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https://github.com/FlightControl-Master/MOOSE.git
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**CHIEF** - Added resources as parameters to `:AddStrategicZone` function **COMMANDER** - Added function to relocate cohorts `:RelocateCohort` **AUFTRAG** - Added new type `AIRDEFENSE` - Added new type `EWR` - Added option to teleport assets to the mission ingress waypoint via `:SetTeleport` - Added `:SetRequiredAttribute` and `:SetRequiredProperty` functions - Added `:SetEmission` function **LEGION** - Fixed bug that assets on GCI dont get additional score for INTERCEPT missions - Assets on ONGUARD or PATROLZONE are not considered for ARTY and GROUNDATTACK missions - Added option for transport to `RelocateCohort` function - Ground/naval assets now automatically return when out of ammo **OPSGROUP** - Immobile groups are teleported to mission ingress point **RECOVERYTANKER** - Added parameter to set TACAN mode/band (e.g. "X") **GROUP** - Fixed bug in `:GetSpeedMax` function **BEACON** - Allowed TACAN "X" mode for AA
2897 lines
97 KiB
Lua
2897 lines
97 KiB
Lua
--- **Ops** - Chief of Staff.
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--
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-- **Main Features:**
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--
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-- * Automatic target engagement based on detection network
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-- * Define multiple border, conflict and attack zones
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-- * Define strategic "capture" zones
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-- * Set strategy of chief from passive to agressive
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-- * Manual target engagement via AUFTRAG and TARGET classes
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-- * Add AIRWINGS, BRIGADES and FLEETS as resources
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-- * Seamless air-to-air, air-to-ground, ground-to-ground dispatching
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Ops.Chief
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-- @image OPS_Chief.png
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--- CHIEF class.
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-- @type CHIEF
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity level.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table targetqueue Target queue.
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-- @field #table zonequeue Strategic zone queue.
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-- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory.
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-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected.
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-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged.
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-- @field #number threatLevelMin Lowest threat level of targets to attack.
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-- @field #number threatLevelMax Highest threat level of targets to attack.
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-- @field #string Defcon Defence condition.
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-- @field #string strategy Strategy of the CHIEF.
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-- @field Ops.Commander#COMMANDER commander Commander of assigned legions.
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-- @field #number Nsuccess Number of successful missions.
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-- @field #number Nfailure Number of failed mission.
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-- @extends Ops.Intelligence#INTEL
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--- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower
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--
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-- ===
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--
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-- # The CHIEF Concept
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--
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-- The Chief of staff gathers INTEL and assigns missions (AUFTRAG) the airforce, army and/or navy.
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--
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-- # Territory
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--
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-- The chief class allows you to define boarder zones, conflict zones and attack zones.
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--
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-- ## Border Zones
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--
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-- Border zones define your own territory.
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-- They can be set via the @{#CHIEF.SetBorderZones}() function as a set or added zone by zone via the @{#CHIEF.AddBorderZone}() function.
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--
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-- ## Conflict Zones
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--
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-- Conflict zones define areas, which usually are under dispute of different coalitions.
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-- They can be set via the @{#CHIEF.SetConflictZones}() function as a set or added zone by zone via the @{#CHIEF.AddConflictZone}() function.
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--
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-- ## Attack Zones
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--
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-- Attack zones are zones that usually lie within the enemy territory. They are only enganged with an agressive strategy.
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-- They can be set via the @{#CHIEF.SetAttackZones}() function as a set or added zone by zone via the @{#CHIEF.AddAttackZone}() function.
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--
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-- # Defense Condition
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--
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-- The defence condition (DEFCON) depends on enemy activity detected in the different zone types and is set automatically.
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--
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-- * `CHIEF.Defcon.GREEN`: No enemy activities detected.
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-- * `CHIEF.Defcon.YELLOW`: Enemy activity detected in conflict zones.
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-- * `CHIEF.Defcon.RED`: Enemy activity detected in border zones.
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--
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-- The current DEFCON can be retrieved with the @(#CHIEF.GetDefcon)() function.
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--
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-- When the DEFCON changed, an FSM event @{#CHIEF.DefconChange} is triggered. Mission designers can hook into this event via the @{#CHIEF.OnAfterDefconChange}() function:
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--
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-- --- Function called when the DEFCON changes.
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-- function myChief:OnAfterDefconChange(From, Event, To, Defcon)
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-- local text=string.format("Changed DEFCON to %s", Defcon)
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-- MESSAGE:New(text, 120):ToAll()
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-- end
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--
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-- # Strategy
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--
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-- The strategy of the chief determines, in which areas targets are engaged automatically.
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--
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-- * `CHIEF.Strategy.PASSIVE`: Chief is completely passive. No targets at all are engaged automatically.
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-- * `CHIEF.Strategy.DEFENSIVE`: Chief acts defensively. Only targets in his own territory are engaged.
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-- * `CHIEF.Strategy.OFFENSIVE`: Chief behaves offensively. Targets in his own territory and in conflict zones are enganged.
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-- * `CHIEF.Strategy.AGGRESSIVE`: Chief is aggressive. Targets in his own territory, in conflict zones and in attack zones are enganged.
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-- * `CHIEF.Strategy.TOTALWAR`: Anything anywhere is enganged.
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--
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-- The strategy can be set by the @(#CHIEF.SetStrategy)() and retrieved with the @(#CHIEF.GetStrategy)() function.
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--
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-- When the strategy is changed, the FSM event @{#CHIEF.StrategyChange} is triggered and customized code can be added to the @{#CHIEF.OnAfterStrategyChange}() function:
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--
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-- --- Function called when the STRATEGY changes.
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-- function myChief:OnAfterStrategyChange(From, Event, To, Strategy)
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-- local text=string.format("Strategy changd to %s", Strategy)
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-- MESSAGE:New(text, 120):ToAll()
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-- end
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--
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-- # Resources
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--
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-- A chief needs resources such as air, ground and naval assets. These can be added in form of AIRWINGs, BRIGADEs and FLEETs.
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--
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-- Whenever the chief detects a target or receives a mission, he will select the best available assets and assign them to the mission.
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-- The best assets are determined by their mission performance, payload performance (in case of air), distance to the target, skill level, etc.
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--
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-- ## Adding Airwings
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--
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-- Airwings can be added via the @{#CHIEF.AddAirwing}() function.
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--
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-- ## Adding Brigades
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--
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-- Brigades can be added via the @{#CHIEF.AddBrigade}() function.
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--
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-- ## Adding Fleets
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--
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-- Fleets can be added via the @{#CHIEF.AddFleet}() function.
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--
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--
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-- # Strategic (Capture) Zones
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--
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-- Strategically important zones, which should be captured can be added via the @{#CHIEF.AddStrategicZone}(*OpsZone, Prio, Importance*) function.
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-- The first parameter *OpsZone* is an @{Ops.OpsZone#OPSZONE} specifying the zone. This has to be a **circular zone** due to DCS API restrictions.
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-- The second parameter *Prio* is the priority. The zone queue is sorted wrt to lower prio values. By default this is set to 50.
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-- The third parameter *Importance* is the importance of the zone. By default this is `nil`. If you specify one zone with importance 2 and a second zone with
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-- importance 3, then the zone of importance 2 is attacked first and only if that zone has been captured, zones that have importances with higher values are attacked.
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--
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-- For example:
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--
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-- local myStratZone=myChief:AddStrategicZone(myOpsZone, nil , 2)
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--
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-- Will at a strategic zone with importance 2.
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--
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-- If the zone is currently owned by another coalition and enemy ground troops are present in the zone, a CAS and an ARTY mission are lauchned:
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--
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-- * A mission of type `AUFTRAG.Type.CASENHANCED` is started if assets are available that can carry out this mission type.
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-- * A mission of type `AUFTRAG.Type.ARTY` is started provided assets are available.
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--
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-- The CAS flight(s) will patrol the zone randomly and take out enemy ground units they detect. It can always be possible that the enemies cannot be detected however.
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-- The assets will shell the zone. However, it is unlikely that they hit anything as they do not have any information about the location of the enemies.
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--
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-- Once the zone is cleaned of enemy forces, ground troops are send there. By default, two missions are launched:
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--
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-- * First mission is of type `AUFTRAG.Type.ONGUARD` and will send infantry groups. These are transported by helicopters. Therefore, helo assets with `AUFTRAG.Type.OPSTRANSPORT` need to be available.
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-- * The second mission is also of type `AUFTRAG.Type.ONGUARD` but will send tanks if these are available.
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--
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-- ## Customized Reaction
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--
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-- The default mission types and number of assets can be customized for the two scenarious (zone empty or zone occupied by the enemy).
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--
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-- In order to do this, you need to create resource lists (one for each scenario) via the @{#CHIEF.CreateResource}() function.
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-- These lists can than passed as additional parameters to the @{#CHIEF.AddStrategicZone} function.
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--
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-- For example:
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--
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-- --- Create a resource list of mission types and required assets for the case that the zone is OCCUPIED.
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-- --
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-- -- Here, we create an enhanced CAS mission and employ at least on and at most two asset groups.
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-- local ResourceOccupied=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2)
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-- -- We also add ARTY missions with at least one and at most two assets. We additionally require these to be MLRS groups (and not howitzers).
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-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.ARTY, 1, 2, nil, "MLRS")
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-- -- Add at least one RECON mission that uses UAV type assets.
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-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.RECON, 1, nil, GROUP.Attribute.AIR_UAV)
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-- -- Add at least one but at most two BOMBCARPET missions.
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-- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.BOMBCARPET, 1, 2)
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--
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-- --- Create a resource list of mission types and required assets for the case that the zone is EMPTY.
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-- --
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-- -- Here, we create an ONGUARD mission and employ at least on and at most five infantry assets.
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-- local ResourceEmpty=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY)
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-- -- Additionally, we send up to three tank groups.
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-- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_TANK)
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-- -- Finally, we send two groups that patrol the zone.
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-- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.PATROLZONE, 2)
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--
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-- -- Add stratetic zone with customized reaction.
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-- myChief:AddStrategicZone(myOpsZone, nil , 2, ResourceOccupied, ResourceEmpty)
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--
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-- As the location of the enemies is not known, only mission types that don't require an explicit target group are possible. These are
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--
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-- * `AUFTRAG.Type.CASENHANCED`
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-- * `AUFTRAG.Type.ARTY`
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-- * `AUFTRAG.Type.PATROLZONE`
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-- * `AUFTRAG.Type.ONGUARD`
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-- * `AUFTRAG.Type.RECON`
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-- * `AUFTRAG.Type.AMMOSUPPLY`
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-- * `AUFTRAG.Type.BOMBING`
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-- * `AUFTRAG.Type.BOMBCARPET`
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-- * `AUFTRAG.Type.BARRAGE`
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--
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-- ## Events
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--
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-- Whenever a strategic zone is captured by us the FSM event @{#CHIEF.ZoneCaptured} is triggered and customized further actions can be executed
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-- with the @{#CHIEF.OnAfterZoneCaptured}() function.
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--
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-- Whenever a strategic zone is lost (captured by the enemy), the FSM event @{#CHIEF.ZoneLost} is triggered and customized further actions can be executed
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-- with the @{#CHIEF.OnAfterZoneLost}() function.
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--
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-- Further events are
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--
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-- * @{#CHIEF.ZoneEmpty}, once the zone is completely empty of ground troops. Code can be added to the @{#CHIEF.OnAfterZoneEmpty}() function.
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-- * @{#CHIEF.ZoneAttacked}, once the zone is under attack. Code can be added to the @{#CHIEF.OnAfterZoneAttacked}() function.
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--
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-- Note that the ownership of a zone is determined via zone scans, i.e. not via the detection network. In other words, there is an all knowing eye.
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-- Think of it as the local population providing the intel. It's not totally realistic but the best compromise within the limits of DCS.
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--
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--
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--
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-- @field #CHIEF
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CHIEF = {
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ClassName = "CHIEF",
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verbose = 0,
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lid = nil,
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targetqueue = {},
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zonequeue = {},
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borderzoneset = nil,
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yellowzoneset = nil,
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engagezoneset = nil,
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tacview = false,
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Nsuccess = 0,
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Nfailure = 0,
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}
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--- Defence condition.
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-- @type CHIEF.DEFCON
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-- @field #string GREEN No enemy activities detected in our terretory or conflict zones.
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-- @field #string YELLOW Enemy in conflict zones.
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-- @field #string RED Enemy within our border.
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CHIEF.DEFCON = {
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GREEN="Green",
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YELLOW="Yellow",
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RED="Red",
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}
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--- Strategy.
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-- @type CHIEF.Strategy
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-- @field #string PASSIVE No targets at all are engaged.
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-- @field #string DEFENSIVE Only target in our own terretory are engaged.
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-- @field #string OFFENSIVE Targets in own terretory and yellow zones are engaged.
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-- @field #string AGGRESSIVE Targets in own terretory, conflict zones and attack zones are engaged.
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-- @field #string TOTALWAR Anything is engaged anywhere.
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CHIEF.Strategy = {
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PASSIVE="Passive",
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DEFENSIVE="Defensive",
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OFFENSIVE="Offensive",
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AGGRESSIVE="Aggressive",
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TOTALWAR="Total War"
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}
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--- Mission performance.
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-- @type CHIEF.MissionPerformance
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-- @field #string MissionType Mission Type.
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-- @field #number Performance Performance: a number between 0 and 100, where 100 is best performance.
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--- Strategic zone.
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-- @type CHIEF.StrategicZone
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-- @field Ops.OpsZone#OPSZONE opszone OPS zone.
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-- @field #number prio Priority.
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-- @field #number importance Importance.
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-- @field #table resourceEmpty Resource list.
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-- @field #table resourceOccup Resource list.
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-- @field #table missions Mission.
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--- Resource.
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-- @type CHIEF.Resource
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-- @field #string MissionType Mission type, e.g. `AUFTRAG.Type.BAI`.
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-- @field #number Nmin Min number of assets.
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-- @field #number Nmax Max number of assets.
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-- @field #table Attributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`.
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-- @field #table Properties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`.
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-- @field Ops.Auftrag#AUFTRAG mission Attached mission.
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--- CHIEF class version.
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-- @field #string version
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CHIEF.version="0.3.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Let user specify amount of resources.
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-- DONE: Tactical overview.
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-- DONE: Add event for opsgroups on mission.
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-- DONE: Add event for zone captured.
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-- DONE: Limits of missions?
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-- DONE: Create a good mission, which can be passed on to the COMMANDER.
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-- DONE: Capture OPSZONEs.
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-- DONE: Get list of own assets and capabilities.
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-- DONE: Get list/overview of enemy assets etc.
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-- DONE: Put all contacts into target list. Then make missions from them.
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-- DONE: Set of interesting zones.
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-- DONE: Add/remove spawned flightgroups to detection set.
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-- DONE: Borderzones.
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-- NOGO: Maybe it's possible to preselect the assets for the mission.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new CHIEF object and start the FSM.
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-- @param #CHIEF self
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-- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral".
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-- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set.
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-- @param #string Alias An *optional* alias how this object is called in the logs etc.
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-- @return #CHIEF self
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function CHIEF:New(Coalition, AgentSet, Alias)
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-- Set alias.
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Alias=Alias or "CHIEF"
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-- coalition
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if type(Coalition) == "string" then
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if string.lower(Coalition) == "blue" then
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Coalition = coalition.side.BLUE
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elseif string.lower(Coalition) == "red" then
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Coalition = coalition.side.RED
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else
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Coalition = coalition.side.NEUTRAL
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end
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end
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-- Inherit everything from INTEL class.
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local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition, Alias)) --#CHIEF
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-- Defaults.
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self:SetBorderZones()
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self:SetConflictZones()
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self:SetAttackZones()
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self:SetThreatLevelRange()
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-- Init stuff.
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self.Defcon=CHIEF.DEFCON.GREEN
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self.strategy=CHIEF.Strategy.DEFENSIVE
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self.TransportCategories = {Group.Category.HELICOPTER}
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-- Create a new COMMANDER.
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self.commander=COMMANDER:New(Coalition)
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "MissionAssign", "*") -- Assign mission to a COMMANDER.
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self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
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self:AddTransition("*", "TransportCancel", "*") -- Cancel transport.
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self:AddTransition("*", "OpsOnMission", "*") -- An OPSGROUP was send on a Mission (AUFTRAG).
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self:AddTransition("*", "ZoneCaptured", "*") --
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self:AddTransition("*", "ZoneLost", "*") --
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self:AddTransition("*", "ZoneEmpty", "*") --
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self:AddTransition("*", "ZoneAttacked", "*") --
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self:AddTransition("*", "DefconChange", "*") -- Change defence condition.
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self:AddTransition("*", "StrategyChange", "*") -- Change strategy condition.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start".
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-- @function [parent=#CHIEF] Start
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-- @param #CHIEF self
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--- Triggers the FSM event "Start" after a delay.
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-- @function [parent=#CHIEF] __Start
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop".
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-- @param #CHIEF self
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--- Triggers the FSM event "Stop" after a delay.
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-- @function [parent=#CHIEF] __Stop
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Status".
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-- @function [parent=#CHIEF] Status
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-- @param #CHIEF self
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--- Triggers the FSM event "Status" after a delay.
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-- @function [parent=#CHIEF] __Status
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "DefconChange".
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-- @function [parent=#CHIEF] DefconChange
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-- @param #CHIEF self
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-- @param #string Defcon New Defence Condition.
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--- Triggers the FSM event "DefconChange" after a delay.
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-- @function [parent=#CHIEF] __DefconChange
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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-- @param #string Defcon New Defence Condition.
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--- On after "DefconChange" event.
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-- @function [parent=#CHIEF] OnAfterDefconChange
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-- @param #CHIEF self
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-- @param #string From From state.
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-- @param #string Event Event.
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|
-- @param #string To To state.
|
|
-- @param #string Defcon New Defence Condition.
|
|
|
|
|
|
--- Triggers the FSM event "StrategyChange".
|
|
-- @function [parent=#CHIEF] StrategyChange
|
|
-- @param #CHIEF self
|
|
-- @param #string Strategy New strategy.
|
|
|
|
--- Triggers the FSM event "StrategyChange" after a delay.
|
|
-- @function [parent=#CHIEF] __StrategyChange
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param #string Strategy New strategy.
|
|
|
|
--- On after "StrategyChange" event.
|
|
-- @function [parent=#CHIEF] OnAfterStrategyChange
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Strategy New strategy.
|
|
|
|
|
|
--- Triggers the FSM event "MissionAssign".
|
|
-- @function [parent=#CHIEF] MissionAssign
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @param #table Legions The Legion(s) to which the mission is assigned.
|
|
|
|
--- Triggers the FSM event "MissionAssign" after a delay.
|
|
-- @function [parent=#CHIEF] __MissionAssign
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @param #table Legions The Legion(s) to which the mission is assigned.
|
|
|
|
--- On after "MissionAssign" event.
|
|
-- @function [parent=#CHIEF] OnAfterMissionAssign
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @param #table Legions The Legion(s) to which the mission is assigned.
|
|
|
|
--- Triggers the FSM event "MissionCancel".
|
|
-- @function [parent=#CHIEF] MissionCancel
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
|
|
--- Triggers the FSM event "MissionCancel" after a delay.
|
|
-- @function [parent=#CHIEF] __MissionCancel
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
|
|
--- On after "MissionCancel" event.
|
|
-- @function [parent=#CHIEF] OnAfterMissionCancel
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
|
|
|
|
--- Triggers the FSM event "TransportCancel".
|
|
-- @function [parent=#CHIEF] TransportCancel
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
|
|
--- Triggers the FSM event "TransportCancel" after a delay.
|
|
-- @function [parent=#CHIEF] __TransportCancel
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
|
|
--- On after "TransportCancel" event.
|
|
-- @function [parent=#CHIEF] OnAfterTransportCancel
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
|
|
|
|
--- Triggers the FSM event "OpsOnMission".
|
|
-- @function [parent=#CHIEF] OpsOnMission
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
|
|
--- Triggers the FSM event "OpsOnMission" after a delay.
|
|
-- @function [parent=#CHIEF] __OpsOnMission
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
|
|
--- On after "OpsOnMission" event.
|
|
-- @function [parent=#CHIEF] OnAfterOpsOnMission
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
|
|
|
|
--- Triggers the FSM event "ZoneCaptured".
|
|
-- @function [parent=#CHIEF] ZoneCaptured
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured.
|
|
|
|
--- Triggers the FSM event "ZoneCaptured" after a delay.
|
|
-- @function [parent=#CHIEF] __ZoneCaptured
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured.
|
|
|
|
--- On after "ZoneCaptured" event.
|
|
-- @function [parent=#CHIEF] OnAfterZoneCaptured
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was captured.
|
|
|
|
--- Triggers the FSM event "ZoneLost".
|
|
-- @function [parent=#CHIEF] ZoneLost
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost.
|
|
|
|
--- Triggers the FSM event "ZoneLost" after a delay.
|
|
-- @function [parent=#CHIEF] __ZoneLost
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost.
|
|
|
|
--- On after "ZoneLost" event.
|
|
-- @function [parent=#CHIEF] OnAfterZoneLost
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that was lost.
|
|
|
|
--- Triggers the FSM event "ZoneEmpty".
|
|
-- @function [parent=#CHIEF] ZoneEmpty
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now.
|
|
|
|
--- Triggers the FSM event "ZoneEmpty" after a delay.
|
|
-- @function [parent=#CHIEF] __ZoneEmpty
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now.
|
|
|
|
--- On after "ZoneEmpty" event.
|
|
-- @function [parent=#CHIEF] OnAfterZoneEmpty
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is empty now.
|
|
|
|
--- Triggers the FSM event "ZoneAttacked".
|
|
-- @function [parent=#CHIEF] ZoneAttacked
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked.
|
|
|
|
--- Triggers the FSM event "ZoneAttacked" after a delay.
|
|
-- @function [parent=#CHIEF] __ZoneAttacked
|
|
-- @param #CHIEF self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked.
|
|
|
|
--- On after "ZoneAttacked" event.
|
|
-- @function [parent=#CHIEF] OnAfterZoneAttacked
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone Zone that is being attacked.
|
|
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- User functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetAirToAny()
|
|
|
|
self:SetFilterCategory({})
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set this to be an air-to-air dispatcher.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetAirToAir()
|
|
|
|
self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER})
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set this to be an air-to-ground dispatcher, i.e. engage only ground units
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetAirToGround()
|
|
|
|
self:SetFilterCategory({Unit.Category.GROUND_UNIT})
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set this to be an air-to-sea dispatcher, i.e. engage only naval units.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetAirToSea()
|
|
|
|
self:SetFilterCategory({Unit.Category.SHIP})
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetAirToSurface()
|
|
|
|
self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP})
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat.
|
|
-- Targets with threat level 0 are usually harmless.
|
|
-- @param #CHIEF self
|
|
-- @param #number ThreatLevelMin Min threat level. Default 1.
|
|
-- @param #number ThreatLevelMax Max threat level. Default 10.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax)
|
|
|
|
self.threatLevelMin=ThreatLevelMin or 1
|
|
self.threatLevelMax=ThreatLevelMax or 10
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set defence condition.
|
|
-- @param #CHIEF self
|
|
-- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetDefcon(Defcon)
|
|
|
|
-- Check if valid string was passed.
|
|
local gotit=false
|
|
for _,defcon in pairs(CHIEF.DEFCON) do
|
|
if defcon==Defcon then
|
|
gotit=true
|
|
end
|
|
end
|
|
if not gotit then
|
|
self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon)))
|
|
return self
|
|
end
|
|
|
|
-- Trigger event if defcon changed.
|
|
if Defcon~=self.Defcon then
|
|
self:DefconChange(Defcon)
|
|
end
|
|
|
|
-- Set new DEFCON.
|
|
self.Defcon=Defcon
|
|
|
|
return self
|
|
end
|
|
|
|
--- Create a new resource list of required assets.
|
|
-- @param #CHIEF self
|
|
-- @param #string MissionType The mission type.
|
|
-- @param #number Nmin Min number of required assets. Default 1.
|
|
-- @param #number Nmax Max number of requried assets. Default 1.
|
|
-- @param #table Attributes Generalized attribute(s). Default `nil`.
|
|
-- @param #table Properties DCS attribute(s). Default `nil`.
|
|
-- @return #table The resource object.
|
|
function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties)
|
|
|
|
local resource={}
|
|
|
|
self:AddToResource(resource, MissionType, Nmin, Nmax, Attributes, Properties)
|
|
|
|
return resource
|
|
end
|
|
|
|
--- Add mission type and number of required assets to resource.
|
|
-- @param #CHIEF self
|
|
-- @param #table Resource Resource table.
|
|
-- @param #string MissionType Mission Type.
|
|
-- @param #number Nmin Min number of required assets.
|
|
-- @param #number Nmax Max number of requried assets.
|
|
-- @param #table Attributes Generalized attribute(s).
|
|
-- @param #table Properties DCS attribute(s). Default `nil`.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties)
|
|
|
|
-- Ensure table.
|
|
if Attributes and type(Attributes)~="table" then
|
|
Attributes={Attributes}
|
|
end
|
|
|
|
-- Ensure table.
|
|
if Properties and type(Properties)~="table" then
|
|
Properties={Properties}
|
|
end
|
|
|
|
-- Create new resource table.
|
|
local resource={} --#CHIEF.Resource
|
|
resource.MissionType=MissionType
|
|
resource.Nmin=Nmin or 1
|
|
resource.Nmax=Nmax or 1
|
|
resource.Attributes=Attributes or {}
|
|
resource.Properties=Properties or {}
|
|
|
|
-- Add to table.
|
|
table.insert(Resource, resource)
|
|
|
|
-- Debug output.
|
|
if self.verbose>10 then
|
|
local text="Resource:"
|
|
for _,_r in pairs(Resource) do
|
|
local r=_r --#CHIEF.Resource
|
|
text=text..string.format("\nmission=%s, Nmin=%d, Nmax=%d, attribute=%s, properties=%s", r.MissionType, r.Nmin, r.Nmax, tostring(r.Attributes[1]), tostring(r.Properties[1]))
|
|
end
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Delete mission type from resource list. All running missions are cancelled.
|
|
-- @param #CHIEF self
|
|
-- @param #table Resource Resource table.
|
|
-- @param #string MissionType Mission Type.
|
|
-- @return #CHIEF self
|
|
function CHIEF:DeleteFromResource(Resource, MissionType)
|
|
|
|
for i=#Resource,1,-1 do
|
|
local resource=Resource[i] --#CHIEF.Resource
|
|
if resource.MissionType==MissionType then
|
|
if resource.mission and resource.mission:IsNotOver() then
|
|
resource.mission:Cancel()
|
|
end
|
|
table.remove(Resource, i)
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Get defence condition.
|
|
-- @param #CHIEF self
|
|
-- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
|
|
function CHIEF:GetDefcon(Defcon)
|
|
return self.Defcon
|
|
end
|
|
|
|
--- Set limit for number of total or specific missions to be executed simultaniously.
|
|
-- @param #CHIEF self
|
|
-- @param #number Limit Number of max. mission of this type. Default 10.
|
|
-- @param #string MissionType Type of mission, e.g. `AUFTRAG.Type.BAI`. Default `"Total"` for total number of missions.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetLimitMission(Limit, MissionType)
|
|
self.commander:SetLimitMission(Limit, MissionType)
|
|
return self
|
|
end
|
|
|
|
--- Set tactical overview on.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetTacticalOverviewOn()
|
|
self.tacview=true
|
|
return self
|
|
end
|
|
|
|
--- Set tactical overview off.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetTacticalOverviewOff()
|
|
self.tacview=false
|
|
return self
|
|
end
|
|
|
|
|
|
--- Set strategy.
|
|
-- @param #CHIEF self
|
|
-- @param #string Strategy Strategy. See @{#CHIEF.strategy}, e.g. `CHIEF.Strategy.DEFENSIVE` (default).
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetStrategy(Strategy)
|
|
|
|
-- Trigger event if Strategy changed.
|
|
if Strategy~=self.strategy then
|
|
self:StrategyChange(Strategy)
|
|
end
|
|
|
|
-- Set new Strategy.
|
|
self.strategy=Strategy
|
|
|
|
return self
|
|
end
|
|
|
|
--- Get defence condition.
|
|
-- @param #CHIEF self
|
|
-- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
|
|
function CHIEF:GetDefcon(Defcon)
|
|
return self.Defcon
|
|
end
|
|
|
|
|
|
--- Get the commander.
|
|
-- @param #CHIEF self
|
|
-- @return Ops.Commander#COMMANDER The commander.
|
|
function CHIEF:GetCommander()
|
|
return self.commander
|
|
end
|
|
|
|
|
|
--- Add an AIRWING to the chief's commander.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddAirwing(Airwing)
|
|
|
|
-- Add airwing to the commander.
|
|
self:AddLegion(Airwing)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add a BRIGADE to the chief's commander.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Brigade#BRIGADE Brigade The brigade to add.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddBrigade(Brigade)
|
|
|
|
-- Add brigade to the commander.
|
|
self:AddLegion(Brigade)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add a FLEET to the chief's commander.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Fleet#FLEET Fleet The fleet to add.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddFleet(Fleet)
|
|
|
|
-- Add fleet to the commander.
|
|
self:AddLegion(Fleet)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add a LEGION to the chief's commander.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Legion#LEGION Legion The legion to add.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddLegion(Legion)
|
|
|
|
-- Set chief of the legion.
|
|
Legion.chief=self
|
|
|
|
-- Add legion to the commander.
|
|
self.commander:AddLegion(Legion)
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Add mission to mission queue of the COMMANDER.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddMission(Mission)
|
|
|
|
Mission.chief=self
|
|
|
|
Mission.statusChief=AUFTRAG.Status.PLANNED
|
|
|
|
self:I(self.lid..string.format("Adding mission #%d", Mission.auftragsnummer))
|
|
|
|
self.commander:AddMission(Mission)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Remove mission from queue.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
|
|
-- @return #CHIEF self
|
|
function CHIEF:RemoveMission(Mission)
|
|
|
|
Mission.chief=nil
|
|
|
|
self.commander:RemoveMission(Mission)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add transport to transport queue of the COMMANDER.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be added.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddOpsTransport(Transport)
|
|
|
|
Transport.chief=self
|
|
|
|
self.commander:AddOpsTransport(Transport)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Remove transport from queue.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be removed.
|
|
-- @return #CHIEF self
|
|
function CHIEF:RemoveTransport(Transport)
|
|
|
|
Transport.chief=nil
|
|
|
|
self.commander:RemoveTransport(Transport)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add target.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Target#TARGET Target Target object to be added.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddTarget(Target)
|
|
|
|
if not self:IsTarget(Target) then
|
|
table.insert(self.targetqueue, Target)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Check if a TARGET is already in the queue.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Target#TARGET Target Target object to be added.
|
|
-- @return #boolean If `true`, target exists in the target queue.
|
|
function CHIEF:IsTarget(Target)
|
|
|
|
for _,_target in pairs(self.targetqueue) do
|
|
local target=_target --Ops.Target#TARGET
|
|
if target.uid==Target.uid or target:GetName()==Target:GetName() then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Remove target from queue.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Target#TARGET Target The target.
|
|
-- @return #CHIEF self
|
|
function CHIEF:RemoveTarget(Target)
|
|
|
|
for i,_target in pairs(self.targetqueue) do
|
|
local target=_target --Ops.Target#TARGET
|
|
|
|
if target.uid==Target.uid then
|
|
self:T(self.lid..string.format("Removing target %s from queue", Target.name))
|
|
table.remove(self.targetqueue, i)
|
|
break
|
|
end
|
|
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add strategically important zone.
|
|
-- By default two resource lists are created. One for the case that the zone is empty and the other for the case that the zone is occupied.
|
|
--
|
|
-- Occupied:
|
|
--
|
|
-- * `AUFTRAG.Type.ARTY` with Nmin=1, Nmax=2
|
|
-- * `AUFTRAG.Type.CASENHANCED` with Nmin=1, Nmax=2
|
|
--
|
|
-- Empty:
|
|
--
|
|
-- * `AUFTRAG.Type.ONGUARD` with Nmin=1 and Nmax=3 assets, Attribute=`GROUP.Attribute.GROUND_INFANTRY`.
|
|
-- * `AUFTRAG.Type.ONGURAD` with Nmin=1 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_TANK`.
|
|
--
|
|
-- Resources can be created with the @{#CHIEF.CreateResource} and @{#CHIEF.AddToResource} functions.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone OPS zone object.
|
|
-- @param #number Priority Priority. Default 50.
|
|
-- @param #number Importance Importance. Default nil.
|
|
-- @param #CHIEF.Resource ResourceOccupied (Optional) Resources used then zone is occupied by the enemy.
|
|
-- @param #CHIEF.Resource ResourceEmpty (Optional) Resources used then zone is empty.
|
|
-- @return #CHIEF.StrategicZone The strategic zone.
|
|
function CHIEF:AddStrategicZone(OpsZone, Priority, Importance, ResourceOccupied, ResourceEmpty)
|
|
|
|
local stratzone={} --#CHIEF.StrategicZone
|
|
|
|
stratzone.opszone=OpsZone
|
|
stratzone.prio=Priority or 50
|
|
stratzone.importance=Importance
|
|
|
|
stratzone.missions={}
|
|
|
|
-- Start ops zone.
|
|
if OpsZone:IsStopped() then
|
|
OpsZone:Start()
|
|
end
|
|
|
|
-- Add resources if zone is occupied.
|
|
if ResourceOccupied then
|
|
stratzone.resourceOccup=UTILS.DeepCopy(ResourceOccupied)
|
|
else
|
|
stratzone.resourceOccup=self:CreateResource(AUFTRAG.Type.ARTY, 1, 2)
|
|
self:AddToResource(stratzone.resourceOccup, AUFTRAG.Type.CASENHANCED, 1, 2)
|
|
end
|
|
|
|
-- Add resources if zone is empty
|
|
if ResourceEmpty then
|
|
stratzone.resourceEmpty=UTILS.DeepCopy(ResourceEmpty)
|
|
else
|
|
stratzone.resourceEmpty=self:CreateResource(AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_INFANTRY)
|
|
self:AddToResource(stratzone.resourceEmpty, AUFTRAG.Type.ONGUARD, 1, 1, GROUP.Attribute.GROUND_TANK)
|
|
end
|
|
|
|
-- Add to table.
|
|
table.insert(self.zonequeue, stratzone)
|
|
|
|
-- Add chief so we get informed when something happens.
|
|
OpsZone:_AddChief(self)
|
|
|
|
return stratzone
|
|
end
|
|
|
|
--- Set the resource list of missions and assets employed when the zone is empty.
|
|
-- @param #CHIEF self
|
|
-- @param #CHIEF.StrategicZone StrategicZone The strategic zone.
|
|
-- @param #CHIEF.Resource Resource Resource list of missions and assets.
|
|
-- @param #boolean NoCopy If `true`, do **not** create a deep copy of the resource.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetStrategicZoneResourceEmpty(StrategicZone, Resource, NoCopy)
|
|
if NoCopy then
|
|
StrategicZone.resourceEmpty=Resource
|
|
else
|
|
StrategicZone.resourceEmpty=UTILS.DeepCopy(Resource)
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Set the resource list of missions and assets employed when the zone is occupied by the enemy.
|
|
-- @param #CHIEF self
|
|
-- @param #CHIEF.StrategicZone StrategicZone The strategic zone.
|
|
-- @param #CHIEF.Resource Resource Resource list of missions and assets.
|
|
-- @param #boolean NoCopy If `true`, do **not** create a deep copy of the resource.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetStrategicZoneResourceOccupied(StrategicZone, Resource, NoCopy)
|
|
if NoCopy then
|
|
StrategicZone.resourceOccup=Resource
|
|
else
|
|
StrategicZone.resourceOccup=UTILS.DeepCopy(Resource)
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Get the resource list of missions and assets employed when the zone is empty.
|
|
-- @param #CHIEF self
|
|
-- @param #CHIEF.StrategicZone StrategicZone The strategic zone.
|
|
-- @return #CHIEF.Resource Resource list of missions and assets.
|
|
function CHIEF:GetStrategicZoneResourceEmpty(StrategicZone)
|
|
return StrategicZone.resourceEmpty
|
|
end
|
|
|
|
--- Get the resource list of missions and assets employed when the zone is occupied by the enemy.
|
|
-- @param #CHIEF self
|
|
-- @param #CHIEF.StrategicZone StrategicZone The strategic zone.
|
|
-- @return #CHIEF.Resource Resource list of missions and assets.
|
|
function CHIEF:GetStrategicZoneResourceOccupied(StrategicZone)
|
|
return StrategicZone.resourceOccup
|
|
end
|
|
|
|
|
|
--- Remove strategically important zone. All runing missions are cancelled.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone OPS zone object.
|
|
-- @param #number Delay Delay in seconds before the zone is removed. Default immidiately.
|
|
-- @return #CHIEF self
|
|
function CHIEF:RemoveStrategicZone(OpsZone, Delay)
|
|
|
|
if Delay and Delay>0 then
|
|
-- Delayed call.
|
|
self:ScheduleOnce(Delay, CHIEF.RemoveStrategicZone, self, OpsZone)
|
|
else
|
|
|
|
-- Loop over all zones in the queue.
|
|
for i=#self.zonequeue,1,-1 do
|
|
local stratzone=self.zonequeue[i] --#CHIEF.StrategicZone
|
|
|
|
if OpsZone.zoneName==stratzone.opszone.zoneName then
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Removing OPS zone \"%s\" from queue! All running missions will be cancelled", OpsZone.zoneName))
|
|
|
|
-- Cancel running missions.
|
|
for _,_resource in pairs(stratzone.resourceEmpty) do
|
|
local resource=_resource --#CHIEF.Resource
|
|
if resource.mission and resource.mission:IsNotOver() then
|
|
resource.mission:Cancel()
|
|
end
|
|
end
|
|
|
|
-- Cancel running missions.
|
|
for _,_resource in pairs(stratzone.resourceOccup) do
|
|
local resource=_resource --#CHIEF.Resource
|
|
if resource.mission and resource.mission:IsNotOver() then
|
|
resource.mission:Cancel()
|
|
end
|
|
end
|
|
|
|
-- Remove from table.
|
|
table.remove(self.zonequeue, i)
|
|
|
|
-- Done!
|
|
return self
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add a rearming zone.
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
|
|
-- @return Ops.Brigade#BRIGADE.SupplyZone The rearming zone data.
|
|
function CHIEF:AddRearmingZone(RearmingZone)
|
|
|
|
-- Hand over to commander.
|
|
local supplyzone=self.commander:AddRearmingZone(RearmingZone)
|
|
|
|
return supplyzone
|
|
end
|
|
|
|
--- Add a refuelling zone.
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
|
|
-- @return Ops.Brigade#BRIGADE.SupplyZone The refuelling zone data.
|
|
function CHIEF:AddRefuellingZone(RefuellingZone)
|
|
|
|
-- Hand over to commander.
|
|
local supplyzone=self.commander:AddRefuellingZone(RefuellingZone)
|
|
|
|
return supplyzone
|
|
end
|
|
|
|
--- Add a CAP zone. Flights will engage detected targets inside this zone.
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone CAP Zone. Has to be a circular zone.
|
|
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
|
|
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
|
|
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
|
|
-- @param #number Leg Length of race-track in NM. Default 30 NM.
|
|
-- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data.
|
|
function CHIEF:AddCapZone(Zone, Altitude, Speed, Heading, Leg)
|
|
|
|
-- Hand over to commander.
|
|
local zone=self.commander:AddCapZone(Zone, Altitude, Speed, Heading, Leg)
|
|
|
|
return zone
|
|
end
|
|
|
|
--- Add a GCI CAP.
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone Zone, where the flight orbits.
|
|
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
|
|
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
|
|
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
|
|
-- @param #number Leg Length of race-track in NM. Default 30 NM.
|
|
-- @return Ops.AirWing#AIRWING.PatrolZone The CAP zone data.
|
|
function CHIEF:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg)
|
|
|
|
-- Hand over to commander.
|
|
local zone=self.commander:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg)
|
|
|
|
return zone
|
|
end
|
|
|
|
--- Add an AWACS zone.
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone Zone.
|
|
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
|
|
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
|
|
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
|
|
-- @param #number Leg Length of race-track in NM. Default 30 NM.
|
|
-- @return Ops.AirWing#AIRWING.PatrolZone The AWACS zone data.
|
|
function CHIEF:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg)
|
|
|
|
-- Hand over to commander.
|
|
local zone=self.commander:AddAwacsZone(Zone, Altitude, Speed, Heading, Leg)
|
|
|
|
return zone
|
|
end
|
|
|
|
--- Add a refuelling tanker zone.
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone Zone.
|
|
-- @param #number Altitude Orbit altitude in feet. Default is 12,0000 feet.
|
|
-- @param #number Speed Orbit speed in KIAS. Default 350 kts.
|
|
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
|
|
-- @param #number Leg Length of race-track in NM. Default 30 NM.
|
|
-- @param #number RefuelSystem Refuelling system.
|
|
-- @return Ops.AirWing#AIRWING.TankerZone The tanker zone data.
|
|
function CHIEF:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem)
|
|
|
|
-- Hand over to commander.
|
|
local zone=self.commander:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem)
|
|
|
|
return zone
|
|
end
|
|
|
|
|
|
--- Set border zone set, defining your territory.
|
|
--
|
|
-- * Detected enemy troops in these zones will trigger defence condition `RED`.
|
|
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.DEFENSIVE`.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetBorderZones(BorderZoneSet)
|
|
|
|
-- Border zones.
|
|
self.borderzoneset=BorderZoneSet or SET_ZONE:New()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add a zone defining your territory.
|
|
--
|
|
-- * Detected enemy troops in these zones will trigger defence condition `RED`.
|
|
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.DEFENSIVE`.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone The zone.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddBorderZone(Zone)
|
|
|
|
-- Add a border zone.
|
|
self.borderzoneset:AddZone(Zone)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set conflict zone set.
|
|
--
|
|
-- * Detected enemy troops in these zones will trigger defence condition `YELLOW`.
|
|
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.OFFENSIVE`.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Core.Set#SET_ZONE ZoneSet Set of zones.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetConflictZones(ZoneSet)
|
|
|
|
-- Conflict zones.
|
|
self.yellowzoneset=ZoneSet or SET_ZONE:New()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add a conflict zone.
|
|
--
|
|
-- * Detected enemy troops in these zones will trigger defence condition `YELLOW`.
|
|
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.OFFENSIVE`.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone The zone to add.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddConflictZone(Zone)
|
|
|
|
-- Add a conflict zone.
|
|
self.yellowzoneset:AddZone(Zone)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set attack zone set.
|
|
--
|
|
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.AGGRESSIVE`.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Core.Set#SET_ZONE ZoneSet Set of zones.
|
|
-- @return #CHIEF self
|
|
function CHIEF:SetAttackZones(ZoneSet)
|
|
|
|
-- Attacak zones.
|
|
self.engagezoneset=ZoneSet or SET_ZONE:New()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Add an attack zone.
|
|
--
|
|
-- * Enemies in these zones will only be engaged if strategy is at least `CHIEF.STRATEGY.AGGRESSIVE`.
|
|
--
|
|
-- @param #CHIEF self
|
|
-- @param Core.Zone#ZONE Zone The zone to add.
|
|
-- @return #CHIEF self
|
|
function CHIEF:AddAttackZone(Zone)
|
|
|
|
-- Add an attack zone.
|
|
self.engagezoneset:AddZone(Zone)
|
|
|
|
return self
|
|
end
|
|
|
|
--- Allow chief to use GROUND units for transport tasks. Helicopters are still preferred, and be aware there's no check as of now
|
|
-- if a destination can be reached on land.
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:AllowGroundTransport()
|
|
self.TransportCategories = {Group.Category.GROUND, Group.Category.HELICOPTER}
|
|
return self
|
|
end
|
|
|
|
--- Forbid chief to use GROUND units for transport tasks. Restrict to Helicopters. This is the default
|
|
-- @param #CHIEF self
|
|
-- @return #CHIEF self
|
|
function CHIEF:ForbidGroundTransport()
|
|
self.TransportCategories = {Group.Category.HELICOPTER}
|
|
return self
|
|
end
|
|
|
|
--- Check if current strategy is passive.
|
|
-- @param #CHIEF self
|
|
-- @return #boolean If `true`, strategy is passive.
|
|
function CHIEF:IsPassive()
|
|
return self.strategy==CHIEF.Strategy.PASSIVE
|
|
end
|
|
|
|
--- Check if current strategy is defensive.
|
|
-- @param #CHIEF self
|
|
-- @return #boolean If `true`, strategy is defensive.
|
|
function CHIEF:IsDefensive()
|
|
return self.strategy==CHIEF.Strategy.DEFENSIVE
|
|
end
|
|
|
|
--- Check if current strategy is offensive.
|
|
-- @param #CHIEF self
|
|
-- @return #boolean If `true`, strategy is offensive.
|
|
function CHIEF:IsOffensive()
|
|
return self.strategy==CHIEF.Strategy.OFFENSIVE
|
|
end
|
|
|
|
--- Check if current strategy is aggressive.
|
|
-- @param #CHIEF self
|
|
-- @return #boolean If `true`, strategy is agressive.
|
|
function CHIEF:IsAgressive()
|
|
return self.strategy==CHIEF.Strategy.AGGRESSIVE
|
|
end
|
|
|
|
--- Check if current strategy is total war.
|
|
-- @param #CHIEF self
|
|
-- @return #boolean If `true`, strategy is total war.
|
|
function CHIEF:IsTotalWar()
|
|
return self.strategy==CHIEF.Strategy.TOTALWAR
|
|
end
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Start & Status
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after Start event.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP Group Flight group.
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function CHIEF:onafterStart(From, Event, To)
|
|
|
|
-- Short info.
|
|
local text=string.format("Starting Chief of Staff")
|
|
self:I(self.lid..text)
|
|
|
|
-- Start parent INTEL.
|
|
self:GetParent(self).onafterStart(self, From, Event, To)
|
|
|
|
-- Start commander.
|
|
if self.commander then
|
|
if self.commander:GetState()=="NotReadyYet" then
|
|
self.commander:Start()
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "Status" event.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP Group Flight group.
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function CHIEF:onafterStatus(From, Event, To)
|
|
|
|
-- Start parent INTEL.
|
|
self:GetParent(self).onafterStatus(self, From, Event, To)
|
|
|
|
-- FSM state.
|
|
local fsmstate=self:GetState()
|
|
|
|
---
|
|
-- CONTACTS: Mission Cleanup
|
|
---
|
|
|
|
-- Clean up missions where the contact was lost.
|
|
for _,_contact in pairs(self.ContactsLost) do
|
|
local contact=_contact --Ops.Intelligence#INTEL.Contact
|
|
|
|
if contact.mission and contact.mission:IsNotOver() then
|
|
|
|
-- Debug info.
|
|
local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name)
|
|
MESSAGE:New(text, 120, "CHIEF"):ToAll()
|
|
self:T(self.lid..text)
|
|
|
|
-- Cancel this mission.
|
|
contact.mission:Cancel()
|
|
|
|
end
|
|
|
|
-- Remove a target from the queue.
|
|
if contact.target then
|
|
self:RemoveTarget(contact.target)
|
|
end
|
|
|
|
end
|
|
|
|
---
|
|
-- CONTACTS: Create new TARGETS
|
|
---
|
|
|
|
-- Create TARGETs for all new contacts.
|
|
self.Nborder=0 ; self.Nconflict=0 ; self.Nattack=0
|
|
for _,_contact in pairs(self.Contacts) do
|
|
local contact=_contact --Ops.Intelligence#INTEL.Contact
|
|
local group=contact.group --Wrapper.Group#GROUP
|
|
|
|
-- Check if contact inside of our borders.
|
|
local inred=self:CheckGroupInBorder(group)
|
|
if inred then
|
|
self.Nborder=self.Nborder+1
|
|
end
|
|
|
|
-- Check if contact is in the conflict zones.
|
|
local inyellow=self:CheckGroupInConflict(group)
|
|
if inyellow then
|
|
self.Nconflict=self.Nconflict+1
|
|
end
|
|
|
|
-- Check if contact is in the attack zones.
|
|
local inattack=self:CheckGroupInAttack(group)
|
|
if inattack then
|
|
self.Nattack=self.Nattack+1
|
|
end
|
|
|
|
|
|
-- Check if this is not already a target.
|
|
if not contact.target then
|
|
|
|
-- Create a new TARGET of the contact group.
|
|
local Target=TARGET:New(contact.group)
|
|
|
|
-- Set to contact.
|
|
contact.target=Target
|
|
|
|
-- Set contact to target. Might be handy.
|
|
Target.contact=contact
|
|
|
|
-- Add target to queue.
|
|
self:AddTarget(Target)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
---
|
|
-- Defcon
|
|
---
|
|
|
|
-- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones.
|
|
if self.Nborder>0 then
|
|
self:SetDefcon(CHIEF.DEFCON.RED)
|
|
elseif self.Nconflict>0 then
|
|
self:SetDefcon(CHIEF.DEFCON.YELLOW)
|
|
else
|
|
self:SetDefcon(CHIEF.DEFCON.GREEN)
|
|
end
|
|
|
|
---
|
|
-- Check Target Queue
|
|
---
|
|
|
|
-- Check target queue and assign missions to new targets.
|
|
self:CheckTargetQueue()
|
|
|
|
---
|
|
-- Check Strategic Zone Queue
|
|
---
|
|
|
|
-- Check target queue and assign missions to new targets.
|
|
self:CheckOpsZoneQueue()
|
|
|
|
|
|
-- Display tactival overview.
|
|
self:_TacticalOverview()
|
|
|
|
---
|
|
-- Info General
|
|
---
|
|
|
|
if self.verbose>=1 then
|
|
local Nassets=self.commander:CountAssets()
|
|
local Ncontacts=#self.Contacts
|
|
local Nmissions=#self.commander.missionqueue
|
|
local Ntargets=#self.targetqueue
|
|
|
|
-- Info message
|
|
local text=string.format("Defcon=%s Strategy=%s: Assets=%d, Contacts=%d [Border=%d, Conflict=%d, Attack=%d], Targets=%d, Missions=%d",
|
|
self.Defcon, self.strategy, Nassets, Ncontacts, self.Nborder, self.Nconflict, self.Nattack, Ntargets, Nmissions)
|
|
self:I(self.lid..text)
|
|
|
|
end
|
|
|
|
---
|
|
-- Info Contacts
|
|
---
|
|
|
|
-- Info about contacts.
|
|
if self.verbose>=2 and #self.Contacts>0 then
|
|
local text="Contacts:"
|
|
for i,_contact in pairs(self.Contacts) do
|
|
local contact=_contact --Ops.Intelligence#INTEL.Contact
|
|
|
|
local mtext="N/A"
|
|
if contact.mission then
|
|
mtext=string.format("\"%s\" [%s] %s", contact.mission:GetName(), contact.mission:GetType(), contact.mission.status:upper())
|
|
end
|
|
text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext)
|
|
end
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
---
|
|
-- Info Targets
|
|
---
|
|
|
|
if self.verbose>=3 and #self.targetqueue>0 then
|
|
local text="Targets:"
|
|
for i,_target in pairs(self.targetqueue) do
|
|
local target=_target --Ops.Target#TARGET
|
|
|
|
local mtext="N/A"
|
|
if target.mission then
|
|
mtext=string.format("\"%s\" [%s] %s", target.mission:GetName(), target.mission:GetType(), target.mission.status:upper())
|
|
end
|
|
text=text..string.format("\n[%d] %s: Category=%s, prio=%d, importance=%d, alive=%s [%.1f/%.1f], Mission=%s",
|
|
i, target:GetName(), target.category, target.prio, target.importance or -1, tostring(target:IsAlive()), target:GetLife(), target:GetLife0(), mtext)
|
|
end
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
---
|
|
-- Info Missions
|
|
---
|
|
|
|
-- Mission queue.
|
|
if self.verbose>=4 and #self.commander.missionqueue>0 then
|
|
local text="Mission queue:"
|
|
for i,_mission in pairs(self.commander.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
local target=mission:GetTargetName() or "unknown"
|
|
|
|
text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target)
|
|
end
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
---
|
|
-- Info Strategic Zones
|
|
---
|
|
|
|
-- Loop over targets.
|
|
if self.verbose>=4 and #self.zonequeue>0 then
|
|
local text="Zone queue:"
|
|
for i,_stratzone in pairs(self.zonequeue) do
|
|
local stratzone=_stratzone --#CHIEF.StrategicZone
|
|
|
|
-- OPS zone object.
|
|
local opszone=stratzone.opszone
|
|
|
|
local owner=UTILS.GetCoalitionName(opszone.ownerCurrent)
|
|
local prevowner=UTILS.GetCoalitionName(opszone.ownerPrevious)
|
|
|
|
text=text..string.format("\n[%d] %s [%s]: owner=%s [%s] (prio=%d, importance=%s): Blue=%d, Red=%d, Neutral=%d",
|
|
i, opszone.zone:GetName(), opszone:GetState(), owner, prevowner, stratzone.prio, tostring(stratzone.importance), opszone.Nblu, opszone.Nred, opszone.Nnut)
|
|
|
|
end
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
|
|
---
|
|
-- Info Assets
|
|
---
|
|
|
|
if self.verbose>=5 then
|
|
local text="Assets:"
|
|
for _,missiontype in pairs(AUFTRAG.Type) do
|
|
local N=self.commander:CountAssets(nil, missiontype)
|
|
if N>0 then
|
|
text=text..string.format("\n- %s: %d", missiontype, N)
|
|
end
|
|
end
|
|
self:I(self.lid..text)
|
|
|
|
local text="Assets:"
|
|
for _,attribute in pairs(WAREHOUSE.Attribute) do
|
|
local N=self.commander:CountAssets(nil, nil, attribute)
|
|
if N>0 or self.verbose>=10 then
|
|
text=text..string.format("\n- %s: %d", attribute, N)
|
|
end
|
|
end
|
|
self:T(self.lid..text)
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- FSM Events
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after "MissionAssignToAny" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @param #table Legions The Legion(s) to which the mission is assigned.
|
|
function CHIEF:onafterMissionAssign(From, Event, To, Mission, Legions)
|
|
|
|
if self.commander then
|
|
self:T(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
|
|
Mission.chief=self
|
|
Mission.statusChief=AUFTRAG.Status.QUEUED
|
|
self.commander:MissionAssign(Mission, Legions)
|
|
else
|
|
self:E(self.lid..string.format("Mission cannot be assigned as no COMMANDER is defined!"))
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "MissionCancel" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
function CHIEF:onafterMissionCancel(From, Event, To, Mission)
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
|
|
|
|
-- Set status to CANCELLED.
|
|
Mission.statusChief=AUFTRAG.Status.CANCELLED
|
|
|
|
if Mission:IsPlanned() then
|
|
|
|
-- Mission is still in planning stage. Should not have any LEGIONS assigned ==> Just remove it form the COMMANDER queue.
|
|
self:RemoveMission(Mission)
|
|
|
|
else
|
|
|
|
-- COMMANDER will cancel mission.
|
|
if Mission.commander then
|
|
Mission.commander:MissionCancel(Mission)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "TransportCancel" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
function CHIEF:onafterTransportCancel(From, Event, To, Transport)
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Cancelling transport UID=%d in status %s", Transport.uid, Transport:GetState()))
|
|
|
|
if Transport:IsPlanned() then
|
|
|
|
-- Mission is still in planning stage. Should not have any LEGIONS assigned ==> Just remove it form the COMMANDER queue.
|
|
self:RemoveTransport(Transport)
|
|
|
|
else
|
|
|
|
-- COMMANDER will cancel mission.
|
|
if Transport.commander then
|
|
Transport.commander:TransportCancel(Transport)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "DefconChange" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Defcon New defence condition.
|
|
function CHIEF:onafterDefconChange(From, Event, To, Defcon)
|
|
self:T(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon))
|
|
end
|
|
|
|
--- On after "StrategyChange" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Strategy
|
|
function CHIEF:onafterStrategyChange(From, Event, To, Strategy)
|
|
self:T(self.lid..string.format("Changing Strategy from %s --> %s", self.strategy, Strategy))
|
|
end
|
|
|
|
--- On after "OpsOnMission".
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsGroup#OPSGROUP OpsGroup Ops group on mission
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
|
|
function CHIEF:onafterOpsOnMission(From, Event, To, OpsGroup, Mission)
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Group %s on mission %s [%s]", OpsGroup:GetName(), Mission:GetName(), Mission:GetType()))
|
|
end
|
|
|
|
|
|
--- On after "ZoneCaptured".
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that was captured by us.
|
|
function CHIEF:onafterZoneCaptured(From, Event, To, OpsZone)
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Zone %s captured!", OpsZone:GetName()))
|
|
end
|
|
|
|
|
|
--- On after "ZoneLost".
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that was lost.
|
|
function CHIEF:onafterZoneLost(From, Event, To, OpsZone)
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Zone %s lost!", OpsZone:GetName()))
|
|
end
|
|
|
|
--- On after "ZoneEmpty".
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that is empty now.
|
|
function CHIEF:onafterZoneEmpty(From, Event, To, OpsZone)
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Zone %s empty!", OpsZone:GetName()))
|
|
end
|
|
|
|
--- On after "ZoneAttacked".
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsZone#OPSZONE OpsZone The zone that being attacked.
|
|
function CHIEF:onafterZoneAttacked(From, Event, To, OpsZone)
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Zone %s attacked!", OpsZone:GetName()))
|
|
end
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Target Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Display tactical overview.
|
|
-- @param #CHIEF self
|
|
function CHIEF:_TacticalOverview()
|
|
|
|
if self.tacview then
|
|
|
|
local NassetsTotal=self.commander:CountAssets()
|
|
local NassetsStock=self.commander:CountAssets(true)
|
|
local Ncontacts=#self.Contacts
|
|
local NmissionsTotal=#self.commander.missionqueue
|
|
local NmissionsRunni=self.commander:CountMissions(AUFTRAG.Type, true)
|
|
local Ntargets=#self.targetqueue
|
|
local Nzones=#self.zonequeue
|
|
local Nagents=self.detectionset:CountAlive()
|
|
|
|
-- Info message
|
|
local text=string.format("Tactical Overview\n")
|
|
text=text..string.format("=================\n")
|
|
|
|
-- Strategy and defcon info.
|
|
text=text..string.format("Strategy: %s - Defcon: %s - Agents=%s\n", self.strategy, self.Defcon, Nagents)
|
|
|
|
-- Contact info.
|
|
text=text..string.format("Contacts: %d [Border=%d, Conflict=%d, Attack=%d]\n", Ncontacts, self.Nborder, self.Nconflict, self.Nattack)
|
|
|
|
-- Asset info.
|
|
text=text..string.format("Assets: %d [Active=%d, Stock=%d]\n", NassetsTotal, NassetsTotal-NassetsStock, NassetsStock)
|
|
|
|
-- Target info.
|
|
text=text..string.format("Targets: %d\n", Ntargets)
|
|
|
|
-- Mission info.
|
|
text=text..string.format("Missions: %d [Running=%d/%d - Success=%d, Failure=%d]\n", NmissionsTotal, NmissionsRunni, self:GetMissionLimit("Total"), self.Nsuccess, self.Nfailure)
|
|
for _,mtype in pairs(AUFTRAG.Type) do
|
|
local n=self.commander:CountMissions(mtype)
|
|
if n>0 then
|
|
local N=self.commander:CountMissions(mtype, true)
|
|
local limit=self:GetMissionLimit(mtype)
|
|
text=text..string.format(" - %s: %d [Running=%d/%d]\n", mtype, n, N, limit)
|
|
end
|
|
end
|
|
|
|
-- Strategic zone info.
|
|
text=text..string.format("Strategic Zones: %d\n", Nzones)
|
|
for _,_stratzone in pairs(self.zonequeue) do
|
|
local stratzone=_stratzone --#CHIEF.StrategicZone
|
|
local owner=stratzone.opszone:GetOwnerName()
|
|
text=text..string.format(" - %s: %s - %s [I=%d, P=%d]\n", stratzone.opszone:GetName(), owner, stratzone.opszone:GetState(), stratzone.importance, stratzone.prio)
|
|
end
|
|
|
|
-- Message to coalition.
|
|
MESSAGE:New(text, 60, nil, true):ToCoalition(self.coalition)
|
|
|
|
-- Output to log.
|
|
if self.verbose>=4 then
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Check target queue and assign ONE valid target by adding it to the mission queue of the COMMANDER.
|
|
-- @param #CHIEF self
|
|
function CHIEF:CheckTargetQueue()
|
|
|
|
-- Number of missions.
|
|
local Ntargets=#self.targetqueue
|
|
|
|
-- Treat special cases.
|
|
if Ntargets==0 then
|
|
return nil
|
|
end
|
|
|
|
-- Check if total number of missions is reached.
|
|
local NoLimit=self:_CheckMissionLimit("Total")
|
|
--env.info("FF chief total nolimit="..tostring(NoLimit))
|
|
if NoLimit==false then
|
|
return nil
|
|
end
|
|
|
|
-- Sort results table wrt prio and threatlevel.
|
|
local function _sort(a, b)
|
|
local taskA=a --Ops.Target#TARGET
|
|
local taskB=b --Ops.Target#TARGET
|
|
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.threatlevel0>taskB.threatlevel0)
|
|
end
|
|
table.sort(self.targetqueue, _sort)
|
|
|
|
-- Get the lowest importance value (lower means more important).
|
|
-- If a target with importance 1 exists, targets with importance 2 will not be assigned. Targets with no importance (nil) can still be selected.
|
|
local vip=math.huge
|
|
for _,_target in pairs(self.targetqueue) do
|
|
local target=_target --Ops.Target#TARGET
|
|
if target:IsAlive() and target.importance and target.importance<vip then
|
|
vip=target.importance
|
|
end
|
|
end
|
|
|
|
-- Loop over targets.
|
|
for _,_target in pairs(self.targetqueue) do
|
|
local target=_target --Ops.Target#TARGET
|
|
|
|
-- Is target still alive.
|
|
local isAlive=target:IsAlive()
|
|
|
|
-- Is this target important enough.
|
|
local isImportant=(target.importance==nil or target.importance<=vip)
|
|
|
|
-- Get threat level of target.
|
|
local threatlevel=target:GetThreatLevelMax()
|
|
|
|
-- Is this a threat?
|
|
local isThreat=threatlevel>=self.threatLevelMin and threatlevel<=self.threatLevelMax
|
|
|
|
-- Airbases, Zones and Coordinates have threat level 0. We consider them threads independent of min/max threat level set.
|
|
if target.category==TARGET.Category.AIRBASE or target.category==TARGET.Category.ZONE or target.Category==TARGET.Category.COORDINATE then
|
|
isThreat=true
|
|
end
|
|
|
|
-- Debug message.
|
|
local text=string.format("Target %s: Alive=%s, Threat=%s, Important=%s", target:GetName(), tostring(isAlive), tostring(isThreat), tostring(isImportant))
|
|
|
|
-- Check if mission is done.
|
|
if target.mission then
|
|
text=text..string.format(", Mission \"%s\" (%s) [%s]", target.mission:GetName(), target.mission:GetState(), target.mission:GetType())
|
|
if target.mission:IsOver() then
|
|
text=text..string.format(" - DONE ==> removing mission")
|
|
target.mission=nil
|
|
end
|
|
else
|
|
text=text..string.format(", NO mission yet")
|
|
end
|
|
self:T2(self.lid..text)
|
|
|
|
-- Check that target is alive and not already a mission has been assigned.
|
|
if isAlive and isThreat and isImportant and not target.mission then
|
|
|
|
-- Check if this target is "valid", i.e. fits with the current strategy.
|
|
local valid=false
|
|
if self.strategy==CHIEF.Strategy.PASSIVE then
|
|
|
|
---
|
|
-- PASSIVE: No targets at all are attacked.
|
|
---
|
|
|
|
valid=false
|
|
|
|
elseif self.strategy==CHIEF.Strategy.DEFENSIVE then
|
|
|
|
---
|
|
-- DEFENSIVE: Attack inside borders only.
|
|
---
|
|
|
|
if self:CheckTargetInZones(target, self.borderzoneset) then
|
|
valid=true
|
|
end
|
|
|
|
elseif self.strategy==CHIEF.Strategy.OFFENSIVE then
|
|
|
|
---
|
|
-- OFFENSIVE: Attack inside borders and in yellow zones.
|
|
---
|
|
|
|
if self:CheckTargetInZones(target, self.borderzoneset) or self:CheckTargetInZones(target, self.yellowzoneset) then
|
|
valid=true
|
|
end
|
|
|
|
elseif self.strategy==CHIEF.Strategy.AGGRESSIVE then
|
|
|
|
---
|
|
-- AGGRESSIVE: Attack in all zone sets.
|
|
---
|
|
|
|
if self:CheckTargetInZones(target, self.borderzoneset) or self:CheckTargetInZones(target, self.yellowzoneset) or self:CheckTargetInZones(target, self.engagezoneset) then
|
|
valid=true
|
|
end
|
|
|
|
elseif self.strategy==CHIEF.Strategy.TOTALWAR then
|
|
|
|
---
|
|
-- TOTAL WAR: We attack anything we find.
|
|
---
|
|
|
|
valid=true
|
|
end
|
|
|
|
-- Valid target?
|
|
if valid then
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Got valid target %s: category=%s, threatlevel=%d", target:GetName(), target.category, threatlevel))
|
|
|
|
-- Get mission performances for the given target.
|
|
local MissionPerformances=self:_GetMissionPerformanceFromTarget(target)
|
|
|
|
-- Mission.
|
|
local mission=nil --Ops.Auftrag#AUFTRAG
|
|
local Legions=nil
|
|
|
|
if #MissionPerformances>0 then
|
|
|
|
--TODO: Number of required assets. How many do we want? Should depend on:
|
|
-- * number of enemy units
|
|
-- * target threatlevel
|
|
-- * how many assets are still in stock
|
|
-- * is it inside of our border
|
|
-- * add damping factor
|
|
|
|
local NassetsMin=1
|
|
local NassetsMax=1
|
|
|
|
if threatlevel>=8 and target.N0 >=10 then
|
|
NassetsMax=3
|
|
elseif threatlevel>=5 then
|
|
NassetsMax=2
|
|
else
|
|
NassetsMax=1
|
|
end
|
|
|
|
for _,_mp in pairs(MissionPerformances) do
|
|
local mp=_mp --#CHIEF.MissionPerformance
|
|
|
|
-- Check mission type limit.
|
|
local notlimited=self:_CheckMissionLimit(mp.MissionType)
|
|
|
|
--env.info(string.format("FF chief %s nolimit=%s", mp.MissionType, tostring(NoLimit)))
|
|
|
|
if notlimited then
|
|
|
|
-- Debug info.
|
|
self:T2(self.lid..string.format("Recruiting assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName()))
|
|
|
|
-- Recruit assets.
|
|
local recruited, assets, legions=self:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax)
|
|
|
|
if recruited then
|
|
|
|
self:T(self.lid..string.format("Recruited %d assets for mission type %s [performance=%d] of target %s", #assets, mp.MissionType, mp.Performance, target:GetName()))
|
|
|
|
-- Create a mission.
|
|
mission=AUFTRAG:NewFromTarget(target, mp.MissionType)
|
|
|
|
-- Add asset to mission.
|
|
if mission then
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset
|
|
mission:AddAsset(asset)
|
|
end
|
|
Legions=legions
|
|
|
|
-- We got what we wanted ==> leave loop.
|
|
break
|
|
end
|
|
else
|
|
self:T(self.lid..string.format("Could NOT recruit assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName()))
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Check if mission could be defined.
|
|
if mission and Legions then
|
|
|
|
-- Set target mission entry.
|
|
target.mission=mission
|
|
|
|
-- Mission parameters.
|
|
mission.prio=target.prio
|
|
mission.importance=target.importance
|
|
|
|
-- Assign mission to legions.
|
|
self:MissionAssign(mission, Legions)
|
|
|
|
-- Only ONE target is assigned per check.
|
|
return
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Check if limit of missions has been reached.
|
|
-- @param #CHIEF self
|
|
-- @param #string MissionType Type of mission.
|
|
-- @return #boolean If `true`, mission limit has **not** been reached. If `false`, limit has been reached.
|
|
function CHIEF:_CheckMissionLimit(MissionType)
|
|
return self.commander:_CheckMissionLimit(MissionType)
|
|
end
|
|
|
|
--- Get mission limit.
|
|
-- @param #CHIEF self
|
|
-- @param #string MissionType Type of mission.
|
|
-- @return #number Limit. Unlimited mission types are returned as 999.
|
|
function CHIEF:GetMissionLimit(MissionType)
|
|
local l=self.commander.limitMission[MissionType]
|
|
if not l then
|
|
l=999
|
|
end
|
|
return l
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Strategic Zone Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Check strategic zone queue.
|
|
-- @param #CHIEF self
|
|
function CHIEF:CheckOpsZoneQueue()
|
|
|
|
-- Number of zones.
|
|
local Nzones=#self.zonequeue
|
|
|
|
-- Treat special cases.
|
|
if Nzones==0 then
|
|
return nil
|
|
end
|
|
|
|
-- Loop over strategic zone and remove stopped zones.
|
|
for i=Nzones, 1, -1 do
|
|
local stratzone=self.zonequeue[i] --#CHIEF.StrategicZone
|
|
if stratzone.opszone:IsStopped() then
|
|
self:RemoveStrategicZone(stratzone.opszone)
|
|
end
|
|
end
|
|
|
|
-- Loop over strategic zones and cancel missions for occupied zones if zone is not occupied any more.
|
|
for _,_startzone in pairs(self.zonequeue) do
|
|
local stratzone=_startzone --#CHIEF.StrategicZone
|
|
|
|
-- Current owner of the zone.
|
|
local ownercoalition=stratzone.opszone:GetOwner()
|
|
|
|
-- Check if we own the zone or it is empty.
|
|
if ownercoalition==self.coalition or stratzone.opszone:IsEmpty() then
|
|
|
|
-- Loop over resources.
|
|
for _,_resource in pairs(stratzone.resourceOccup or {}) do
|
|
local resource=_resource --#CHIEF.Resource
|
|
|
|
-- Cancel running missions.
|
|
if resource.mission then
|
|
resource.mission:Cancel()
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Passive strategy ==> Do not act.
|
|
if self:IsPassive() then
|
|
return
|
|
end
|
|
|
|
-- Check if total number of missions is reached.
|
|
local NoLimit=self:_CheckMissionLimit("Total")
|
|
if NoLimit==false then
|
|
return nil
|
|
end
|
|
|
|
-- Sort results table wrt prio.
|
|
local function _sort(a, b)
|
|
local taskA=a --#CHIEF.StrategicZone
|
|
local taskB=b --#CHIEF.StrategicZone
|
|
return (taskA.prio<taskB.prio)
|
|
end
|
|
table.sort(self.zonequeue, _sort)
|
|
|
|
-- Get the lowest importance value (lower means more important).
|
|
-- If a zone with importance 1 exists that is not owned by us, zones with importance 2 will not be assigned. Zone with no importance (nil) can still be selected.
|
|
local vip=math.huge
|
|
for _,_stratzone in pairs(self.zonequeue) do
|
|
local stratzone=_stratzone --#CHIEF.StrategicZone
|
|
if stratzone.importance and stratzone.importance<vip and stratzone.opszone:GetOwner()~=self.coalition then
|
|
-- Most important zone that is NOT owned by us.
|
|
vip=stratzone.importance
|
|
end
|
|
end
|
|
|
|
-- Loop over strategic zones.
|
|
for _,_startzone in pairs(self.zonequeue) do
|
|
local stratzone=_startzone --#CHIEF.StrategicZone
|
|
|
|
-- Current owner of the zone.
|
|
local ownercoalition=stratzone.opszone:GetOwner()
|
|
|
|
-- Name of the zone.
|
|
local zoneName=stratzone.opszone.zone:GetName()
|
|
|
|
-- Check coalition and importance.
|
|
if ownercoalition~=self.coalition and (stratzone.importance==nil or stratzone.importance<=vip) and (not stratzone.opszone:IsStopped()) then
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Zone %s [%s] is owned by coalition %d", zoneName, stratzone.opszone:GetState(), ownercoalition))
|
|
|
|
if stratzone.opszone:IsEmpty() then
|
|
|
|
---
|
|
-- Zone is EMPTY
|
|
--
|
|
-- We send ground troops to capture the zone.
|
|
---
|
|
|
|
for _,_resource in pairs(stratzone.resourceEmpty or {}) do
|
|
local resource=_resource --#CHIEF.Resource
|
|
|
|
-- Mission type.
|
|
local missionType=resource.MissionType
|
|
|
|
if (not resource.mission) or resource.mission:IsOver() then
|
|
|
|
-- Debug info.
|
|
self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax))
|
|
|
|
-- Recruit assets.
|
|
local recruited=self:RecruitAssetsForZone(stratzone, resource)
|
|
|
|
if recruited then
|
|
self:T(self.lid..string.format("Successfully recruited assets for empty zone \"%s\" [mission type=%s]", zoneName, missionType))
|
|
else
|
|
self:T(self.lid..string.format("Could not recruited assets for empty zone \"%s\" [mission type=%s]", zoneName, missionType))
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
|
|
---
|
|
-- Zone is NOT EMPTY
|
|
--
|
|
-- We first send a CAS flight to eliminate enemy activity.
|
|
---
|
|
|
|
for _,_resource in pairs(stratzone.resourceOccup or {}) do
|
|
local resource=_resource --#CHIEF.Resource
|
|
|
|
-- Mission type.
|
|
local missionType=resource.MissionType
|
|
|
|
if (not resource.mission) or resource.mission:IsOver() then
|
|
|
|
-- Debug info.
|
|
self:T2(self.lid..string.format("Zone %s is NOT empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax))
|
|
|
|
-- Recruit assets.
|
|
local recruited=self:RecruitAssetsForZone(stratzone, resource)
|
|
|
|
if recruited then
|
|
self:T(self.lid..string.format("Successfully recruited assets for occupied zone %s, mission type=%s", zoneName, missionType))
|
|
else
|
|
self:T(self.lid..string.format("Could not recruited assets for occupied zone %s, mission type=%s", zoneName, missionType))
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Zone Check Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Check if group is inside our border.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @return #boolean If true, group is in any border zone.
|
|
function CHIEF:CheckGroupInBorder(group)
|
|
|
|
local inside=self:CheckGroupInZones(group, self.borderzoneset)
|
|
|
|
return inside
|
|
end
|
|
|
|
--- Check if group is in a conflict zone.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @return #boolean If true, group is in any conflict zone.
|
|
function CHIEF:CheckGroupInConflict(group)
|
|
|
|
-- Check inside yellow but not inside our border.
|
|
local inside=self:CheckGroupInZones(group, self.yellowzoneset) --and not self:CheckGroupInZones(group, self.borderzoneset)
|
|
|
|
return inside
|
|
end
|
|
|
|
--- Check if group is in a attack zone.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @return #boolean If true, group is in any attack zone.
|
|
function CHIEF:CheckGroupInAttack(group)
|
|
|
|
-- Check inside yellow but not inside our border.
|
|
local inside=self:CheckGroupInZones(group, self.engagezoneset) --and not self:CheckGroupInZones(group, self.borderzoneset)
|
|
|
|
return inside
|
|
end
|
|
|
|
--- Check if group is inside a zone.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @param Core.Set#SET_ZONE zoneset Set of zones.
|
|
-- @return #boolean If true, group is in any zone.
|
|
function CHIEF:CheckGroupInZones(group, zoneset)
|
|
|
|
for _,_zone in pairs(zoneset.Set or {}) do
|
|
local zone=_zone --Core.Zone#ZONE
|
|
|
|
if group:IsInZone(zone) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Check if group is inside a zone.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Target#TARGET target The target.
|
|
-- @param Core.Set#SET_ZONE zoneset Set of zones.
|
|
-- @return #boolean If true, group is in any zone.
|
|
function CHIEF:CheckTargetInZones(target, zoneset)
|
|
|
|
for _,_zone in pairs(zoneset.Set or {}) do
|
|
local zone=_zone --Core.Zone#ZONE
|
|
|
|
if zone:IsCoordinateInZone(target:GetCoordinate()) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Resources
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Create a mission performance table.
|
|
-- @param #CHIEF self
|
|
-- @param #string MissionType Mission type.
|
|
-- @param #number Performance Performance.
|
|
-- @return #CHIEF.MissionPerformance Mission performance.
|
|
function CHIEF:_CreateMissionPerformance(MissionType, Performance)
|
|
local mp={} --#CHIEF.MissionPerformance
|
|
mp.MissionType=MissionType
|
|
mp.Performance=Performance
|
|
return mp
|
|
end
|
|
|
|
--- Get mission performance for a given TARGET.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Target#TARGET Target The target.
|
|
-- @return #table Mission performances of type `#CHIEF.MissionPerformance`.
|
|
function CHIEF:_GetMissionPerformanceFromTarget(Target)
|
|
|
|
-- Possible target objects.
|
|
local group=nil --Wrapper.Group#GROUP
|
|
local airbase=nil --Wrapper.Airbase#AIRBASE
|
|
local scenery=nil --Wrapper.Scenery#SCENERY
|
|
local static=nil --Wrapper.Static#STATIC
|
|
local coordinate=nil --Core.Point#COORDINATE
|
|
|
|
-- Get target objective.
|
|
local target=Target:GetObject()
|
|
|
|
if target:IsInstanceOf("GROUP") then
|
|
group=target --Target is already a group.
|
|
elseif target:IsInstanceOf("UNIT") then
|
|
group=target:GetGroup()
|
|
elseif target:IsInstanceOf("AIRBASE") then
|
|
airbase=target
|
|
elseif target:IsInstanceOf("STATIC") then
|
|
static=target
|
|
elseif target:IsInstanceOf("SCENERY") then
|
|
scenery=target
|
|
end
|
|
|
|
-- Target category.
|
|
local TargetCategory=Target:GetCategory()
|
|
|
|
-- Mission performances.
|
|
local missionperf={} --#CHIEF.MissionPerformance
|
|
|
|
if group then
|
|
|
|
local category=group:GetCategory()
|
|
local attribute=group:GetAttribute()
|
|
|
|
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
|
|
|
|
---
|
|
-- A2A: Intercept
|
|
---
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT, 100))
|
|
|
|
elseif category==Group.Category.GROUND or category==Group.Category.TRAIN then
|
|
|
|
---
|
|
-- GROUND
|
|
---
|
|
|
|
if attribute==GROUP.Attribute.GROUND_SAM then
|
|
|
|
-- SEAD/DEAD
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
elseif attribute==GROUP.Attribute.GROUND_EWR then
|
|
|
|
-- EWR
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
elseif attribute==GROUP.Attribute.GROUND_AAA then
|
|
|
|
-- AAA
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 40))
|
|
|
|
elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then
|
|
|
|
-- ARTY
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 75))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 70))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
elseif attribute==GROUP.Attribute.GROUND_INFANTRY then
|
|
|
|
-- Infantry
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 40))
|
|
|
|
elseif attribute==GROUP.Attribute.GROUND_TANK then
|
|
|
|
-- Tanks
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.CAS, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARMORATTACK, 40))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
else
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
end
|
|
|
|
|
|
elseif category==Group.Category.SHIP then
|
|
|
|
---
|
|
-- NAVAL
|
|
---
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100))
|
|
|
|
else
|
|
self:E(self.lid.."ERROR: Unknown Group category!")
|
|
end
|
|
|
|
elseif airbase then
|
|
|
|
---
|
|
-- AIRBASE
|
|
---
|
|
|
|
-- Bomb runway.
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBRUNWAY, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
elseif static then
|
|
|
|
---
|
|
-- STATIC
|
|
---
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
elseif scenery then
|
|
|
|
---
|
|
-- SCENERY
|
|
---
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.STRIKE, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
elseif coordinate then
|
|
|
|
---
|
|
-- COORDINATE
|
|
---
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 100))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET, 50))
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
|
|
|
end
|
|
|
|
return missionperf
|
|
end
|
|
|
|
--- Get mission performances for a given Group Attribute.
|
|
-- @param #CHIEF self
|
|
-- @param #string Attribute Group attibute.
|
|
-- @return #table Mission performances of type `#CHIEF.MissionPerformance`.
|
|
function CHIEF:_GetMissionTypeForGroupAttribute(Attribute)
|
|
|
|
local missionperf={} --#CHIEF.MissionPerformance
|
|
|
|
if Attribute==GROUP.Attribute.AIR_ATTACKHELO then
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT), 100)
|
|
|
|
elseif Attribute==GROUP.Attribute.GROUND_AAA then
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 100)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING), 80)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBCARPET), 70)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 30)
|
|
|
|
elseif Attribute==GROUP.Attribute.GROUND_SAM then
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD), 100)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 90)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 50)
|
|
|
|
elseif Attribute==GROUP.Attribute.GROUND_EWR then
|
|
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD), 100)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI), 100)
|
|
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY), 50)
|
|
|
|
end
|
|
|
|
return missionperf
|
|
end
|
|
|
|
--- Recruit assets for a given TARGET.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Target#TARGET Target The target.
|
|
-- @param #string MissionType Mission Type.
|
|
-- @param #number NassetsMin Min number of required assets.
|
|
-- @param #number NassetsMax Max number of required assets.
|
|
-- @return #boolean If `true` enough assets could be recruited.
|
|
-- @return #table Assets that have been recruited from all legions.
|
|
-- @return #table Legions that have recruited assets.
|
|
function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
|
|
|
|
-- Cohorts.
|
|
local Cohorts={}
|
|
for _,_legion in pairs(self.commander.legions) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
|
|
-- Check that runway is operational.d
|
|
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
|
|
|
|
if legion:IsRunning() and Runway then
|
|
|
|
-- Loops over cohorts.
|
|
for _,_cohort in pairs(legion.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Target position.
|
|
local TargetVec2=Target:GetVec2()
|
|
|
|
-- Recruite assets.
|
|
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2)
|
|
|
|
|
|
return recruited, assets, legions
|
|
end
|
|
|
|
--- Recruit assets for a given OPS zone.
|
|
-- @param #CHIEF self
|
|
-- @param #CHIEF.StrategicZone StratZone The strategic zone.
|
|
-- @param #CHIEF.Resource Resource The required resources.
|
|
-- @return #boolean If `true` enough assets could be recruited.
|
|
function CHIEF:RecruitAssetsForZone(StratZone, Resource)
|
|
|
|
-- Cohorts.
|
|
local Cohorts={}
|
|
for _,_legion in pairs(self.commander.legions) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
|
|
-- Check that runway is operational.
|
|
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
|
|
|
|
if legion:IsRunning() and Runway then
|
|
|
|
-- Loops over cohorts.
|
|
for _,_cohort in pairs(legion.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Shortcuts.
|
|
local MissionType=Resource.MissionType
|
|
local NassetsMin=Resource.Nmax
|
|
local NassetsMax=Resource.Nmax
|
|
local Categories=Resource.Categories
|
|
local Attributes=Resource.Attributes
|
|
local Properties=Resource.Properties
|
|
|
|
-- Target position.
|
|
local TargetVec2=StratZone.opszone.zone:GetVec2()
|
|
|
|
-- Max range in meters.
|
|
local RangeMax=nil
|
|
|
|
-- Set max range to 250 NM because we use helos as transport for the infantry.
|
|
if MissionType==AUFTRAG.Type.PATROLZONE or MissionType==AUFTRAG.Type.ONGUARD then
|
|
RangeMax=UTILS.NMToMeters(250)
|
|
end
|
|
|
|
-- Set max range to 50 NM because we use armor.
|
|
if MissionType==AUFTRAG.Type.ARMOREDGUARD then
|
|
RangeMax=UTILS.NMToMeters(50)
|
|
end
|
|
|
|
-- Recruite infantry assets.
|
|
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2, nil, RangeMax, nil, nil, nil, Categories, Attributes, Properties)
|
|
|
|
if recruited then
|
|
|
|
-- Mission for zone.
|
|
local mission=nil --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Debug messgage.
|
|
self:T2(self.lid..string.format("Recruited %d assets for %s mission STRATEGIC zone %s", #assets, MissionType, tostring(StratZone.opszone.zoneName)))
|
|
|
|
local TargetZone = StratZone.opszone.zone
|
|
local TargetCoord = TargetZone:GetCoordinate()
|
|
|
|
if MissionType==AUFTRAG.Type.PATROLZONE or MissionType==AUFTRAG.Type.ONGUARD then
|
|
|
|
---
|
|
-- PATROLZONE or ONGUARD
|
|
---
|
|
|
|
-- Debug messgage.
|
|
self:T2(self.lid..string.format("Recruited %d assets for PATROL mission", #assets))
|
|
|
|
-- First check if we need a transportation.
|
|
local recruitedTrans=true ; local transport=nil
|
|
if Attributes and Attributes[1]==GROUP.Attribute.GROUND_INFANTRY then
|
|
|
|
-- Categories. Currently only helicopters are allowed due to problems with ground transports (might get stuck, might not be a land connection.
|
|
-- TODO: Check if ground transport is possible. For example, by trying land.getPathOnRoad or something.
|
|
local Categories=self.TransportCategories
|
|
|
|
-- Recruit transport assets for infantry.
|
|
recruitedTrans, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, assets, 1, 1, TargetZone, nil, Categories)
|
|
|
|
end
|
|
|
|
if recruitedTrans then
|
|
|
|
if MissionType==AUFTRAG.Type.PATROLZONE then
|
|
mission=AUFTRAG:NewPATROLZONE(TargetZone)
|
|
|
|
elseif MissionType==AUFTRAG.Type.ONGUARD then
|
|
mission=AUFTRAG:NewONGUARD(TargetZone:GetRandomCoordinate(nil, nil, {land.SurfaceType.LAND}))
|
|
end
|
|
|
|
-- Engage detected targets.
|
|
mission:SetEngageDetected(25, {"Ground Units", "Light armed ships", "Helicopters"})
|
|
|
|
-- Attach OPS transport to mission.
|
|
mission.opstransport=transport
|
|
|
|
-- Set ops zone to transport.
|
|
if transport then
|
|
transport.opszone=StratZone.opszone
|
|
transport.chief=self
|
|
transport.commander=self.commander
|
|
end
|
|
|
|
else
|
|
-- No transport ==> no mission!
|
|
self:T(self.lid..string.format("Could not allocate transport of OPSZONE infantry!"))
|
|
LEGION.UnRecruitAssets(assets)
|
|
return false
|
|
end
|
|
|
|
elseif MissionType==AUFTRAG.Type.CASENHANCED then
|
|
|
|
---
|
|
-- CAS ENHANCED
|
|
---
|
|
|
|
-- Create Patrol zone mission.
|
|
local height = UTILS.MetersToFeet(TargetCoord:GetLandHeight())+2500
|
|
|
|
local Speed=200
|
|
if assets[1] then
|
|
if assets[1].speedmax then
|
|
Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200
|
|
end
|
|
end
|
|
|
|
-- CAS mission.
|
|
mission=AUFTRAG:NewCASENHANCED(TargetZone, height, Speed)
|
|
|
|
elseif MissionType==AUFTRAG.Type.CAS then
|
|
|
|
---
|
|
-- CAS
|
|
---
|
|
|
|
-- Create Patrol zone mission.
|
|
local height = UTILS.MetersToFeet(TargetCoord:GetLandHeight())+2500
|
|
|
|
local Speed = 200
|
|
if assets[1] then
|
|
if assets[1].speedmax then
|
|
Speed = UTILS.KmphToKnots(assets[1].speedmax * 0.7) or 200
|
|
end
|
|
end
|
|
|
|
-- Leg length.
|
|
local Leg = TargetZone:GetRadius() <= 10000 and 5 or UTILS.MetersToNM(TargetZone:GetRadius())
|
|
|
|
-- CAS mission.
|
|
mission=AUFTRAG:NewCAS(TargetZone, height, Speed, TargetCoord, math.random(0,359), Leg)
|
|
|
|
elseif MissionType==AUFTRAG.Type.ARTY then
|
|
|
|
---
|
|
-- ARTY
|
|
---
|
|
|
|
-- Create ARTY zone mission.
|
|
local Radius = TargetZone:GetRadius()
|
|
|
|
mission=AUFTRAG:NewARTY(TargetCoord, 120, Radius)
|
|
|
|
elseif MissionType==AUFTRAG.Type.ARMOREDGUARD then
|
|
|
|
---
|
|
-- ARMORGUARD
|
|
---
|
|
|
|
-- Create Armored on guard mission
|
|
mission=AUFTRAG:NewARMOREDGUARD(TargetCoord)
|
|
|
|
elseif MissionType==AUFTRAG.Type.BOMBCARPET then
|
|
|
|
---
|
|
-- BOMB CARPET
|
|
---
|
|
|
|
-- Create ARTY zone mission.
|
|
mission=AUFTRAG:NewBOMBCARPET(TargetCoord, nil, 1000)
|
|
|
|
elseif MissionType==AUFTRAG.Type.BOMBING then
|
|
|
|
---
|
|
-- BOMBING
|
|
---
|
|
|
|
local coord=TargetZone:GetRandomCoordinate()
|
|
|
|
mission=AUFTRAG:NewBOMBING(TargetCoord)
|
|
|
|
elseif MissionType==AUFTRAG.Type.RECON then
|
|
|
|
---
|
|
-- RECON
|
|
---
|
|
|
|
mission=AUFTRAG:NewRECON(TargetZone, nil, 5000)
|
|
|
|
elseif MissionType==AUFTRAG.Type.BARRAGE then
|
|
|
|
---
|
|
-- BARRAGE
|
|
---
|
|
|
|
mission=AUFTRAG:NewBARRAGE(TargetZone)
|
|
|
|
elseif MissionType==AUFTRAG.Type.AMMOSUPPLY then
|
|
|
|
---
|
|
-- AMMO SUPPLY
|
|
---
|
|
|
|
mission=AUFTRAG:NewAMMOSUPPLY(TargetZone)
|
|
|
|
end
|
|
|
|
if mission then
|
|
|
|
-- Add assets to mission.
|
|
for _,asset in pairs(assets) do
|
|
mission:AddAsset(asset)
|
|
end
|
|
|
|
-- Assign mission to legions.
|
|
self:MissionAssign(mission, legions)
|
|
|
|
-- Attach mission to ops zone.
|
|
StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
|
|
|
|
-- Attach mission to resource.
|
|
Resource.mission=mission
|
|
|
|
return true
|
|
else
|
|
|
|
-- Mission not supported.
|
|
self:E(self.lid..string.format("ERROR: Mission type not supported for OPSZONE! Unrecruiting assets..."))
|
|
LEGION.UnRecruitAssets(assets)
|
|
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
-- Debug messgage.
|
|
self:T2(self.lid..string.format("Could NOT recruit assets for %s mission of STRATEGIC zone %s", MissionType, tostring(StratZone.opszone.zoneName)))
|
|
|
|
return false
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|