mission.orbitAltitude
mission:_TargetFromObject(Coordinate)
mission.orbitSpeed = UTILS.KnotsToMps(Speed or 350)
if Heading and Leg then
mission.orbitHeading=Heading
mission.orbitLeg=UTILS.NMToMeters(Leg)
mission.orbitRaceTrack=Coordinate:Translate(mission.orbitLeg, mission.orbitHeading, true)
end
-- Mission options:
mission.missionAltitude=mission.orbitAltitude*0.9
mission.missionFraction=0.9
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create an ORBIT mission, where the aircraft will go in a circle around the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Position where to orbit around.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. Default 350 KIAS.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT_CIRCLE(Coordinate, Altitude, Speed)
local mission=AUFTRAG:NewORBIT(Coordinate, Altitude, Speed)
return mission
end
--- Create an ORBIT mission, where the aircraft will fly a race-track pattern.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. Default random in [0, 360) degrees.
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
Heading = Heading or math.random(360)
Leg = Leg or 10
local mission=AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg)
return mission
end
--- Create a PATROL mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. Default 350 kts.
-- @param #number Heading Heading of race-track pattern in degrees. Default random in [0, 360) degrees.
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewPATROL(Coordinate, Altitude, Speed, Heading, Leg)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type PATROL.
mission.type=AUFTRAG.Type.PATROL
mission:_SetLogID()
-- Mission options:
mission.missionTask=ENUMS.MissionTask.INTERCEPT
mission.optionROT=ENUMS.ROT.PassiveDefense
return mission
end
--- Create a TANKER mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. 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 10 NM.
-- @param #number RefuelSystem Refueling system.
-- @return #AUFTRAG self
function AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type PATROL.
mission.type=AUFTRAG.Type.TANKER
mission:_SetLogID()
mission.refuelSystem=RefuelSystem
-- Mission options:
mission.missionTask=ENUMS.MissionTask.REFUELING
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a AWACS mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit. Altitude is also taken from the coordinate.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. 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 10 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewAWACS(Coordinate, Altitude, Speed, Heading, Leg)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type PATROL.
mission.type=AUFTRAG.Type.AWACS
mission:_SetLogID()
-- Mission options:
mission.missionTask=ENUMS.MissionTask.AWACS
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create an INTERCEPT mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to intercept. Can also be passed as simple @{Wrapper.Group#GROUP} or @{Wrapper.Unit#UNIT} object.
-- @return #AUFTRAG self
function AUFTRAG:NewINTERCEPT(Target)
local mission=AUFTRAG:New(AUFTRAG.Type.INTERCEPT)
mission:_TargetFromObject(Target)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.INTERCEPT
mission.missionFraction=0.1
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a CAP mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft.
-- @param #number Speed Orbit speed in knots. Default 350 kts.
-- @param Core.Point#COORDINATE Coordinate Where to orbit. Default is the center of the CAP zone.
-- @param #number Heading Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed.
-- @param #number Leg Length of race-track in NM. If not specified, a simple circular orbit is performed.
-- @param #table TargetTypes Table of target types. Default {"Air"}.
-- @return #AUFTRAG self
function AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes)
-- Ensure given TargetTypes parameter is a table.
if TargetTypes then
if type(TargetTypes)~="table" then
TargetTypes={TargetTypes}
end
end
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT(Coordinate or ZoneCAP:GetCoordinate(), Altitude or 10000, Speed, Heading, Leg)
-- Mission type CAP.
mission.type=AUFTRAG.Type.CAP
mission:_SetLogID()
-- DCS task parameters:
mission.engageZone=ZoneCAP
mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.CAP
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a CAS mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAS Circular CAS zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit. Default is 10,000 ft.
-- @param #number Speed Orbit speed in knots. Default 350 KIAS.
-- @param Core.Point#COORDINATE Coordinate Where to orbit. Default is the center of the CAS zone.
-- @param #number Heading Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed.
-- @param #number Leg Length of race-track in NM. If not specified, a simple circular orbit is performed.
-- @param #table TargetTypes (Optional) Table of target types. Default {"Helicopters", "Ground Units", "Light armed ships"}.
-- @return #AUFTRAG self
function AUFTRAG:NewCAS(ZoneCAS, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes)
-- Ensure given TargetTypes parameter is a table.
if TargetTypes then
if type(TargetTypes)~="table" then
TargetTypes={TargetTypes}
end
end
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT(Coordinate or ZoneCAS:GetCoordinate(), Altitude or 10000, Speed, Heading, Leg)
-- Mission type CAS.
mission.type=AUFTRAG.Type.CAS
mission:_SetLogID()
-- DCS Task options:
mission.engageZone=ZoneCAS
mission.engageTargetTypes=TargetTypes or {"Helicopters", "Ground Units", "Light armed ships"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.CAS
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a FACA mission.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP Target Target group. Must be a GROUP object.
-- @param #string Designation Designation of target. See `AI.Task.Designation`. Default `AI.Task.Designation.AUTO`.
-- @param #boolean DataLink Enable data link. Default `true`.
-- @param #number Frequency Radio frequency in MHz the FAC uses for communication. Default is 133 MHz.
-- @param #number Modulation Radio modulation band. Default 0=AM. Use 1 for FM. See radio.modulation.AM or radio.modulaton.FM.
-- @return #AUFTRAG self
function AUFTRAG:NewFACA(Target, Designation, DataLink, Frequency, Modulation)
local mission=AUFTRAG:New(AUFTRAG.Type.FACA)
mission:_TargetFromObject(Target)
-- TODO: check that target is really a group object!
-- DCS Task options:
mission.facDesignation=Designation --or AI.Task.Designation.AUTO
mission.facDatalink=true
mission.facFreq=Frequency or 133
mission.facModu=Modulation or radio.modulation.AM
-- Mission options:
mission.missionTask=ENUMS.MissionTask.AFAC
mission.missionAltitude=nil
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a BAI mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewBAI(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.BAI)
mission:_TargetFromObject(Target)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.AnyAG
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=Altitude or UTILS.FeetToMeters(2000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.75
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a SEAD mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP or UNIT object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewSEAD(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.SEAD)
mission:_TargetFromObject(Target)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.AnyAG --ENUMS.WeaponFlag.Cannons
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=Altitude or UTILS.FeetToMeters(2000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.SEAD
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.2
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
--mission.optionROT=ENUMS.ROT.AllowAbortMission
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT or STATIC object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewSTRIKE(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.STRIKE)
mission:_TargetFromObject(Target)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.AnyAG
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 2000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.75
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT or STATIC object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBING(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING)
mission:_TargetFromObject(Target)
-- DCS task options:
mission.engageWeaponType=ENUMS.WeaponFlag.AnyBomb
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better.
-- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed.
mission.dTevaluate=5*60
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a BOMBRUNWAY mission.
-- @param #AUFTRAG self
-- @param Wrapper.Airbase#AIRBASE Airdrome The airbase to bomb. This must be an airdrome (not a FARP or ship) as these to not have a runway.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBRUNWAY(Airdrome, Altitude)
if type(Airdrome)=="string" then
Airdrome=AIRBASE:FindByName(Airdrome)
end
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBRUNWAY)
mission:_TargetFromObject(Airdrome)
-- DCS task options:
mission.engageWeaponType=ENUMS.WeaponFlag.AnyBomb
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.RUNWAYATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.2
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
-- Evaluate result after 5 min.
mission.dTevaluate=5*60
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a CARPET BOMBING mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT or STATIC object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number CarpetLength Length of bombing carpet in meters. Default 500 m.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBCARPET(Target, Altitude, CarpetLength)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBCARPET)
mission:_TargetFromObject(Target)
-- DCS task options:
mission.engageWeaponType=ENUMS.WeaponFlag.AnyBomb
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
mission.engageCarpetLength=CarpetLength or 500
mission.engageAsGroup=false -- Looks like this must be false or the task is not executed. It is not available in the ME anyway but in the task of the mission file.
mission.engageDirection=nil -- This is also not available in the ME.
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction
-- Evaluate result after 5 min.
mission.dTevaluate=5*60
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create an ESCORT (or FOLLOW) mission. Flight will escort another group and automatically engage certain target types.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP EscortGroup The group to escort.
-- @param DCS#Vec3 OffsetVector A table with x, y and z components specifying the offset of the flight to the escorted group. Default {x=200, y=0, z=-100} for 200 meters to the right, same alitude, 100 meters behind.
-- @param #number EngageMaxDistance Max engage distance of targets in meters. Default auto (*nil*).
-- @param #table TargetTypes Types of targets to engage automatically. Default is {"Air"}, i.e. all enemy airborne units. Use an empty set {} for a simple "FOLLOW" mission.
-- @return #AUFTRAG self
function AUFTRAG:NewESCORT(EscortGroup, OffsetVector, EngageMaxDistance, TargetTypes)
local mission=AUFTRAG:New(AUFTRAG.Type.ESCORT)
mission:_TargetFromObject(EscortGroup)
-- DCS task parameters:
mission.escortVec3=OffsetVector or {x=200, y=0, z=-100}
mission.engageMaxDistance=EngageMaxDistance
mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.ESCORT
mission.missionFraction=0.1
mission.missionAltitude=1000
mission.optionROE=ENUMS.ROE.OpenFire -- TODO: what's the best ROE here? Make dependent on ESCORT or FOLLOW!
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a RESCUE HELO mission.
-- @param #AUFTRAG self
-- @param Wrapper.Unit#UNIT Carrier The carrier unit.
-- @return #AUFTRAG self
function AUFTRAG:NewRESCUEHELO(Carrier)
local mission=AUFTRAG:New(AUFTRAG.Type.RESCUEHELO)
mission:_TargetFromObject(Carrier)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.NOTHING
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.NoReaction
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a TROOP TRANSPORT mission.
-- @param #AUFTRAG self
-- @param Core.Set#SET_GROUP TransportGroupSet The set group(s) to be transported.
-- @param Core.Point#COORDINATE DropoffCoordinate Coordinate where the helo will land drop off the the troops.
-- @param Core.Point#COORDINATE PickupCoordinate Coordinate where the helo will land to pick up the the cargo. Default is the fist transport group.
-- @return #AUFTRAG self
function AUFTRAG:NewTROOPTRANSPORT(TransportGroupSet, DropoffCoordinate, PickupCoordinate)
local mission=AUFTRAG:New(AUFTRAG.Type.TROOPTRANSPORT)
if TransportGroupSet:IsInstanceOf("GROUP") then
mission.transportGroupSet=SET_GROUP:New()
mission.transportGroupSet:AddGroup(TransportGroupSet)
elseif TransportGroupSet:IsInstanceOf("SET_GROUP") then
mission.transportGroupSet=TransportGroupSet
else
mission:E(mission.lid.."ERROR: TransportGroupSet must be a GROUP or SET_GROUP object!")
return nil
end
mission:_TargetFromObject(mission.transportGroupSet)
mission.transportPickup=PickupCoordinate or mission:GetTargetCoordinate()
mission.transportDropoff=DropoffCoordinate
-- Debug.
mission.transportPickup:MarkToAll("Pickup")
mission.transportDropoff:MarkToAll("Drop off")
-- TODO: what's the best ROE here?
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create an ARTY mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Center of the firing solution.
-- @param #number Nshots Number of shots to be fired. Default 3.
-- @param #number Radius Radius of the shells in meters. Default 100 meters.
-- @return #AUFTRAG self
function AUFTRAG:NewARTY(Target, Nshots, Radius)
local mission=AUFTRAG:New(AUFTRAG.Type.ARTY)
mission:_TargetFromObject(Target)
mission.artyShots=Nshots or 3
mission.artyRadius=Radius or 100
mission.optionROE=ENUMS.ROE.OpenFire
mission.missionFraction=0.1
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a mission to attack a group. Mission type is automatically chosen from the group category.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP EngageGroup Group to be engaged.
-- @return #AUFTRAG self
function AUFTRAG:NewAUTO(EngageGroup)
local mission=nil --#AUFTRAG
local group=EngageGroup
if group and group:IsAlive() then
local category=group:GetCategory()
local attribute=group:GetAttribute()
local threatlevel=group:GetThreatLevel()
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
---
-- AIR
---
mission=AUFTRAG:NewINTERCEPT(group)
elseif category==Group.Category.GROUND then
---
-- GROUND
---
--TODO: action depends on type
-- AA/SAM ==> SEAD
-- Tanks ==>
-- Artillery ==>
-- Infantry ==>
--
if attribute==GROUP.Attribute.GROUND_AAA or attribute==GROUP.Attribute.GROUND_SAM then
-- SEAD/DEAD
-- TODO: Attack radars first? Attack launchers?
mission=AUFTRAG:NewSEAD(group)
elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then
mission=AUFTRAG:NewBAI(group)
elseif attribute==GROUP.Attribute.GROUND_INFANTRY then
mission=AUFTRAG:NewBAI(group)
else
mission=AUFTRAG:NewBAI(group)
end
elseif category==Group.Category.SHIP then
---
-- NAVAL
---
mission=AUFTRAG:NewANTISHIP(group)
end
end
if mission then
mission:SetPriority(10, true)
end
return mission
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set mission start and stop time.
-- @param #AUFTRAG self
-- @param #string ClockStart Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added.
-- @param #string ClockStop (Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time.
-- @return #AUFTRAG self
function AUFTRAG:SetTime(ClockStart, ClockStop)
-- Current mission time.
local Tnow=timer.getAbsTime()
-- Set start time. Default in 5 sec.
local Tstart=Tnow+5
if ClockStart and type(ClockStart)=="number" then
Tstart=Tnow+ClockStart
elseif ClockStart and type(ClockStart)=="string" then
Tstart=UTILS.ClockToSeconds(ClockStart)
end
-- Set stop time. Default nil.
local Tstop=nil
if ClockStop and type(ClockStop)=="number" then
Tstop=Tnow+ClockStop
elseif ClockStop and type(ClockStop)=="string" then
Tstop=UTILS.ClockToSeconds(ClockStop)
end
self.Tstart=Tstart
self.Tstop=Tstop
if Tstop then
self.duration=self.Tstop-self.Tstart
end
return self
end
--- Set mission priority and (optional) urgency. Urgent missions can cancel other running missions.
-- @param #AUFTRAG self
-- @param #number Prio Priority 1=high, 100=low. Default 50.
-- @param #boolean Urgent If *true*, another running mission might be cancelled if it has a lower priority.
-- @return #AUFTRAG self
function AUFTRAG:SetPriority(Prio, Urgent)
self.prio=Prio or 50
self.urgent=Urgent
return self
end
--- Set how many times the mission is repeated if it fails.
-- @param #AUFTRAG self
-- @param #number Nrepeat Number of repeats. Default 0.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeatOnFailure(Nrepeat)
self.missionRepeatMax=Nrepeat or 0
return self
end
--- Define how many assets are required to do the job.
-- @param #AUFTRAG self
-- @param #number Nassets Number of asset groups. Default 1.
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredAssets(Nassets)
self.nassets=Nassets or 1
return self
end
--- Set mission name.
-- @param #AUFTRAG self
-- @param #string Name Name of the mission. Default is "Auftrag Nr. X", where X is a running number, which is automatically increased.
-- @return #AUFTRAG self
function AUFTRAG:SetName(Name)
self.name=Name or string.format("Auftrag Nr. %d", self.auftragsnummer)
return self
end
--- Enable markers, which dispay the mission status on the F10 map.
-- @param #AUFTRAG self
-- @param #number Coalition The coaliton side to which the markers are dispayed. Default is to all.
-- @return #AUFTRAG self
function AUFTRAG:SetEnableMarkers(Coalition)
self.markerOn=true
self.markerCoaliton=Coalition or -1
return self
end
--- Set weapon type used for the engagement.
-- @param #AUFTRAG self
-- @param #number WeaponType Weapon type. Default is ENUMS.WeaponFlag.Auto
-- @return #AUFTRAG self
function AUFTRAG:SetWeaponType(WeaponType)
self.engageWeaponType=WeaponType or ENUMS.WeaponFlag.Auto
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set number of weapons to expend.
-- @param #AUFTRAG self
-- @param #number WeaponExpend How much of the weapon load is expended during the attack, e.g. `AI.Task.WeaponExpend.ALL`. Default "Auto".
-- @return #AUFTRAG self
function AUFTRAG:SetWeaponExpend(WeaponExpend)
self.engageWeaponExpend=WeaponExpend or "Auto"
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set whether target will be attack as group.
-- @param #AUFTRAG self
-- @param #boolean Switch If true or nil, engage as group. If false, not.
-- @return #AUFTRAG self
function AUFTRAG:SetEngageAsGroup(Switch)
if Switch==nil then
Switch=true
end
self.engageAsGroup=Switch
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set engage altitude. This is the altitude passed to the DCS task. In the ME it is the tickbox ALTITUDE ABOVE.
-- @param #AUFTRAG self
-- @param #string Altitude Altitude in feet. Default 6000 ft.
-- @return #AUFTRAG self
function AUFTRAG:SetEngageAltitude(Altitude)
self.engageAltitude=UTILS.FeetToMeters(Altitude or 6000)
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set mission altitude. This is the altitude of the waypoint create where the DCS task is executed.
-- @param #AUFTRAG self
-- @param #string Altitude Altitude in feet.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionAltitude(Altitude)
self.missionAltitude=UTILS.FeetToMeters(Altitude)
return self
end
--- Set max engage range.
-- @param #AUFTRAG self
-- @param #number Range Max range in NM. Default 100 NM.
-- @return #AUFTRAG self
function AUFTRAG:SetEngageRange(Range)
self.engageRange=UTILS.NMToMeters(Range or 100)
return self
end
--- Set Rules of Engagement (ROE) for this mission.
-- @param #AUFTRAG self
-- @param #string roe Mission ROE.
-- @return #AUFTRAG self
function AUFTRAG:SetROE(roe)
self.optionROE=roe
return self
end
--- Set Reaction on Threat (ROT) for this mission.
-- @param #AUFTRAG self
-- @param #string roe Mission ROT.
-- @return #AUFTRAG self
function AUFTRAG:SetROT(rot)
self.optionROT=rot
return self
end
--- Set formation for this mission.
-- @param #AUFTRAG self
-- @param #number Formation Formation.
-- @return #AUFTRAG self
function AUFTRAG:SetFormation(Formation)
self.optionFormation=Formation
return self
end
--- Set radio frequency and modulation for this mission.
-- @param #AUFTRAG self
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Radio modulation. Default 0=AM.
-- @return #AUFTRAG self
function AUFTRAG:SetRadio(Frequency, Modulation)
self.radioFreq=Frequency
self.radioModu=Modulation or 0
return self
end
--- Set TACAN beacon channel and Morse code for this mission.
-- @param #AUFTRAG self
-- @param #number Channel TACAN channel.
-- @param #string Morse Morse code. Default "XXX".
-- @return #AUFTRAG self
function AUFTRAG:SetTACAN(Channel, Morse)
self.tacanChannel=Channel
self.tacanMorse=Morse or "XXX"
return self
end
--- Add start condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction Function that needs to be true before the mission can be started. Must return a #boolean.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionStart(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionStart, condition)
return self
end
--- Add success condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction If this function returns `true`, the mission is cancelled.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionSuccess(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionSuccess, condition)
return self
end
--- Add failure condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction If this function returns `true`, the mission is cancelled.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionFailure(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionFailure, condition)
return self
end
--- Assign airwing squadron(s) to the mission. Only these squads will be considered for the job.
-- @param #AUFTRAG self
-- @param #table Squadrons A table of SQUADRONs or a single SQUADRON object.
-- @return #AUFTRAG self
function AUFTRAG:AssignSquadrons(Squadrons)
if Squadrons:IsInstanceOf("SQUADRON") then
Squadrons={Squadrons}
end
for _,_squad in pairs(Squadrons) do
local squadron=_squad --Ops.Squadron#SQUADRON
self:I(self.lid..string.format("Assigning squadron %s", tostring(squadron.name)))
end
self.squadrons=Squadrons
end
--- Add a Ops group to the mission.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPSGROUP object.
function AUFTRAG:AddOpsGroup(OpsGroup)
self:I(self.lid..string.format("Adding Ops group %s", OpsGroup.groupname))
local groupdata={} --#AUFTRAG.GroupData
groupdata.opsgroup=OpsGroup
groupdata.status=AUFTRAG.GroupStatus.SCHEDULED
groupdata.waypointcoordinate=nil
groupdata.waypointindex=nil
groupdata.waypointtask=nil
self.groupdata[OpsGroup.groupname]=groupdata
end
--- Remove an Ops group from the mission.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPSGROUP object.
function AUFTRAG:DelOpsGroup(OpsGroup)
self:I(self.lid..string.format("Removing OPS group %s", OpsGroup and OpsGroup.groupname or "nil (ERROR)!"))
if OpsGroup then
-- Remove mission form queue.
OpsGroup:RemoveMission(self)
self.groupdata[OpsGroup.groupname]=nil
end
end
--- Check if mission is PLANNED.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is in the planning state.
function AUFTRAG:IsPlanned()
return self.status==AUFTRAG.Status.PLANNED
end
--- Check if mission is QUEUED at an AIRWING mission queue.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is queued.
function AUFTRAG:IsQueued()
return self.status==AUFTRAG.Status.QUEUED
end
--- Check if mission is REQUESTED, i.e. request for WAREHOUSE assets is done.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is requested.
function AUFTRAG:IsRequested()
return self.status==AUFTRAG.Status.REQUESTED
end
--- Check if mission is SCHEDULED, i.e. request for WAREHOUSE assets is done.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is queued.
function AUFTRAG:IsScheduled()
return self.status==AUFTRAG.Status.SCHEDULED
end
--- Check if mission is STARTED, i.e. group is on its way to the mission execution waypoint.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is started.
function AUFTRAG:IsStarted()
return self.status==AUFTRAG.Status.STARTED
end
--- Check if mission is executing.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is currently executing.
function AUFTRAG:IsExecuting()
return self.status==AUFTRAG.Status.EXECUTING
end
--- Check if mission was cancelled.
-- @param #AUFTRAG self
-- @return #boolean If true, mission was cancelled.
function AUFTRAG:IsCancelled()
return self.status==AUFTRAG.Status.CANCELLED
end
--- Check if mission is done.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is done.
function AUFTRAG:IsDone()
return self.status==AUFTRAG.Status.DONE
end
--- Check if mission was a success.
-- @param #AUFTRAG self
-- @return #boolean If true, mission was successful.
function AUFTRAG:IsSuccess()
return self.status==AUFTRAG.Status.SUCCESS
end
--- Check if mission is over. This could be state DONE or CANCELLED.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is currently executing.
function AUFTRAG:IsOver()
local over = self.status==AUFTRAG.Status.DONE or self.status==AUFTRAG.Status.CANCELLED or self.status==AUFTRAG.Status.SUCCESS or self.status==AUFTRAG.Status.FAILED
return over
end
--- Check if mission is NOT over.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is NOT over yet.
function AUFTRAG:IsNotOver()
return not self:IsOver()
end
--- Check if mission is ready to be started.
-- * Mission start time passed.
-- * Mission stop time did not pass already.
-- * All start conditions are true.
-- @param #AUFTRAG self
-- @return #boolean If true, mission can be started.
function AUFTRAG:IsReadyToGo()
local Tnow=timer.getAbsTime()
-- Start time did not pass yet.
if self.Tstart and Tnow<self.Tstart or false then
return false
end
-- Stop time already passed.
if self.Tstop and Tnow>self.Tstop or false then
return false
end
-- All start conditions true?
local startme=self:EvalConditionsAll(self.conditionStart)
if not startme then
return false
end
-- We're good to go!
return true
end
--- Check if mission is ready to be started.
-- * Mission stop already passed.
-- * Any stop condition is true.
-- @param #AUFTRAG self
-- @return #boolean If true, mission should be cancelled.
function AUFTRAG:IsReadyToCancel()
local Tnow=timer.getAbsTime()
-- Stop time already passed.
if self.Tstop and Tnow>self.Tstop then
return true
end
local failure=self:EvalConditionsAny(self.conditionFailure)
if failure then
self.failurecondition=true
return true
end
local success=self:EvalConditionsAny(self.conditionSuccess)
if success then
self.successcondition=true
return true
end
-- No criterion matched.
return false
end
--- Check if all given condition are true.
-- @param #AUFTRAG self
-- @param #table Conditions Table of conditions.
-- @return #boolean If true, all conditions were true. Returns false if at least one condition returned false.
function AUFTRAG:EvalConditionsAll(Conditions)
-- Any stop condition must be true.
for _,_condition in pairs(Conditions or {}) do
local condition=_condition --#AUFTRAG.Condition
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any false will return false.
if not istrue then
return false
end
end
-- All conditions were true.
return true
end
--- Check if any of the given conditions is true.
-- @param #AUFTRAG self
-- @param #table Conditions Table of conditions.
-- @return #boolean If true, at least one condition is true.
function AUFTRAG:EvalConditionsAny(Conditions)
-- Any stop condition must be true.
for _,_condition in pairs(Conditions or {}) do
local condition=_condition --#AUFTRAG.Condition
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any true will return true.
if istrue then
return true
end
end
-- No condition was true.
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Mission Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Status" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterStatus(From, Event, To)
-- Number of alive mission targets.
local Ntargets=self:CountMissionTargets()
-- Number of alive groups attached to this mission.
local Ngroups=self:CountOpsGroups()
-- Check if mission is not OVER yet.
if self:IsNotOver() then
if self:CheckGroupsDone() then
-- All groups have reported MISSON DONE.
self:Done()
elseif (self.Tstop and timer.getAbsTime()>self.Tstop+10) or (self.Ntargets>0 and Ntargets==0) then
-- Cancel mission if stop time passed.
self:Cancel()
end
end
-- Current FSM state.
local fsmstate=self:GetState()
local Tnow=timer.getAbsTime()
-- Mission start stop time.
local Cstart=UTILS.SecondsToClock(self.Tstart, true)
local Cstop=self.Tstop and UTILS.SecondsToClock(self.Tstop, true) or "INF"
local targetname=self:GetTargetName() or "unknown"
local airwing=self.airwing and self.airwing.alias or "N/A"
local commander=self.wingcommander and tostring(self.wingcommander.coalition) or "N/A"
-- Info message.
self:T(self.lid..string.format("Status %s: Target=%s, T=%s-%s, assets=%d, groups=%d, targets=%d, wing=%s, commander=%s", self.status, targetname, Cstart, Cstop, #self.assets, Ngroups, Ntargets, airwing, commander))
-- Check for error.
if fsmstate~=self.status then
self:E(self.lid..string.format("ERROR: FSM state %s != %s mission status!", fsmstate, self.status))
end
-- Data on assigned groups.
local text="Group data:"
for groupname,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
text=text..string.format("\n- %s: status mission=%s opsgroup=%s", groupname, groupdata.status, groupdata.opsgroup and groupdata.opsgroup:GetState() or "N/A")
end
self:T(self.lid..text)
-- Ready to evaluate mission outcome?
local ready2evaluate=self.Tover and Tnow-self.Tover>=self.dTevaluate or false
-- Check if mission is OVER (done or cancelled) and enough time passed to evaluate the result.
if self:IsOver() and ready2evaluate then
-- Evaluate success or failure of the mission.
self:Evaluate()
else
self:__Status(-30)
end
-- Update F10 marker.
if self.markerOn then
self:UpdateMarker()
end
end
--- Evaluate mission outcome - success or failure.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:Evaluate()
-- Assume success and check if any failed condition applies.
local failed=false
-- Any success condition true?
local successCondition=self:EvalConditionsAny(self.conditionSuccess)
-- Any failure condition true?
local failureCondition=self:EvalConditionsAny(self.conditionFailure)
-- Target damage in %.
local targetdamage=self:GetTargetDamage()
-- Current number of mission targets.
local Ntargets=self:CountMissionTargets()
-- Number of current targets is still >0 ==> Not everything was destroyed.
if self.type==AUFTRAG.Type.TROOPTRANSPORT then
if self.Ntargets>0 and Ntargets<self.Ntargets then
failed=true
end
else
if self.Ntargets>0 and Ntargets>0 then
failed=true
end
end
--TODO: all assets dead? Is this a FAILED criterion even if all targets have been destroyed? What if there are no initial targets (e.g. when ORBIT, PATROL, RECON missions).
if failureCondition then
failed=true
elseif successCondition then
failed=false
end
-- Debug text.
local text=string.format("Evaluating mission:\n")
text=text..string.format("Targets = %d/%d\n", self.Ntargets, Ntargets)
text=text..string.format("Damage = %.1f %%\n", targetdamage)
text=text..string.format("Success Cond = %s\n", tostring(successCondition))
text=text..string.format("Failure Cond = %s\n", tostring(failureCondition))
text=text..string.format("Failed = %s", tostring(failed))
self:I(self.lid..text)
if failed then
self:Failed()
else
self:Success()
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Asset Data
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get all OPS groups.
-- @param #AUFTRAG self
-- @return #table Table of Ops.OpsGroup#OPSGROUP or {}.
function AUFTRAG:GetOpsGroups()
local opsgroups={}
for _,_groupdata in pairs(self.groupdata or {}) do
local groupdata=_groupdata --#AUFTRAG.GroupData
table.insert(opsgroups, groupdata.opsgroup)
end
return opsgroups
end
--- Get asset data table.
-- @param #AUFTRAG self
-- @param #string AssetName Name of the asset.
-- @return #AUFTRAG.GroupData Group data or *nil* if OPS group does not exist.
function AUFTRAG:GetAssetDataByName(AssetName)
return self.groupdata[tostring(AssetName)]
end
--- Get flight data table.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @return #AUFTRAG.GroupData Flight data or nil if opsgroup does not exist.
function AUFTRAG:GetGroupData(opsgroup)
if opsgroup and self.groupdata then
return self.groupdata[opsgroup.groupname]
end
return nil
end
--- Set opsgroup mission status.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param #string status New status.
function AUFTRAG:SetGroupStatus(opsgroup, status)
self:T(self.lid..string.format("Setting flight %s to status %s", opsgroup and opsgroup.groupname or "nil", tostring(status)))
if self:GetGroupStatus(opsgroup)==AUFTRAG.GroupStatus.CANCELLED and status==AUFTRAG.GroupStatus.DONE then
-- Do not overwrite a CANCELLED status with a DONE status.
else
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.status=status
else
self:E(self.lid.."WARNING: Could not SET flight data for flight group. Setting status to DONE")
end
end
-- Debug info.
self:T2(self.lid..string.format("Setting flight %s status to %s. IsNotOver=%s CheckGroupsDone=%s", opsgroup.groupname, self:GetGroupStatus(opsgroup), tostring(self:IsNotOver()), tostring(self:CheckGroupsDone())))
-- Check if ALL flights are done with their mission.
if self:IsNotOver() and self:CheckGroupsDone() then
self:T3(self.lid.."All flights done ==> mission DONE!")
self:Done()
else
self:T3(self.lid.."Mission NOT DONE yet!")
end
end
--- Get ops group mission status.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
function AUFTRAG:GetGroupStatus(opsgroup)
self:T3(self.lid..string.format("Trying to get Flight status for flight group %s", opsgroup and opsgroup.groupname or "nil"))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.status
else
self:E(self.lid..string.format("WARNING: Could not GET groupdata for opsgroup %s. Returning status DONE.", opsgroup and opsgroup.groupname or "nil"))
return AUFTRAG.GroupStatus.DONE
end
end
--- Set Ops group waypoint coordinate.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param Core.Point#COORDINATE coordinate Waypoint Coordinate.
function AUFTRAG:SetGroupWaypointCoordinate(opsgroup, coordinate)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointcoordinate=coordinate
end
end
--- Get opsgroup waypoint coordinate.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE Waypoint Coordinate.
function AUFTRAG:GetGroupWaypointCoordinate(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointcoordinate
end
end
--- Set Ops group waypoint task.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param Ops.OpsGroup#OPSGROUP.Task task Waypoint task.
function AUFTRAG:SetGroupWaypointTask(opsgroup, task)
self:T2(self.lid..string.format("Setting waypoint task %s", task and task.description or "WTF"))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointtask=task
end
end
--- Get opsgroup waypoint task.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @return Ops.OpsGroup#OPSGROUP.Task task Waypoint task. Waypoint task.
function AUFTRAG:GetGroupWaypointTask(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointtask
end
end
--- Set opsgroup waypoint index.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param #number waypointindex Waypoint index.
function AUFTRAG:SetGroupWaypointIndex(opsgroup, waypointindex)
self:T2(self.lid..string.format("Setting waypoint index %d", waypointindex))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointindex=waypointindex
end
end
--- Get opsgroup waypoint index.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @return #number Waypoint index
function AUFTRAG:GetGroupWaypointIndex(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointindex
end
end
--- Check if all flights are done with their mission (or dead).
-- @param #AUFTRAG self
-- @return #boolean If true, all flights are done with the mission.
function AUFTRAG:CheckGroupsDone()
-- These are early stages, where we might not even have a opsgroup defined to be checked.
if self:IsPlanned() or self:IsQueued() or self:IsRequested() then
return false
end
-- It could be that all flights were destroyed on the way to the mission execution waypoint.
-- TODO: would be better to check if everybody is dead by now.
if self:IsStarted() and self:CountOpsGroups()==0 then
return true
end
-- Check status of all flight groups.
for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData
if groupdata then
if groupdata.status==AUFTRAG.GroupStatus.DONE or groupdata.status==AUFTRAG.GroupStatus.CANCELLED then
-- This one is done or cancelled.
else
-- At least this flight is not DONE or CANCELLED.
return false
end
end
end
return true
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- EVENT Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Unit lost event.
-- @param #AUFTRAG self
-- @param Core.Event#EVENTDATA EventData Event data.
function AUFTRAG:OnEventUnitLost(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.opsgroup and groupdata.opsgroup.groupname==EventData.IniGroupName then
self:I(self.lid..string.format("UNIT LOST event for opsgroup %s unit %s", groupdata.opsgroup.groupname, EventData.IniUnitName))
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Queue" event. Mission is added to the mission queue of an AIRWING.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.AirWing#AIRWING Airwing The airwing.
function AUFTRAG:onafterQueued(From, Event, To, Airwing)
self.status=AUFTRAG.Status.QUEUED
self.airwing=Airwing
self:T(self.lid..string.format("New mission status=%s at airwing %s", self.status, tostring(Airwing.alias)))
end
--- On after "Requested" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterRequested(From, Event, To)
self.status=AUFTRAG.Status.REQUESTED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Assign" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterAssign(From, Event, To)
self.status=AUFTRAG.Status.ASSIGNED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Schedule" event. Mission is added to the mission queue of a FLIGHTGROUP.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP FlightGroup
function AUFTRAG:onafterScheduled(From, Event, To, FlightGroup)
self.status=AUFTRAG.Status.SCHEDULED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Start" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterStarted(From, Event, To)
self.status=AUFTRAG.Status.STARTED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Execute" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterExecuting(From, Event, To)
self.status=AUFTRAG.Status.EXECUTING
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Done" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterDone(From, Event, To)
self.status=AUFTRAG.Status.DONE
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set time stamp.
self.Tover=timer.getAbsTime()
end
--- On after "GroupDead" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The ops group that is dead now.
function AUFTRAG:onafterGroupDead(From, Event, To, OpsGroup)
local asset=self:GetAssetByName(OpsGroup.groupname)
if asset then
self:AssetDead(asset)
end
end
--- On after "AssetDead" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset.
function AUFTRAG:onafterAssetDead(From, Event, To, Asset)
-- Remove opsgroup from mission.
--self:DelOpsGroup(Asset.opsgroup)
local N=self:CountOpsGroups()
-- All assets dead?
if N==0 then
if self:IsNotOver() then
-- Cancel mission. Wait for next mission update to evaluate SUCCESS or FAILURE.
self:Cancel()
else
self:E(self.lid.."ERROR: All assets are dead not but mission was already over... Investigate!")
-- Now this can happen, because when a opsgroup dies (sometimes!), the mission is DONE
end
end
-- Remove asset from airwing.
if self.airwing then
self.airwing:RemoveAssetFromSquadron(Asset)
end
-- Delete asset from mission.
self:DelAsset(Asset)
end
--- On after "Success" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterSuccess(From, Event, To)
self.status=AUFTRAG.Status.SUCCESS
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Stop mission.
self:Stop()
end
--- On after "Cancel" event. Cancells the mission.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterCancel(From, Event, To)
-- Debug info.
self:I(self.lid..string.format("CANCELLING mission in status %s. Will wait for groups to report mission DONE before evaluation.", self.status))
-- Time stamp.
self.Tover=timer.getAbsTime()
-- No more repeats.
self.missionRepeatMax=self.missionRepeated
-- Not necessary to delay the evaluaton?!
self.dTevaluate=0
if self.wingcommander then
self:T(self.lid..string.format("Wingcommander will cancel the mission. Will wait for mission DONE before evaluation!"))
self.wingcommander:CancelMission(self)
elseif self.airwing then
self:T(self.lid..string.format("Airwing %s will cancel the mission. Will wait for mission DONE before evaluation!", self.airwing.alias))
-- Airwing will cancel all flight missions and remove queued request from warehouse queue.
self.airwing:MissionCancel(self)
else
self:T(self.lid..string.format("No airwing or wingcommander. Attached flights will cancel the mission on their own. Will wait for mission DONE before evaluation!"))
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
groupdata.opsgroup:MissionCancel(self)
end
end
-- Special mission states.
if self.status==AUFTRAG.Status.PLANNED then
self:T(self.lid..string.format("Cancelled mission was in planned stage. Call it done!"))
self:Done()
end
end
--- On after "Failed" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterFailed(From, Event, To)
self.status=AUFTRAG.Status.FAILED
self:T(self.lid..string.format("New mission status=%s", self.status))
if self.missionRepeated>=self.missionRepeatMax then
self:I(self.lid..string.format("Mission FAILED! Number of max repeats reached [%d>=%d] ==> Stopping mission!", self.missionRepeated, self.missionRepeatMax))
self:Stop()
else
-- Repeat mission.
self:I(self.lid..string.format("Mission failed! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.missionRepeated+1, self.missionRepeatMax))
self:Repeat()
end
end
--- On after "Repeat" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterRepeat(From, Event, To)
-- Set mission status to PLANNED.
self.status=AUFTRAG.Status.PLANNED
self:T(self.lid..string.format("New mission status=%s (on Repeat)", self.status))
-- Increase repeat counter.
self.missionRepeated=self.missionRepeated+1
if self.wingcommander then
elseif self.airwing then
-- Already at the airwing ==> Queued()
self:Queued(self.airwing)
else
end
-- No mission assets.
self.assets={}
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
local opsgroup=groupdata.opsgroup
if opsgroup then
self:DelOpsGroup(opsgroup)
end
end
-- No flight data.
self.groupdata={}
-- Call status again.
self:__Status(-30)
end
--- On after "Stop" event. Remove mission from AIRWING and FLIGHTGROUP mission queues.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterStop(From, Event, To)
self:I(self.lid..string.format("STOPPED mission in status=%s. Removing missions from queues. Stopping CallScheduler!", self.status))
-- TODO: remove missions from queues in WINGCOMMANDER, AIRWING and FLIGHGROUPS!
-- TODO: Mission should be OVER! we dont want to remove running missions from any queues.
if self.wingcommander then
self.wingcommander:RemoveMission(self)
end
if self.airwing then
self.airwing:RemoveMission(self)
end
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
groupdata.opsgroup:RemoveMission(self)
end
-- No mission assets.
self.assets={}
-- No flight data.
self.groupdata={}
-- Clear pending scheduler calls.
self.CallScheduler:Clear()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add asset to mission.
-- @param #AUFTRAG self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset to be added to the mission.
-- @return #AUFTRAG self
function AUFTRAG:AddAsset(Asset)
self.assets=self.assets or {}
table.insert(self.assets, Asset)
return self
end
--- Delete asset from mission.
-- @param #AUFTRAG self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset to be removed.
-- @return #AUFTRAG self
function AUFTRAG:DelAsset(Asset)
for i,_asset in pairs(self.assets or {}) do
local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
if asset.uid==Asset.uid then
self:T(self.lid..string.format("Removing asset \"%s\" from mission", tostring(asset.spawngroupname)))
table.remove(self.assets, i)
return self
end
end
return self
end
--- Get asset by its spawn group name.
-- @param #AUFTRAG self
-- @param #string Name Asset spawn group name.
-- @return Ops.AirWing#AIRWING.SquadronAsset
function AUFTRAG:GetAssetByName(Name)
for i,_asset in pairs(self.assets or {}) do
local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
if asset.spawngroupname==Name then
return asset
end
end
return nil
end
--- Count alive mission targets.
-- @param #AUFTRAG self
-- @param #AUFTRAG.TargetData Target (Optional) The target object.
-- @return #number Number of alive target units.
function AUFTRAG:CountMissionTargets(Target)
local N=0
Target=Target or self:GetTargetData()
if Target then
if Target.Type==AUFTRAG.TargetType.GROUP then
local target=Target.Target --Wrapper.Group#GROUP
local units=target:GetUnits()
for _,_unit in pairs(units or {}) do
local unit=_unit --Wrapper.Unit#UNIT
-- We check that unit is "alive" and has health >1. Somtimes units get heavily damanged but are still alive.
-- TODO: here I could introduce and count that if units have only health < 50% if mission objective is to just "damage" the units.
if unit and unit:IsAlive() and unit:GetLife()>1 then
N=N+1
end
end
elseif Target.Type==AUFTRAG.TargetType.UNIT then
local target=Target.Target --Wrapper.Unit#UNIT
if target and target:IsAlive() and target:GetLife()>1 then
N=N+1
end
elseif Target.Type==AUFTRAG.TargetType.STATIC then
local target=Target.Target --Wrapper.Static#STATIC
if target and target:IsAlive() then
N=N+1
end
elseif Target.Type==AUFTRAG.TargetType.AIRBASE then
-- TODO: any (good) way to tell whether an airbase was "destroyed" or at least damaged? Is :GetLive() working?
elseif Target.Type==AUFTRAG.TargetType.COORDINATE then
-- No target!
elseif Target.Type==AUFTRAG.TargetType.SETGROUP then
for _,_group in pairs(Target.Target.Set or {}) do
local group=_group --Wrapper.Group#GROUP
local units=group:GetUnits()
for _,_unit in pairs(units or {}) do
local unit=_unit --Wrapper.Unit#UNIT
-- We check that unit is "alive".
if unit and unit:IsAlive() and unit:GetLife()>1 then
N=N+1
end
end
end
elseif Target.Type==AUFTRAG.TargetType.SETUNIT then
for _,_unit in pairs(Target.Target.Set or {}) do
local unit=_unit --Wrapper.Unit#UNIT
-- We check that unit is "alive".
if unit and unit:IsAlive() and unit:GetLife()>1 then
N=N+1
end
end
else
self:E("ERROR unknown target type")
end
end
return N
end
--- Get target life points.
-- @param #AUFTRAG self
-- @return #number Number of initial life points when mission was planned.
function AUFTRAG:GetTargetInitialLife()
return self:GetTargetData().Lifepoints
end
--- Get target damage.
-- @param #AUFTRAG self
-- @return #number Damage in percent.
function AUFTRAG:GetTargetDamage()
local target=self:GetTargetData()
local life=self:GetTargetLife()/self:GetTargetInitialLife()
local damage=1-life
return damage*100
end
--- Get target life points.
-- @param #AUFTRAG self
-- @return #number Life points of target.
function AUFTRAG:GetTargetLife()
return self:_GetTargetLife(nil, false)
end
--- Get target life points.
-- @param #AUFTRAG self
-- @param #AUFTRAG.TargetData Target (Optional) The target object.
-- @param #boolean Healthy Get the life points of the healthy target.
-- @return #number Life points of target.
function AUFTRAG:_GetTargetLife(Target, Healthy)
local N=0
Target=Target or self:GetTargetData()
local function _GetLife(unit)
local unit=unit --Wrapper.Unit#UNIT
if Healthy then
local life=unit:GetLife()
local life0=unit:GetLife0()
return math.max(life, life0)
else
return unit:GetLife()
end
end
if Target then
if Target.Type==AUFTRAG.TargetType.GROUP then
local target=Target.Target --Wrapper.Group#GROUP
local units=target:GetUnits()
for _,_unit in pairs(units or {}) do
local unit=_unit --Wrapper.Unit#UNIT
-- We check that unit is "alive".
if unit and unit:IsAlive() then
N=N+_GetLife(unit)
end
end
elseif Target.Type==AUFTRAG.TargetType.UNIT then
local target=Target.Target --Wrapper.Unit#UNIT
if target and target:IsAlive() then
N=N+_GetLife(target)
end
elseif Target.Type==AUFTRAG.TargetType.STATIC then
local target=Target.Target --Wrapper.Static#STATIC
-- Statics are alive or not.
if target and target:IsAlive() then
N=N+1 --_GetLife(target)
else
N=N+0
end
elseif Target.Type==AUFTRAG.TargetType.AIRBASE then
-- TODO: any (good) way to tell whether an airbase was "destroyed" or at least damaged? Is :GetLive() working?
N=N+1
elseif Target.Type==AUFTRAG.TargetType.COORDINATE then
-- A coordinate does not live.
N=N+1
elseif Target.Type==AUFTRAG.TargetType.SETGROUP then
for _,_group in pairs(Target.Target.Set or {}) do
local group=_group --Wrapper.Group#GROUP
local units=group:GetUnits()
for _,_unit in pairs(units or {}) do
local unit=_unit --Wrapper.Unit#UNIT
-- We check that unit is "alive".
if unit and unit:IsAlive() then
N=N+_GetLife(unit)
end
end
end
elseif Target.Type==AUFTRAG.TargetType.SETUNIT then
for _,_unit in pairs(Target.Target.Set or {}) do
local unit=_unit --Wrapper.Unit#UNIT
-- We check that unit is "alive".
if unit and unit:IsAlive() then
N=N+_GetLife(unit)
end
end
else
self:E(self.lid.."ERROR unknown target type")
end
end
return N
end
--- Count alive flight groups assigned for this mission.
-- @param #AUFTRAG self
-- @return #number Number of alive flight groups.
function AUFTRAG:CountOpsGroups()
local N=0
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.opsgroup and groupdata.opsgroup:IsAlive() then
N=N+1
end
end
return N
end
--- Get coordinate of target.
-- @param #AUFTRAG self
-- @return #AUFTRAG.TargetData The target object. Could be many things.
function AUFTRAG:GetTargetData()
return self.engageTarget
end
--- Get mission objective object. Could be many things depending on the mission type.
-- @param #AUFTRAG self
-- @return Wrapper.Positionable#POSITIONABLE The target object. Could be many things.
function AUFTRAG:GetObjective()
return self:GetTargetData().Target
end
--- Get type of target.
-- @param #AUFTRAG self
-- @return #string The target type.
function AUFTRAG:GetTargetType()
return self:GetTargetData().Type
end
--- Get 2D vector of target.
-- @param #AUFTRAG self
-- @return DCS#VEC2 The target 2D vector or *nil*.
function AUFTRAG:GetTargetVec2()
local coord=self:GetTargetCoordinate()
if coord then
return coord:GetVec2()
end
return nil
end
--- Get coordinate of target.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE The target coordinate or *nil*.
function AUFTRAG:GetTargetCoordinate()
if self.transportPickup then
-- Special case where we defined a
return self.transportPickup
else
local target
if self:GetTargetType()==AUFTRAG.TargetType.COORDINATE then
-- Here the objective itself is a COORDINATE.
return self:GetObjective()
elseif self:GetTargetType()==AUFTRAG.TargetType.SETGROUP then
-- Return the first group in the set.
-- TODO: does this only return ALIVE groups?!
return self:GetObjective():GetFirst():GetCoordinate()
elseif self:GetTargetType()==AUFTRAG.TargetType.SETUNIT then
-- Return the first unit in the set.
-- TODO: does this only return ALIVE units?!
return self:GetObjective():GetFirst():GetCoordinate()
else
-- In all other cases the GetCoordinate() function should work.
return self:GetObjective():GetCoordinate()
end
end
return nil
end
--- Get name of the target.
-- @param #AUFTRAG self
-- @return #string Name of the target or "N/A".
function AUFTRAG:GetTargetName()
if self.engageTarget.Target then
return self.engageTarget.Name
end
return "N/A"
end
--- Get distance to target.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE FromCoord The coordinate from which the distance is measured.
-- @return #number Distance in meters or 0.
function AUFTRAG:GetTargetDistance(FromCoord)
local TargetCoord=self:GetTargetCoordinate()
if TargetCoord and FromCoord then
return TargetCoord:Get2DDistance(FromCoord)
else
self:E(self.lid.."ERROR: TargetCoord or FromCoord does not exist in AUFTRAG:GetTargetDistance() function! Returning 0")
end
return 0
end
--- Get coordinate of target. First unit/group of the set is used.
-- @param #AUFTRAG self
-- @return #string
function AUFTRAG:GetMissionTypesText(MissionTypes)
local text=""
for _,missiontype in pairs(MissionTypes) do
text=text..string.format("%s, ", missiontype)
end
return text
end
--- Get coordinate of target. First unit/group of the set is used.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP group Group.
-- @return Core.Point#COORDINATE Coordinate where the mission is executed.
function AUFTRAG:GetMissionWaypointCoord(group)
-- Create waypoint coordinate half way between us and the target.
local waypointcoord=group:GetCoordinate():GetIntermediateCoordinate(self:GetTargetCoordinate(), self.missionFraction)
local alt=waypointcoord.y
-- Add some randomization.
waypointcoord=ZONE_RADIUS:New("Temp", waypointcoord:GetVec2(), 1000):GetRandomCoordinate():SetAltitude(alt, false)
-- Set altitude of mission waypoint.
if self.missionAltitude then
waypointcoord:SetAltitude(self.missionAltitude, true)
end
return waypointcoord
end
--- Set log ID string.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:_SetLogID()
self.lid=string.format("Auftrag #%d %s | ", self.auftragsnummer, tostring(self.type))
return self
end
--- Update mission F10 map marker.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:UpdateMarker()
-- Marker text.
local text=string.format("%s %s: %s", self.name, self.type:upper(), self.status:upper())
text=text..string.format("\n%s", self:GetTargetName())
text=text..string.format("\nTargets %d/%d, Life Points=%d/%d", self:CountMissionTargets(), self.Ntargets, self:GetTargetLife(), self:GetTargetInitialLife())
text=text..string.format("\nFlights %d/%d", self:CountOpsGroups(), self.nassets)
if not self.marker then
-- Get target coordinates. Can be nil!
local targetcoord=self:GetTargetCoordinate()
if self.markerCoaliton and self.markerCoaliton>=0 then
self.marker=MARKER:New(targetcoord, text):ReadOnly():ToCoalition(self.markerCoaliton)
else
self.marker=MARKER:New(targetcoord, text):ReadOnly():ToAll()
end
else
if self.marker:GetText()~=text then
self.marker:UpdateText(text)
end
end
return self
end
--- Get DCS task table for the given mission.
-- @param #AUFTRAG self
-- @param Wrapper.Controllable#CONTROLLABLE TaskControllable The controllable for which this task is set. Most tasks don't need it.
-- @return DCS#Task The DCS task table. If multiple tasks are necessary, this is returned as a combo task.
function AUFTRAG:GetDCSMissionTask(TaskControllable)
local DCStasks={}
-- Create DCS task based on current self.
if self.type==AUFTRAG.Type.ANTISHIP then
----------------------
-- ANTISHIP Mission --
----------------------
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.AWACS then
-------------------
-- AWACS Mission --
-------------------
local DCStask=CONTROLLABLE.EnRouteTaskAWACS(nil)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.BAI then
-----------------
-- BAI Mission --
-----------------
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.BOMBING then
---------------------
-- BOMBING Mission --
---------------------
local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.BOMBRUNWAY then
------------------------
-- BOMBRUNWAY Mission --
------------------------
local DCStask=CONTROLLABLE.TaskBombingRunway(nil, self.engageTarget.Target, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAsGroup)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.BOMBCARPET then
------------------------
-- BOMBCARPET Mission --
------------------------
local DCStask=CONTROLLABLE.TaskCarpetBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, self.engageCarpetLength)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.CAP then
-----------------
-- CAP Mission --
-----------------
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.CAS then
-----------------
-- CAS Mission --
-----------------
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.ESCORT then
--------------------
-- ESCORT Mission --
--------------------
local DCStask=CONTROLLABLE.TaskEscort(nil, self.engageTarget.Target, self.escortVec3, LastWaypointIndex, self.engageMaxDistance, self.engageTargetTypes)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.FACA then
-----------------
-- FAC Mission --
-----------------
local DCStask=CONTROLLABLE.TaskFAC_AttackGroup(nil, self.engageTarget.Target, self.engageWeaponType, self.facDesignation, self.facDatalink, self.facFreq, self.facModu, CallsignName, CallsignNumber)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.FERRY then
-------------------
-- FERRY Mission --
-------------------
-- TODO: Ferry mission type. How?
elseif self.type==AUFTRAG.Type.INTERCEPT then
-----------------------
-- INTERCEPT Mission --
-----------------------
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.ORBIT then
-------------------
-- ORBIT Mission --
-------------------
-- Done below as also other mission types use the orbit task.
elseif self.type==AUFTRAG.Type.PATROL then
--------------------
-- PATROL Mission --
--------------------
-- Done below as also other mission types use the orbit task.
elseif self.type==AUFTRAG.Type.RECON then
-------------------
-- RECON Mission --
-------------------
-- TODO: What? Table of coordinates?
elseif self.type==AUFTRAG.Type.SEAD then
------------------
-- SEAD Mission --
------------------
--[[
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargets(nil, nil ,{"Air Defence"} , 0)
table.insert(self.enrouteTasks, DCStask)
DCStask.key="SEAD"
]]
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.STRIKE then
--------------------
-- STRIKE Mission --
--------------------
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.TANKER then
--------------------
-- TANKER Mission --
--------------------
local DCStask=CONTROLLABLE.EnRouteTaskTanker(nil)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.TROOPTRANSPORT then
----------------------------
-- TROOPTRANSPORT Mission --
----------------------------
-- Task to embark the troops at the pick up point.
local TaskEmbark=CONTROLLABLE.TaskEmbarking(TaskControllable, self.transportPickup, self.transportGroupSet, self.transportWaitForCargo)
-- Task to disembark the troops at the drop off point.
local TaskDisEmbark=CONTROLLABLE.TaskDisembarking(TaskControllable, self.transportDropoff, self.transportGroupSet)
table.insert(DCStasks, TaskEmbark)
table.insert(DCStasks, TaskDisEmbark)
elseif self.type==AUFTRAG.Type.RESCUEHELO then
-------------------------
-- RESCUE HELO Mission --
-------------------------
local DCStask={}
DCStask.id="Formation"
-- We create a "fake" DCS task and pass the parameters to the FLIGHTGROUP.
local param={}
param.unitname=self:GetTargetName()
param.offsetX=200
param.offsetZ=240
param.altitude=70
param.dtFollow=1.0
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.ARTY then
------------------
-- ARTY Mission --
------------------
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, self:GetTargetVec2(), self.artyRadius, self.artyShots, self.engageWeaponType)
table.insert(DCStasks, DCStask)
else
self:E(self.lid..string.format("ERROR: Unknown mission task!"))
return nil
end
-- Set ORBIT task. Also applies to other missions: AWACS, TANKER, CAP, CAS.
if self.type==AUFTRAG.Type.ORBIT or
self.type==AUFTRAG.Type.CAP or
self.type==AUFTRAG.Type.CAS or
self.type==AUFTRAG.Type.PATROL or
self.type==AUFTRAG.Type.AWACS or
self.type==AUFTRAG.Type.TANKER then
-------------------
-- ORBIT Mission --
-------------------
local Coordinate=self:GetTargetCoordinate()
local DCStask=CONTROLLABLE.TaskOrbit(nil, Coordinate, self.orbitAltitude, self.orbitSpeed, self.orbitRaceTrack)
table.insert(DCStasks, DCStask)
end
-- Debug info.
self:T3({missiontask=DCStasks})
-- Return the task.
if #DCStasks==1 then
return DCStasks[1]
else
return CONTROLLABLE.TaskCombo(nil, DCStasks)
end
end
--- Get DCS task table for an attack group or unit task.
-- @param #AUFTRAG self
-- @param #AUFTRAG.TargetData target Target data.
-- @param #table DCStasks DCS DCS tasks table to which the task is added.
-- @return DCS#Task The DCS task table.
function AUFTRAG:_GetDCSAttackTask(target, DCStasks)
local DCStask=nil
if target.Type==AUFTRAG.TargetType.GROUP then
DCStask=CONTROLLABLE.TaskAttackGroup(nil, target.Target, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageAsGroup)
table.insert(DCStasks, DCStask)
elseif target.Type==AUFTRAG.TargetType.UNIT or target.Type==AUFTRAG.TargetType.STATIC then
DCStask=CONTROLLABLE.TaskAttackUnit(nil, target.Target, self.engageAsGroup, self.WeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
elseif target.Type==AUFTRAG.TargetType.SETGROUP then
-- Add all groups.
for _,group in pairs(target.Target.Set or {}) do
DCStask=CONTROLLABLE.TaskAttackGroup(nil, group, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageAsGroup)
table.insert(DCStasks, DCStask)
end
elseif target.Type==AUFTRAG.TargetType.SETUNIT then
-- Add tasks to attack all units.
for _,unit in pairs(target.Target.Set or {}) do
DCStask=CONTROLLABLE.TaskAttackUnit(nil, unit, self.engageAsGroup, self.WeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
end
end
return DCStasks
end
--- Create target data from a given object.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Object The target GROUP, UNIT, STATIC.
-- @return #AUFTRAG.TargetData Target.
function AUFTRAG:_TargetFromObject(Object)
local target={} --#AUFTRAG.TargetData
-- The object.
target.Target=Object
if Object:IsInstanceOf("GROUP") then
target.Type=AUFTRAG.TargetType.GROUP
local object=Object --Wrapper.Group#GROUP
target.Name=object:GetName()
elseif Object:IsInstanceOf("UNIT") then
target.Type=AUFTRAG.TargetType.UNIT
local object=Object --Wrapper.Unit#UNIT
target.Name=object:GetName()
elseif Object:IsInstanceOf("STATIC") then
target.Type=AUFTRAG.TargetType.STATIC
target.Name=Object:GetName()
elseif Object:IsInstanceOf("COORDINATE") then
target.Type=AUFTRAG.TargetType.COORDINATE
local object=Object --Core.Point#COORDINATE
target.Name=object:ToStringLLDMS()
elseif Object:IsInstanceOf("AIRBASE") then
target.Type=AUFTRAG.TargetType.AIRBASE
local object=Object --Wrapper.Airbase#AIRBASE
target.Name=object:GetName()
elseif Object:IsInstanceOf("SET_GROUP") then
target.Type=AUFTRAG.TargetType.SETGROUP
local object=Object --Core.Set#SET_GROUP
target.Name=object:GetFirst():GetName()
elseif Object:IsInstanceOf("SET_UNIT") then
target.Type=AUFTRAG.TargetType.SETUNIT
local object=Object --Core.Set#SET_UNIT
target.Name=object:GetFirst():GetName()
else
self:E(self.lid.."ERROR: Unknown object given as target. Needs to be a GROUP, UNIT, STATIC, COORDINATE")
return nil
end
-- Number of initial targets.
local Ninitial=self:CountMissionTargets(target)
-- Initial total life point.
local Lifepoints=self:_GetTargetLife(target, true)
-- Set engage Target.
self.engageTarget=target
self.engageTarget.Ninital=Ninitial
self.engageTarget.Lifepoints=Lifepoints
-- TODO: get rid of this.
self.Ntargets=Ninitial
-- Debug info.
self:T(self.lid..string.format("Mission Target %s Type=%s, Ntargets=%d, Lifepoints=%d", target.Name, target.Type, Ninitial, Lifepoints))
return target
end
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