Frank 4dfdb99731 OPS
- Recruit assets with new function (LEGION, COMMANDER, CHIEF)
2021-09-18 18:09:41 +02:00

1526 lines
47 KiB
Lua

---- **Ops** - Chief of Staff.
--
-- **Main Features:**
--
-- * Stuff
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Chief
-- @image OPS_Chief.png
--- CHIEF class.
-- @type CHIEF
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table targetqueue Target queue.
-- @field #table zonequeue Strategic zone queue.
-- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory.
-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected.
-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged.
-- @field #string Defcon Defence condition.
-- @field #string strategy Strategy of the CHIEF.
-- @field Ops.Commander#COMMANDER commander Commander of assigned legions.
-- @extends Ops.Intelligence#INTEL
--- Be surprised!
--
-- ===
--
-- # The CHIEF Concept
--
-- The Chief of staff gathers INTEL and assigns missions (AUFTRAG) the airforce, army and/or navy.
--
--
-- @field #CHIEF
CHIEF = {
ClassName = "CHIEF",
verbose = 0,
lid = nil,
targetqueue = {},
zonequeue = {},
borderzoneset = nil,
yellowzoneset = nil,
engagezoneset = nil,
}
--- Defence condition.
-- @type CHIEF.DEFCON
-- @field #string GREEN No enemy activities detected.
-- @field #string YELLOW Enemy near our border.
-- @field #string RED Enemy within our border.
CHIEF.DEFCON = {
GREEN="Green",
YELLOW="Yellow",
RED="Red",
}
--- Strategy.
-- @type CHIEF.Strategy
-- @field #string DEFENSIVE Only target in our own terretory are engaged.
-- @field #string OFFENSIVE Targets in own terretory and yellow zones are engaged.
-- @field #string AGGRESSIVE Targets in own terretroy, yellow zones and engage zones are engaged.
-- @field #string TOTALWAR Anything is engaged anywhere.
CHIEF.Strategy = {
DEFENSIVE="Defensive",
OFFENSIVE="Offensive",
AGGRESSIVE="Aggressive",
TOTALWAR="Total War"
}
--- Mission performance.
-- @type CHIEF.MissionPerformance
-- @field #string MissionType Mission Type.
-- @field #number Performance Performance: a number between 0 and 100, where 100 is best performance.
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Create a good mission, which can be passed on to the COMMANDER.
-- TODO: Capture OPSZONEs.
-- TODO: Get list of own assets and capabilities.
-- DONE: Get list/overview of enemy assets etc.
-- DONE: Put all contacts into target list. Then make missions from them.
-- TODO: Set of interesting zones.
-- TODO: Define A2A and A2G parameters.
-- DONE: Add/remove spawned flightgroups to detection set.
-- DONE: Borderzones.
-- NOGO: Maybe it's possible to preselect the assets for the mission.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new CHIEF object and start the FSM.
-- @param #CHIEF self
-- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set.
-- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral".
-- @param #string Alias An *optional* alias how this object is called in the logs etc.
-- @return #CHIEF self
function CHIEF:New(AgentSet, Coalition, Alias)
-- Set alias.
Alias=Alias or "CHIEF"
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition, Alias)) --#CHIEF
-- Defaults.
self:SetBorderZones()
self:SetYellowZones()
self:SetThreatLevelRange()
-- Init stuff.
self.Defcon=CHIEF.DEFCON.GREEN
self.strategy=CHIEF.Strategy.DEFENSIVE
-- Create a new COMMANDER.
self.commander=COMMANDER:New()
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "MissionAssignToAny", "*") -- Assign mission to a COMMANDER.
self:AddTransition("*", "MissionAssignToAirfore", "*") -- Assign mission to a COMMANDER but request only AIR assets.
self:AddTransition("*", "MissionAssignToNavy", "*") -- Assign mission to a COMMANDER but request only NAVAL assets.
self:AddTransition("*", "MissionAssignToArmy", "*") -- Assign mission to a COMMANDER but request only GROUND assets.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
self:AddTransition("*", "TransportCancel", "*") -- Cancel transport.
self:AddTransition("*", "DefconChange", "*") -- Change defence condition.
self:AddTransition("*", "StategyChange", "*") -- Change strategy condition.
self:AddTransition("*", "DeclareWar", "*") -- Declare War. Not implemented.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start".
-- @function [parent=#CHIEF] Start
-- @param #CHIEF self
--- Triggers the FSM event "Start" after a delay.
-- @function [parent=#CHIEF] __Start
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @param #CHIEF self
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#CHIEF] __Stop
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#CHIEF] Status
-- @param #CHIEF self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#CHIEF] __Status
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "DefconChange".
-- @function [parent=#CHIEF] DefconChange
-- @param #CHIEF self
-- @param #string Defcon New Defence Condition.
--- Triggers the FSM event "DefconChange" after a delay.
-- @function [parent=#CHIEF] __DefconChange
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param #string Defcon New Defence Condition.
--- On after "DefconChange" event.
-- @function [parent=#CHIEF] OnAfterDefconChange
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Defcon New Defence Condition.
--- Triggers the FSM event "StrategyChange".
-- @function [parent=#CHIEF] StrategyChange
-- @param #CHIEF self
-- @param #string Strategy New strategy.
--- Triggers the FSM event "StrategyChange" after a delay.
-- @function [parent=#CHIEF] __StrategyChange
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param #string Strategy New strategy.
--- On after "StrategyChange" event.
-- @function [parent=#CHIEF] OnAfterStrategyChange
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Strategy New stragegy.
--- Triggers the FSM event "MissionAssignToAny".
-- @function [parent=#CHIEF] MissionAssignToAny
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionAssignToAny" after a delay.
-- @function [parent=#CHIEF] __MissionAssignToAny
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionAssignToAny" event.
-- @function [parent=#CHIEF] OnAfterMissionAssignToAny
-- @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 "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.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToAny()
self:SetFilterCategory({})
return self
end
--- Set this to be an air-to-air dispatcher.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToAir()
self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER})
return self
end
--- Set this to be an air-to-ground dispatcher, i.e. engage only ground units
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToGround()
self:SetFilterCategory({Unit.Category.GROUND_UNIT})
return self
end
--- Set this to be an air-to-sea dispatcher, i.e. engage only naval units.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToSea()
self:SetFilterCategory({Unit.Category.SHIP})
return self
end
--- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups.
-- @param #CHIEF self
-- @return #CHIEF self
function CHIEF:SetAirToSurface()
self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP})
return self
end
--- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat.
-- Targets with threat level 0 are usually harmless.
-- @param #CHIEF self
-- @param #number ThreatLevelMin Min threat level. Default 1.
-- @param #number ThreatLevelMax Max threat level. Default 10.
-- @return #CHIEF self
function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax)
self.threatLevelMin=ThreatLevelMin or 1
self.threatLevelMax=ThreatLevelMax or 10
return self
end
--- Set defence condition.
-- @param #CHIEF self
-- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
-- @return #CHIEF self
function CHIEF:SetDefcon(Defcon)
-- Check if valid string was passed.
local gotit=false
for _,defcon in pairs(CHIEF.DEFCON) do
if defcon==Defcon then
gotit=true
end
end
if not gotit then
self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon)))
return self
end
-- Trigger event if defcon changed.
if Defcon~=self.Defcon then
self:DefconChange(Defcon)
end
-- Set new DEFCON.
self.Defcon=Defcon
return self
end
--- Get defence condition.
-- @param #CHIEF self
-- @param #string Current Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
function CHIEF:GetDefcon(Defcon)
return self.Defcon
end
--- Set stragegy.
-- @param #CHIEF self
-- @param #string Strategy Strategy. See @{#CHIEF.Stragegy}, e.g. `CHIEF.Strategy.DEFENSIVE` (default).
-- @return #CHIEF self
function CHIEF:SetStragety(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 mission to mission queue of the COMMANDER.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #CHIEF self
function CHIEF:AddMission(Mission)
Mission.chief=self
self.commander:AddMission(Mission)
return self
end
--- Remove mission from queue.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #CHIEF self
function CHIEF:RemoveMission(Mission)
Mission.chief=nil
self.commander:RemoveMission(Mission)
return self
end
--- Add transport to transport queue of the COMMANDER.
-- @param #CHIEF self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be added.
-- @return #CHIEF self
function CHIEF:AddOpsTransport(Transport)
Transport.chief=self
self.commander:AddOpsTransport(Transport)
return self
end
--- Remove transport from queue.
-- @param #CHIEF self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport to be removed.
-- @return #CHIEF self
function CHIEF:RemoveTransport(Transport)
Transport.chief=nil
self.commander:RemoveTransport(Transport)
return self
end
--- Add target.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target Target object to be added.
-- @return #CHIEF self
function CHIEF:AddTarget(Target)
table.insert(self.targetqueue, Target)
return self
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:I(self.lid..string.format("Removing target %s from queue", Target.name))
table.remove(self.targetqueue, i)
break
end
end
return self
end
--- Add strategically important zone.
-- @param #CHIEF self
-- @param Core.Zone#ZONE_RADIUS Zone Strategic zone.
-- @return #CHIEF self
function CHIEF:AddStrateticZone(Zone)
local opszone=OPSZONE:New(Zone, CoalitionOwner)
table.insert(self.zonequeue, opszone)
return self
end
--- Set border zone set.
-- @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.
-- @param #CHIEF self
-- @param Core.Zone#ZONE BorderZone The zone defining the border of your territory.
-- @return #CHIEF self
function CHIEF:AddBorderZone(BorderZone)
-- Add a border zone.
self.borderzoneset:AddZone(BorderZone)
return self
end
--- Set yellow zone set. Detected enemy troops in this zone will trigger defence condition YELLOW.
-- @param #CHIEF self
-- @param Core.Set#SET_ZONE YellowZoneSet Set of zones, defining our borders.
-- @return #CHIEF self
function CHIEF:SetYellowZones(YellowZoneSet)
-- Border zones.
self.yellowzoneset=YellowZoneSet or SET_ZONE:New()
return self
end
--- Add a zone defining an area outside your territory that is monitored for enemy activity.
-- @param #CHIEF self
-- @param Core.Zone#ZONE YellowZone The zone defining the border of your territory.
-- @return #CHIEF self
function CHIEF:AddYellowZone(YellowZone)
-- Add a border zone.
self.yellowzoneset:AddZone(YellowZone)
return self
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:I(self.lid..text)
-- Cancel this mission.
contact.mission:Cancel()
-- Remove a target from the queue.
self:RemoveTarget(contact.target)
end
end
---
-- CONTACTS: Create new TARGETS
---
-- Create TARGETs for all new contacts.
local Nred=0 ; local Nyellow=0 ; local Nengage=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 out border.
local inred=self:CheckGroupInBorder(group)
if inred then
Nred=Nred+1
end
-- Check if contact is in the yellow zones.
local inyellow=self:CheckGroupInYellow(group)
if inyellow then
Nyellow=Nyellow+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
--[[
local redalert=true
if self.borderzoneset:Count()>0 then
redalert=inred
end
if redalert and threat and not contact.target then
-- Create a new TARGET of the contact group.
local Target=TARGET:New(contact.group)
-- Set to contact.
contact.target=Target
-- 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 Nred>0 then
self:SetDefcon(CHIEF.DEFCON.RED)
elseif Nyellow>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()
---
-- 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: Assets=%d, Contacts=%d [Yellow=%d Red=%d], Targets=%d, Missions=%d", self.Defcon, Nassets, Ncontacts, Nyellow, Nred, 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("Mission %s (%s) %s", contact.mission.name, contact.mission.type, 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
text=text..string.format("\n[%d] %s: Category=%s, prio=%d, importance=%d, alive=%s [%.1f/%.1f]",
i, target:GetName(), target.category, target.prio, target.importance or -1, tostring(target:IsAlive()), target:GetLife(), target:GetLife0())
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 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:I(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.
function CHIEF:onafterMissionAssignToAny(From, Event, To, Mission)
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
--TODO: Request only air assets.
self.commander:AddMission(Mission)
else
self:E(self.lid..string.format("Mission cannot be assigned as no COMMANDER is defined!"))
end
end
--- On after "MissionAssignToAirforce" 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:onafterMissionAssignToAirforce(From, Event, To, Mission)
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
--TODO: Request only air assets.
self.commander:AddMission(Mission)
else
self:E(self.lid..string.format("Mission cannot be assigned as no COMMANDER is defined!"))
end
end
--- On after "MissionAssignToArmy" 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:onafterMissionAssignToArmy(From, Event, To, Mission)
if self.commander then
self:I(self.lid..string.format("Assigning mission %s (%s) to COMMANDER", Mission.name, Mission.type))
--TODO: Request only ground assets.
self.commander:AddMission(Mission)
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:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
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:I(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:I(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:onafterDefconChange(From, Event, To, Strategy)
self:I(self.lid..string.format("Changing Strategy from %s --> %s", self.strategy, Strategy))
end
--- On after "DeclareWar" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #CHIEF Chief The Chief we declared war on.
function CHIEF:onafterDeclareWar(From, Event, To, Chief)
if Chief then
self:AddWarOnChief(Chief)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Target Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check target queue and assign ONE valid target by adding it to the mission queue of the COMMANDER.
-- @param #CHIEF self
function CHIEF:CheckTargetQueue()
-- Number of missions.
local Ntargets=#self.targetqueue
-- Treat special cases.
if Ntargets==0 then
return nil
end
-- Sort results table wrt prio and threatlevel.
local function _sort(a, b)
local taskA=a --Ops.Target#TARGET
local taskB=b --Ops.Target#TARGET
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.threatlevel0>taskB.threatlevel0)
end
table.sort(self.targetqueue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a target with importance 1 exists, targets with importance 2 will not be assigned. Targets with no importance (nil) can still be selected.
local vip=math.huge
for _,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
if target.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 this a threat?
local isThreat=target.threatlevel0>=self.threatLevelMin and target.threatlevel0<=self.threatLevelMax
-- Check that target is alive and not already a mission has been assigned.
if target:IsAlive() and (target.importance==nil or target.importance<=vip) and isThreat 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.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:I(self.lid..string.format("Got valid target %s: category=%s, threatlevel=%d", target:GetName(), target.category, target.threatlevel0))
-- 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
local NassetsMin=1
local NassetsMax=3
for _,_mp in pairs(MissionPerformances) do
local mp=_mp --#CHIEF.MissionPerformance
-- Debug info.
self:I(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
-- Create a mission.
mission=AUFTRAG:NewFromTarget(target, mp.MissionType)
-- Add asset to mission.
if mission then
for _,asset in pairs(assets) do
mission:AddAsset(asset)
end
Legions=legions
-- We got what we wanted ==> leave loop.
break
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.
for _,Legion in pairs(Legions) do
self.commander:MissionAssign(Legion, mission)
end
-- Only ONE target is assigned per check.
return
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 zone.
function CHIEF:CheckGroupInBorder(group)
local inside=self:CheckGroupInZones(group, self.borderzoneset)
return inside
end
--- Check if group is near our border (yellow zone).
-- @param #CHIEF self
-- @param Wrapper.Group#GROUP group The group.
-- @return #boolean If true, group is in any zone.
function CHIEF:CheckGroupInYellow(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 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:IsPartlyOrCompletelyInZone(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
--- Create a mission to attack a group. Mission type is automatically chosen from the group category.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target
-- @return #table Mission performances of type #CHIEF.MissionPerformance
function CHIEF:_GetMissionPerformanceFromTarget(Target)
local group=nil --Wrapper.Group#GROUP
local airbase=nil --Wrapper.Airbase#AIRBASE
local scenery=nil --Wrapper.Scenery#SCENERY
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("SCENERY") then
scenery=target
end
local TargetCategory=Target:GetCategory()
local missionperf={} --#CHIEF.MissionPerformance
if group then
local category=group:GetCategory()
local attribute=group:GetAttribute()
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
---
-- A2A: Intercept
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.INTERCEPT, 100))
elseif category==Group.Category.GROUND or category==Group.Category.TRAIN then
---
-- GROUND
---
if attribute==GROUP.Attribute.GROUND_SAM then
-- SEAD/DEAD
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.SEAD, 100))
elseif attribute==GROUP.Attribute.GROUND_AAA then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 70))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
elseif attribute==GROUP.Attribute.GROUND_INFANTRY then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
else
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
end
elseif category==Group.Category.SHIP then
---
-- NAVAL
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100))
else
self:E(self.lid.."ERROR: Unknown Group category!")
end
elseif airbase then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBRUNWAY, 100))
elseif scenery then
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.ARTY, 30))
elseif coordinate then
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BOMBING, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
end
return missionperf
end
--- Check if group is inside our border.
-- @param #CHIEF self
-- @param #string Attribute Group attibute.
-- @return #table Mission types
function CHIEF:_GetMissionTypeForGroupAttribute(Attribute)
local missiontypes={}
if Attribute==GROUP.Attribute.AIR_ATTACKHELO then
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.INTERCEPT
mt.Performance=100
table.insert(missiontypes, mt)
elseif Attribute==GROUP.Attribute.GROUND_AAA then
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.BAI
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.BOMBING
mt.Performance=70
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.BOMBCARPET
mt.Performance=70
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.ARTY
mt.Performance=30
table.insert(missiontypes, mt)
elseif Attribute==GROUP.Attribute.GROUND_SAM then
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.SEAD
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.BAI
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.ARTY
mt.Performance=50
table.insert(missiontypes, mt)
elseif Attribute==GROUP.Attribute.GROUND_EWR then
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.SEAD
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.BAI
mt.Performance=100
table.insert(missiontypes, mt)
local mt={} --#CHIEF.MissionPerformance
mt.MissionType=AUFTRAG.Type.ARTY
mt.Performance=50
table.insert(missiontypes, mt)
end
end
--- Recruit assets for a given mission.
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target The target.
-- @param #string MissionType Mission Type.
-- @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
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
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 mission. OLD!
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target The target.
-- @param #string MissionType Mission Type.
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Legions that have recruited assets.
-- @return #table Assets that have been recruited from all legions.
function CHIEF:_RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
-- The recruited assets.
local Assets={}
-- Legions which have the best assets for the Mission.
local Legions={}
-- Target vector.
local TargetVec2=Target:GetVec2()
for _,_legion in pairs(self.commander.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Distance to target.
local TargetDistance=Target:GetCoordinate():Get2DDistance(legion:GetCoordinate())
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if cohort:IsOnDuty() and AUFTRAG.CheckMissionCapability({MissionType}, cohort.missiontypes) and cohort.engageRange>=TargetDistance then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(MissionType, 999)
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
end
end
end
-- Now we have a long list with assets.
LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() then
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Fetch payload for asset. This can be nil!
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionType)
end
end
end
-- Remove assets that dont have a payload.
for i=#Assets,1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.payload then
self:T3(self.lid..string.format("Remove asset %s with no payload", tostring(asset.spawngroupname)))
table.remove(Assets, i)
end
end
-- Now find the best asset for the given payloads.
LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, true)
-- Number of assets. At most NreqMax.
local Nassets=math.min(#Assets, NassetsMax)
if #Assets>=Nassets then
---
-- Found enough assets
---
-- Get Legions of assets and put into table.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
Legions[asset.legion.alias]=asset.legion
end
-- Return payloads and remove not needed assets.
for i=#Assets,Nassets+1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
table.remove(Assets, i)
end
-- Found enough assets.
return true, Legions, Assets
else
---
-- NOT enough assets
---
-- Return payloads of assets.
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Not enough assets found.
return false, {}, {}
end
return nil, {}, {}
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------