MOOSE/Moose Development/Moose/Ops/ChiefOfStaff.lua
Frank 5fa75bf6b9 INTEL
Improved clusters
2020-07-19 18:31:09 +02:00

701 lines
22 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 #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table missionqueue Mission 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 Ops.WingCommander#WINGCOMMANDER wingcommander Wing commander, commanding airborne forces.
-- @field Ops.Admiral#ADMIRAL admiral Admiral commanding navy forces.
-- @field Ops.General#GENERAL genaral General commanding army forces.
-- @extends Ops.Intelligence#INTEL
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\WingCommander\CHIEF_Main.jpg)
--
-- # The CHIEF Concept
--
-- The Chief of staff gathers intel and assigns missions (AUFTRAG) the airforce (WINGCOMMANDER), army (GENERAL) or navy (ADMIRAL).
--
-- **Note** that currently only assignments to airborne forces (WINGCOMMANDER) are implemented.
--
--
-- @field #CHIEF
CHIEF = {
ClassName = "CHIEF",
Debug = nil,
lid = nil,
wingcommander = nil,
admiral = nil,
general = nil,
missionqueue = {},
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",
}
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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".
-- @return #CHIEF self
function CHIEF:New(AgentSet, Coalition)
AgentSet=AgentSet or SET_GROUP:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition)) --#CHIEF
-- Set some string id for output to DCS.log file.
--self.lid=string.format("CHIEF | ")
self:SetBorderZones()
self:SetYellowZones()
self:SetThreatLevelRange()
self.Defcon=CHIEF.DEFCON.GREEN
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "AssignMissionAirforce", "*") -- Assign mission to a WINGCOMMANDER.
self:AddTransition("*", "AssignMissionNavy", "*") -- Assign mission to an ADMIRAL.
self:AddTransition("*", "AssignMissionArmy", "*") -- Assign mission to a GENERAL.
self:AddTransition("*", "CancelMission", "*") -- Cancel mission.
self:AddTransition("*", "Defcon", "*") -- Change defence condition.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the CHIEF. Initializes parameters and starts event handlers.
-- @function [parent=#CHIEF] Start
-- @param #CHIEF self
--- Triggers the FSM event "Start" after a delay. Starts the CHIEF. Initializes parameters and starts event handlers.
-- @function [parent=#CHIEF] __Start
-- @param #CHIEF self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the CHIEF and all its event handlers.
-- @param #CHIEF self
--- Triggers the FSM event "Stop" after a delay. Stops the CHIEF and all its event handlers.
-- @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.
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
self.Debug=true
return self
end
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-- 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)
self.Defcon=Defcon
--self:Defcon(Defcon)
return self
end
--- Set the wing commander for the airforce.
-- @param #CHIEF self
-- @param Ops.WingCommander WingCommander The WINGCOMMANDER object.
-- @return #CHIEF self
function CHIEF:SetWingCommander(WingCommander)
self.wingcommander=WingCommander
return self
end
--- Add mission to mission queue.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #CHIEF self
function CHIEF:AddMission(Mission)
table.insert(self.missionqueue, 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)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==Mission.auftragsnummer then
self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status))
table.remove(self.missionqueue, i)
break
end
end
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 attached airwings.
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
if airwing:GetState()=="NotReadyYet" then
airwing: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()
-- Clean up missions where the contact was lost.
for _,_contact in pairs(self.ContactsLost) do
local contact=_contact --#CHIEF.Contact
if contact.mission and contact.mission:IsNotOver() then
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()
end
end
-- Create missions for all new contacts.
local Nred=0
local Nyellow=0
local Nengage=0
for _,_contact in pairs(self.Contacts) do
local contact=_contact --#CHIEF.Contact
local group=contact.group --Wrapper.Group#GROUP
local inred=self:CheckGroupInBorder(group)
if inred then
Nred=Nred+1
end
local inyellow=self:CheckGroupInYellow(group)
if inyellow then
Nyellow=Nyellow+1
end
-- Is this a threat?
local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax
local redalert=true
if self.borderzoneset:Count()>0 then
redalert=inred
end
if redalert and threat and not contact.mission then
-- Create a mission based on group category.
local mission=AUFTRAG:NewAUTO(group)
-- Add mission to queue.
if mission then
--TODO: Better amount of necessary assets. Count units in asset and in contact. Might need nassetMin/Max.
mission.nassets=1
-- Missons are repeated max 3 times on failure.
mission.missionRepeatMax=3
-- Set mission contact.
contact.mission=mission
-- Add mission to queue.
self:AddMission(mission)
end
end
end
-- Set 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 mission queue and assign one PLANNED mission.
self:CheckMissionQueue()
local text=string.format("Defcon=%s Missions=%d Contacts: Total=%d Yellow=%d Red=%d", self.Defcon, #self.missionqueue, #self.Contacts, Nyellow, Nred)
self:I(self.lid..text)
-- Infor about contacts.
if #self.Contacts>0 then
local text="Contacts:"
for i,_contact in pairs(self.Contacts) do
local contact=_contact --#CHIEF.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
-- Mission queue.
if #self.missionqueue>0 then
local text="Mission queue:"
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local target=mission:GetTargetName() or "unknown"
text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target)
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AssignMissionAssignAirforce" 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:onafterAssignMissionAirforce(From, Event, To, Mission)
if self.wingcommander then
self:I(self.lid..string.format("Assigning mission %s (%s) to WINGCOMMANDER", Mission.name, Mission.type))
self.wingcommander:AddMission(Mission)
else
self:E(self.lid..string.format("Mission cannot be assigned as no WINGCOMMANDER is defined."))
end
end
--- On after "CancelMission" 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:onafterCancelMission(From, Event, To, Mission)
self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
if Mission.status==AUFTRAG.Status.PLANNED then
-- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue.
self:RemoveMission(Mission)
else
-- Airwing will cancel mission.
if Mission.airwing then
Mission.airwing:MissionCancel(Mission)
end
end
end
--- On before "Defcon" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Defcon New defence condition.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function CHIEF:onbeforeDefcon(From, Event, To, Defcon)
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 false
end
-- Defcon did not change.
if Defcon==self.Defcon then
self:I(self.lid..string.format("Defcon %s unchanged. No processing transition.", tostring(Defcon)))
return false
end
return true
end
--- On after "Defcon" event.
-- @param #CHIEF self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Defcon New defence condition.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function CHIEF:onafterDefcon(From, Event, To, Defcon)
self:I(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon))
-- Set new defcon.
self.Defcon=Defcon
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check mission queue and assign ONE planned mission.
-- @param #CHIEF self
function CHIEF:CheckMissionQueue()
-- TODO: Sort mission queue. wrt what? Threat level?
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- We look for PLANNED missions.
if mission.status==AUFTRAG.Status.PLANNED then
---
-- PLANNNED Mission
---
local airwing=self:GetAirwingForMission(mission)
if airwing then
-- Add mission to airwing.
self:MissionAssign(airwing, mission)
return
end
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return Ops.AirWing#AIRWING The airwing best for this mission.
function CHIEF:GetAirwingForMission(Mission)
if self.wingcommander then
return self.wingcommander:GetAirwingForMission(Mission)
end
return nil
end
--- 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 resources.
-- @param #CHIEF self
-- @return #table
function CHIEF:CheckResources()
local capabilities={}
for _,MissionType in pairs(AUFTRAG.Type) do
capabilities[MissionType]=0
for _,_airwing in pairs(self.airwings) do
local airwing=_airwing --Ops.AirWing#AIRWING
-- Get Number of assets that can do this type of missions.
local _,assets=airwing:CanMission(MissionType)
-- Add up airwing resources.
capabilities[MissionType]=capabilities[MissionType]+#assets
end
end
return capabilities
end
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