2021-11-26 15:36:46 +01:00

1795 lines
57 KiB
Lua

--- **Ops** - Enhanced Ground Group.
--
-- ## Main Features:
--
-- * Patrol waypoints *ad infinitum*
-- * Easy change of ROE and alarm state, formation and other settings
-- * Dynamically add and remove waypoints
-- * Sophisticated task queueing system (know when DCS tasks start and end)
-- * Convenient checks when the group enters or leaves a zone
-- * Detection events for new, known and lost units
-- * Simple LASER and IR-pointer setup
-- * Compatible with AUFTRAG class
-- * Many additional events that the mission designer can hook into
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Armygroup).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ==
--
-- @module Ops.ArmyGroup
-- @image OPS_ArmyGroup.png
--- ARMYGROUP class.
-- @type ARMYGROUP
-- @field #boolean adinfinitum Resume route at first waypoint when final waypoint is reached.
-- @field #boolean formationPerma Formation that is used permanently and overrules waypoint formations.
-- @field #boolean isMobile If true, group is mobile.
-- @field #ARMYGROUP.Target engage Engage target.
-- @field #boolean retreatOnOutOfAmmo If true, the group will automatically retreat when out of ammo. Needs a retreat zone!
-- @field Core.Set#SET_ZONE retreatZones Set of retreat zones.
-- @extends Ops.OpsGroup#OPSGROUP
--- *Your soul may belong to Jesus, but your ass belongs to the marines.* -- Eugene B Sledge
--
-- ===
--
-- ![Banner Image](..\Presentations\OPS\ArmyGroup\_Main.png)
--
-- # The ARMYGROUP Concept
--
-- This class enhances naval groups.
--
-- @field #ARMYGROUP
ARMYGROUP = {
ClassName = "ARMYGROUP",
formationPerma = nil,
engage = {},
}
--- Engage Target.
-- @type ARMYGROUP.Target
-- @field Ops.Target#TARGET Target The target.
-- @field Core.Point#COORDINATE Coordinate Last known coordinate of the target.
-- @field Ops.OpsGroup#OPSGROUP.Waypoint Waypoint the waypoint created to go to the target.
-- @field #number roe ROE backup.
-- @field #number alarmstate Alarm state backup.
--- Army Group version.
-- @field #string version
ARMYGROUP.version="0.7.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Suppression of fire.
-- TODO: Check if group is mobile.
-- TODO: F10 menu.
-- DONE: Retreat.
-- DONE: Rearm. Specify a point where to go and wait until ammo is full.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new ARMYGROUP class object.
-- @param #ARMYGROUP self
-- @param Wrapper.Group#GROUP group The GROUP object. Can also be given by its group name as `#string`.
-- @return #ARMYGROUP self
function ARMYGROUP:New(group)
-- First check if we already have an OPS group for this group.
local og=_DATABASE:GetOpsGroup(group)
if og then
og:I(og.lid..string.format("WARNING: OPS group already exists in data base!"))
return og
end
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #ARMYGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("ARMYGROUP %s | ", self.groupname)
-- Defaults
self:SetDefaultROE()
self:SetDefaultAlarmstate()
self:SetDefaultEPLRS(self.isEPLRS)
self:SetDetection()
self:SetPatrolAdInfinitum(false)
self:SetRetreatZones()
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "FullStop", "Holding") -- Hold position.
self:AddTransition("*", "Cruise", "Cruising") -- Cruise along the given route of waypoints.
self:AddTransition("*", "RTZ", "Returning") -- Group is returning to (home) zone.
self:AddTransition("Returning", "Returned", "Returned") -- Group is returned to (home) zone.
self:AddTransition("*", "Detour", "OnDetour") -- Make a detour to a coordinate and resume route afterwards.
self:AddTransition("OnDetour", "DetourReached", "Cruising") -- Group reached the detour coordinate.
self:AddTransition("*", "Retreat", "Retreating") -- Order a retreat.
self:AddTransition("Retreating", "Retreated", "Retreated") -- Group retreated.
self:AddTransition("Cruising", "EngageTarget", "Engaging") -- Engage a target from Cruising state
self:AddTransition("Holding", "EngageTarget", "Engaging") -- Engage a target from Holding state
self:AddTransition("OnDetour", "EngageTarget", "Engaging") -- Engage a target from OnDetour state
self:AddTransition("Engaging", "Disengage", "Cruising") -- Disengage and back to cruising.
self:AddTransition("*", "Rearm", "Rearm") -- Group is send to a coordinate and waits until ammo is refilled.
self:AddTransition("Rearm", "Rearming", "Rearming") -- Group has arrived at the rearming coodinate and is waiting to be fully rearmed.
self:AddTransition("Rearming", "Rearmed", "Cruising") -- Group was rearmed.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Cruise".
-- @function [parent=#ARMYGROUP] Cruise
-- @param #ARMYGROUP self
-- @param #number Speed Speed in knots until next waypoint is reached.
-- @param #number Formation Formation.
--- Triggers the FSM event "Cruise" after a delay.
-- @function [parent=#ARMYGROUP] __Cruise
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
-- @param #number Speed Speed in knots until next waypoint is reached.
-- @param #number Formation Formation.
--- On after "Cruise" event.
-- @function [parent=#ARMYGROUP] OnAfterCruise
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Speed Speed in knots until next waypoint is reached.
-- @param #number Formation Formation.
--- Triggers the FSM event "FullStop".
-- @function [parent=#ARMYGROUP] FullStop
-- @param #ARMYGROUP self
--- Triggers the FSM event "FullStop" after a delay.
-- @function [parent=#ARMYGROUP] __FullStop
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "FullStop" event.
-- @function [parent=#ARMYGROUP] OnAfterFullStop
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "RTZ".
-- @function [parent=#ARMYGROUP] RTZ
-- @param #ARMYGROUP self
--- Triggers the FSM event "RTZ" after a delay.
-- @function [parent=#ARMYGROUP] __RTZ
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "RTZ" event.
-- @function [parent=#ARMYGROUP] OnAfterRTZ
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Returned".
-- @function [parent=#ARMYGROUP] Returned
-- @param #ARMYGROUP self
--- Triggers the FSM event "Returned" after a delay.
-- @function [parent=#ARMYGROUP] __Returned
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Returned" event.
-- @function [parent=#ARMYGROUP] OnAfterReturned
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Detour".
-- @function [parent=#ARMYGROUP] Detour
-- @param #ARMYGROUP self
--- Triggers the FSM event "Detour" after a delay.
-- @function [parent=#ARMYGROUP] __Detour
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Detour" event.
-- @function [parent=#ARMYGROUP] OnAfterDetour
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "DetourReached".
-- @function [parent=#ARMYGROUP] DetourReached
-- @param #ARMYGROUP self
--- Triggers the FSM event "DetourReached" after a delay.
-- @function [parent=#ARMYGROUP] __DetourReached
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "DetourReached" event.
-- @function [parent=#ARMYGROUP] OnAfterDetourReached
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Retreat".
-- @function [parent=#ARMYGROUP] Retreat
-- @param #ARMYGROUP self
--- Triggers the FSM event "Retreat" after a delay.
-- @function [parent=#ARMYGROUP] __Retreat
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Retreat" event.
-- @function [parent=#ARMYGROUP] OnAfterRetreat
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Retreated".
-- @function [parent=#ARMYGROUP] Retreated
-- @param #ARMYGROUP self
--- Triggers the FSM event "Retreated" after a delay.
-- @function [parent=#ARMYGROUP] __Retreated
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Retreated" event.
-- @function [parent=#ARMYGROUP] OnAfterRetreated
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "EngageTarget".
-- @function [parent=#ARMYGROUP] EngageTarget
-- @param #ARMYGROUP self
--- Triggers the FSM event "EngageTarget" after a delay.
-- @function [parent=#ARMYGROUP] __EngageTarget
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "EngageTarget" event.
-- @function [parent=#ARMYGROUP] OnAfterEngageTarget
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Disengage".
-- @function [parent=#ARMYGROUP] Disengage
-- @param #ARMYGROUP self
--- Triggers the FSM event "Disengage" after a delay.
-- @function [parent=#ARMYGROUP] __Disengage
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Disengage" event.
-- @function [parent=#ARMYGROUP] OnAfterDisengage
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Rearm".
-- @function [parent=#ARMYGROUP] Rearm
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
-- @param #number Formation Formation of the group.
--- Triggers the FSM event "Rearm" after a delay.
-- @function [parent=#ARMYGROUP] __Rearm
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
-- @param #number Formation Formation of the group.
--- On after "Rearm" event.
-- @function [parent=#ARMYGROUP] OnAfterRearm
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
-- @param #number Formation Formation of the group.
--- Triggers the FSM event "Rearming".
-- @function [parent=#ARMYGROUP] Rearming
-- @param #ARMYGROUP self
--- Triggers the FSM event "Rearming" after a delay.
-- @function [parent=#ARMYGROUP] __Rearming
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Rearming" event.
-- @function [parent=#ARMYGROUP] OnAfterRearming
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Rearmed".
-- @function [parent=#ARMYGROUP] Rearmed
-- @param #ARMYGROUP self
--- Triggers the FSM event "Rearmed" after a delay.
-- @function [parent=#ARMYGROUP] __Rearmed
-- @param #ARMYGROUP self
-- @param #number delay Delay in seconds.
--- On after "Rearmed" event.
-- @function [parent=#ARMYGROUP] OnAfterRearmed
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- TODO: Add pseudo functions.
-- Init waypoints.
self:_InitWaypoints()
-- Initialize the group.
self:_InitGroup()
-- Handle events:
self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
self:HandleEvent(EVENTS.Dead, self.OnEventDead)
self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
--self:HandleEvent(EVENTS.Hit, self.OnEventHit)
-- Start the status monitoring.
self.timerStatus=TIMER:New(self.Status, self):Start(1, 30)
-- Start queue update timer.
self.timerQueueUpdate=TIMER:New(self._QueueUpdate, self):Start(2, 5)
-- Start check zone timer.
self.timerCheckZone=TIMER:New(self._CheckInZones, self):Start(2, 30)
-- Add OPSGROUP to _DATABASE.
_DATABASE:AddOpsGroup(self)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Group patrols ad inifintum. If the last waypoint is reached, it will go to waypoint one and repeat its route.
-- @param #ARMYGROUP self
-- @param #boolean switch If true or nil, patrol until the end of time. If false, go along the waypoints once and stop.
-- @return #ARMYGROUP self
function ARMYGROUP:SetPatrolAdInfinitum(switch)
if switch==false then
self.adinfinitum=false
else
self.adinfinitum=true
end
return self
end
--- Get coordinate of the closest road.
-- @param #ARMYGROUP self
-- @return Core.Point#COORDINATE Coordinate of a road closest to the group.
function ARMYGROUP:GetClosestRoad()
local coord=self:GetCoordinate():GetClosestPointToRoad()
return coord
end
--- Get 2D distance to the closest road.
-- @param #ARMYGROUP self
-- @return #number Distance in meters to the closest road.
function ARMYGROUP:GetClosestRoadDist()
local road=self:GetClosestRoad()
if road then
local dist=road:Get2DDistance(self:GetCoordinate())
return dist
end
return math.huge
end
--- Add a *scheduled* task to fire at a given coordinate.
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param #string Clock Time when to start the attack.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskFireAtPoint(Coordinate, Clock, Radius, Nshots, WeaponType, Prio)
Coordinate=self:_CoordinateFromObject(Coordinate)
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
local task=self:AddTask(DCStask, Clock, nil, Prio)
return task
end
--- Add a *scheduled* task to fire at a given coordinate.
-- @param #ARMYGROUP self
-- @param #string Clock Time when to start the attack.
-- @param #number Heading Heading min in Degrees.
-- @param #number Alpha Shooting angle in Degrees.
-- @param #number Altitude Altitude in meters.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default nil.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskBarrage(Clock, Heading, Alpha, Altitude, Radius, Nshots, WeaponType, Prio)
Heading=Heading or 0
Alpha=Alpha or 60
Altitude=Altitude or 100
local distance=Altitude/math.tan(math.rad(Alpha))
local a=self:GetVec2()
local vec2=UTILS.Vec2Translate(a, distance, Heading)
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("Fire At Point",ReadOnly,Text)
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, vec2, Radius, Nshots, WeaponType, Altitude)
local task=self:AddTask(DCStask, Clock, nil, Prio)
return task
end
--- Add a *waypoint* task to fire at a given coordinate.
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param Ops.OpsGroup#OPSGROUP.Waypoint Waypoint Where the task is executed. Default is next waypoint.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskWaypointFireAtPoint(Coordinate, Waypoint, Radius, Nshots, WeaponType, Prio)
Coordinate=self:_CoordinateFromObject(Coordinate)
Waypoint=Waypoint or self:GetWaypointNext()
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
local task=self:AddTaskWaypoint(DCStask, Waypoint, nil, Prio)
return task
end
--- Add a *scheduled* task.
-- @param #ARMYGROUP self
-- @param Wrapper.Group#GROUP TargetGroup Target group.
-- @param #number WeaponExpend How much weapons does are used.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)
local task=self:AddTask(DCStask, Clock, nil, Prio)
return task
end
--- Add a *scheduled* task to transport group(s).
-- @param #ARMYGROUP self
-- @param Core.Set#SET_GROUP GroupSet Set of cargo groups. Can also be a singe @{Wrapper.Group#GROUP} object.
-- @param Core.Zone#ZONE PickupZone Zone where the cargo is picked up.
-- @param Core.Zone#ZONE DeployZone Zone where the cargo is delivered to.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
function ARMYGROUP:AddTaskCargoGroup(GroupSet, PickupZone, DeployZone, Clock, Prio)
local DCStask={}
DCStask.id="CargoTransport"
DCStask.params={}
DCStask.params.cargoqueu=1
local task=self:AddTask(DCStask, Clock, nil, Prio)
return task
end
--- Define a set of possible retreat zones.
-- @param #ARMYGROUP self
-- @param Core.Set#SET_ZONE RetreatZoneSet The retreat zone set. Default is an empty set.
-- @return #ARMYGROUP self
function ARMYGROUP:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a zone to the retreat zone set.
-- @param #ARMYGROUP self
-- @param Core.Zone#ZONE_BASE RetreatZone The retreat zone.
-- @return #ARMYGROUP self
function ARMYGROUP:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Check if the group is currently holding its positon.
-- @param #ARMYGROUP self
-- @return #boolean If true, group was ordered to hold.
function ARMYGROUP:IsHolding()
return self:Is("Holding")
end
--- Check if the group is currently cruising.
-- @param #ARMYGROUP self
-- @return #boolean If true, group cruising.
function ARMYGROUP:IsCruising()
return self:Is("Cruising")
end
--- Check if the group is currently on a detour.
-- @param #ARMYGROUP self
-- @return #boolean If true, group is on a detour.
function ARMYGROUP:IsOnDetour()
return self:Is("OnDetour")
end
--- Check if the group is ready for combat. I.e. not reaming, retreating, retreated, out of ammo or engaging.
-- @param #ARMYGROUP self
-- @return #boolean If true, group is on a combat ready.
function ARMYGROUP:IsCombatReady()
local combatready=true
if self:IsRearming() or self:IsRetreating() or self:IsOutOfAmmo() or self:IsEngaging() or self:IsDead() or self:IsStopped() or self:IsInUtero() then
combatready=false
end
if self:IsPickingup() or self:IsLoading() or self:IsTransporting() or self:IsLoaded() or self:IsCargo() or self:IsCarrier() then
combatready=false
end
return combatready
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update status.
-- @param #ARMYGROUP self
function ARMYGROUP:Status()
-- FSM state.
local fsmstate=self:GetState()
-- Is group alive?
local alive=self:IsAlive()
-- Check that group EXISTS and is ACTIVE.
if alive then
-- Update position etc.
self:_UpdatePosition()
-- Check if group has detected any units.
self:_CheckDetectedUnits()
-- Check ammo status.
self:_CheckAmmoStatus()
-- Check damage of elements and group.
self:_CheckDamage()
-- Check if group got stuck.
self:_CheckStuck()
-- Update engagement.
if self:IsEngaging() then
self:_UpdateEngageTarget()
end
-- Check if group is waiting.
if self:IsWaiting() then
if self.Twaiting and self.dTwait then
if timer.getAbsTime()>self.Twaiting+self.dTwait then
self.Twaiting=nil
self.dTwait=nil
self:Cruise()
end
end
end
end
-- Check that group EXISTS.
if alive~=nil then
if self.verbose>=1 then
-- Get number of tasks and missions.
local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
local nMissions=self:CountRemainingMissison()
local roe=self:GetROE()
local alarm=self:GetAlarmstate()
local speed=UTILS.MpsToKnots(self.velocity or 0)
local speedEx=UTILS.MpsToKnots(self:GetExpectedSpeed())
local formation=self.option.Formation or "unknown"
local ammo=self:GetAmmoTot()
local cargo=0
for _,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
cargo=cargo+element.weightCargo
end
-- Info text.
local text=string.format("%s [ROE-AS=%d-%d T/M=%d/%d]: Wp=%d/%d-->%d (final %s), Life=%.1f, Speed=%.1f (%d), Heading=%03d, Ammo=%d, Cargo=%.1f",
fsmstate, roe, alarm, nTaskTot, nMissions, self.currentwp, #self.waypoints, self:GetWaypointIndexNext(), tostring(self.passedfinalwp), self.life or 0, speed, speedEx, self.heading or 0, ammo.Total, cargo)
self:T(self.lid..text)
end
else
-- Info text.
if self.verbose>=1 then
local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive()))
self:I(self.lid..text)
end
end
---
-- Elements
---
if self.verbose>=2 then
local text="Elements:"
for i,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
local name=element.name
local status=element.status
local unit=element.unit
--local life=unit:GetLifeRelative() or 0
local life,life0=self:GetLifePoints(element)
local life0=element.life0
-- Get ammo.
local ammo=self:GetAmmoElement(element)
-- Output text for element.
text=text..string.format("\n[%d] %s: status=%s, life=%.1f/%.1f, guns=%d, rockets=%d, bombs=%d, missiles=%d, cargo=%d/%d kg",
i, name, status, life, life0, ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles, element.weightCargo, element.weightMaxCargo)
end
if #self.elements==0 then
text=text.." none!"
end
self:T(self.lid..text)
end
---
-- Engage Detected Targets
---
if self:IsCruising() and self.detectionOn and self.engagedetectedOn then
local targetgroup, targetdist=self:_GetDetectedTarget()
-- If we found a group, we engage it.
if targetgroup then
self:T(self.lid..string.format("Engaging target group %s at distance %d meters", targetgroup:GetName(), targetdist))
self:EngageTarget(targetgroup)
end
end
---
-- Cargo
---
self:_CheckCargoTransport()
---
-- Tasks & Missions
---
self:_PrintTaskAndMissionStatus()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DCS Events ==> See OPSGROUP
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Event function handling when a unit is hit.
-- @param #ARMYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function ARMYGROUP:OnEventHit(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- TODO: suppression
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementSpawned" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The group element.
function ARMYGROUP:onafterElementSpawned(From, Event, To, Element)
self:T(self.lid..string.format("Element spawned %s", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED)
end
--- On after "Spawned" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterSpawned(From, Event, To)
self:T(self.lid..string.format("Group spawned!"))
-- Debug info.
if self.verbose>=1 then
local text=string.format("Initialized Army Group %s:\n", self.groupname)
text=text..string.format("Unit type = %s\n", self.actype)
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedMax))
text=text..string.format("Speed cruise = %.1f Knots\n", UTILS.KmphToKnots(self.speedCruise))
text=text..string.format("Weight = %.1f kg\n", self:GetWeightTotal())
text=text..string.format("Cargo bay = %.1f kg\n", self:GetFreeCargobay())
text=text..string.format("Has EPLRS = %s\n", tostring(self.isEPLRS))
text=text..string.format("Elements = %d\n", #self.elements)
text=text..string.format("Waypoints = %d\n", #self.waypoints)
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On))
text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Is alive = %s\n", tostring(self:IsAlive()))
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
self:I(self.lid..text)
end
-- Update position.
self:_UpdatePosition()
-- Not dead or destroyed yet.
self.isDead=false
self.isDestroyed=false
if self.isAI then
-- Set default ROE.
self:SwitchROE(self.option.ROE)
-- Set default Alarm State.
self:SwitchAlarmstate(self.option.Alarm)
-- Set default EPLRS.
self:SwitchEPLRS(self.option.EPLRS)
-- Set TACAN to default.
self:_SwitchTACAN()
-- Turn on the radio.
if self.radioDefault then
self:SwitchRadio(self.radioDefault.Freq, self.radioDefault.Modu)
else
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, true)
end
-- Formation
if not self.option.Formation then
-- Will be set in update route.
--self.option.Formation=self.optionDefault.Formation
end
-- Update route.
if #self.waypoints>1 then
self:T(self.lid.."Got waypoints on spawn ==> Cruise in -0.1 sec!")
self:__Cruise(-1, nil, self.option.Formation)
else
self:T(self.lid.."No waypoints on spawn ==> Full Stop!")
self:FullStop()
end
end
end
--- On before "UpdateRoute" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Next waypoint index. Default is the one coming after that one that has been passed last.
-- @param #number N Waypoint Max waypoint index to be included in the route. Default is the final waypoint.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onbeforeUpdateRoute(From, Event, To, n, N, Speed, Formation)
if self:IsWaiting() then
self:E(self.lid.."Update route denied. Group is WAIRING!")
return false
elseif self:IsInUtero() then
self:E(self.lid.."Update route denied. Group is INUTERO!")
return false
elseif self:IsDead() then
self:E(self.lid.."Update route denied. Group is DEAD!")
return false
elseif self:IsStopped() then
self:E(self.lid.."Update route denied. Group is STOPPED!")
return false
elseif self:IsHolding() then
self:T(self.lid.."Update route denied. Group is holding position!")
return false
end
return true
end
--- On after "UpdateRoute" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Next waypoint index. Default is the one coming after that one that has been passed last.
-- @param #number N Waypoint Max waypoint index to be included in the route. Default is the final waypoint.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onafterUpdateRoute(From, Event, To, n, N, Speed, Formation)
-- Debug info.
local text=string.format("Update route state=%s: n=%s, N=%s, Speed=%s, Formation=%s", self:GetState(), tostring(n), tostring(N), tostring(Speed), tostring(Formation))
self:T(self.lid..text)
-- Update route from this waypoint number onwards.
n=n or self:GetWaypointIndexNext(self.adinfinitum)
-- Max index.
N=N or #self.waypoints
N=math.min(N, #self.waypoints)
-- Waypoints.
local waypoints={}
local formationlast=nil
for i=n, #self.waypoints do
-- Next waypoint.
local wp=UTILS.DeepCopy(self.waypoints[i]) --Ops.OpsGroup#OPSGROUP.Waypoint
self:T({wp})
-- Speed.
if Speed then
wp.speed=UTILS.KnotsToMps(Speed)
else
-- Take default waypoint speed. But make sure speed>0 if patrol ad infinitum.
if wp.speed<0.1 then --self.adinfinitum and
wp.speed=UTILS.KmphToMps(self.speedCruise)
end
end
-- Formation.
if self.formationPerma then
wp.action=self.formationPerma
elseif Formation then
wp.action=Formation
end
-- Add waypoint in between because this waypoint is "On Road" but lies "Off Road".
if wp.action==ENUMS.Formation.Vehicle.OnRoad and wp.roaddist>10 then
-- The real waypoint is actually off road.
wp.action=ENUMS.Formation.Vehicle.OffRoad
-- Add "On Road" waypoint in between.
local wproad=wp.roadcoord:WaypointGround(UTILS.MpsToKmph(wp.speed), ENUMS.Formation.Vehicle.OnRoad) --Ops.OpsGroup#OPSGROUP.Waypoint
-- Insert road waypoint.
table.insert(waypoints, wproad)
end
-- Add waypoint.
table.insert(waypoints, wp)
-- Last formation.
formationlast=wp.action
end
-- First (next wp).
local wp=waypoints[1] --Ops.OpsGroup#OPSGROUP.Waypoint
-- Current set formation.
self.option.Formation=wp.action
-- Current set speed in m/s.
self.speedWp=wp.speed
local formation0=wp.action==ENUMS.Formation.Vehicle.OnRoad and ENUMS.Formation.Vehicle.OnRoad or wp.action
-- Current point.
local current=self:GetCoordinate():WaypointGround(UTILS.MpsToKmph(self.speedWp), formation0)
table.insert(waypoints, 1, current)
-- Insert a point on road.
if wp.action==ENUMS.Formation.Vehicle.OnRoad and (wp.coordinate or wp.roadcoord) then
--local current=self:GetClosestRoad():WaypointGround(UTILS.MpsToKmph(self.speedWp), ENUMS.Formation.Vehicle.OnRoad)
local wptable,length,valid=self:GetCoordinate():GetPathOnRoad(wp.coordinate or wp.roadcoord,true,false,false,false) or {}
local count = 2
if valid then
for _,_coord in ipairs(wptable) do
local current = _coord:WaypointGround(UTILS.MpsToKmph(self.speedWp), ENUMS.Formation.Vehicle.OnRoad)
table.insert(waypoints, count, current)
count=count+1
end
else
current=self:GetClosestRoad():WaypointGround(UTILS.MpsToKmph(self.speedWp), ENUMS.Formation.Vehicle.OnRoad)
table.insert(waypoints, count, current)
end
end
-- Debug output.
if self.verbose>=10 then
--if true then
for i,_wp in pairs(waypoints) do
local wp=_wp --Ops.OpsGroup#OPSGROUP.Waypoint
local text=string.format("WP #%d UID=%d type=%s: Speed=%d m/s, alt=%d m, Action=%s", i, wp.uid and wp.uid or -1, wp.type, wp.speed, wp.alt, wp.action)
local coord=COORDINATE:NewFromWaypoint(wp):MarkToAll(text)
self:I(text)
end
end
if self:IsEngaging() or not self.passedfinalwp then
-- Debug info.
self:T(self.lid..string.format("Updateing route: WP %d-->%d (%d/%d), Speed=%.1f knots, Formation=%s",
self.currentwp, n, #waypoints, #self.waypoints, UTILS.MpsToKnots(self.speedWp), tostring(self.option.Formation)))
-- Route group to all defined waypoints remaining.
self:Route(waypoints)
else
---
-- Passed final WP ==> Full Stop
---
self:E(self.lid..string.format("WARNING: Passed final WP when UpdateRoute() ==> Full Stop!"))
self:FullStop()
end
end
--- On after "GotoWaypoint" event. Group will got to the given waypoint and execute its route from there.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number UID The goto waypoint unique ID.
-- @param #number Speed (Optional) Speed to waypoint in knots.
-- @param #number Formation (Optional) Formation to waypoint.
function ARMYGROUP:onafterGotoWaypoint(From, Event, To, UID, Speed, Formation)
local n=self:GetWaypointIndex(UID)
if n then
-- Speed to waypoint.
Speed=Speed or self:GetSpeedToWaypoint(n)
-- Update the route.
self:__UpdateRoute(-0.01, n, nil, Speed, Formation)
end
end
--- On after "Detour" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to go.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Formation Formation of the group.
-- @param #number ResumeRoute If true, resume route after detour point was reached. If false, the group will stop at the detour point and wait for futher commands.
function ARMYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Formation, ResumeRoute)
for _,_wp in pairs(self.waypoints) do
local wp=_wp --Ops.OpsGroup#OPSGROUP.Waypoint
if wp.detour then
self:RemoveWaypointByID(wp.uid)
end
end
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, Speed, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
if ResumeRoute then
wp.detour=1
else
wp.detour=0
end
end
--- On after "OutOfAmmo" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterOutOfAmmo(From, Event, To)
self:T(self.lid..string.format("Group is out of ammo at t=%.3f", timer.getTime()))
-- Get current task.
local task=self:GetTaskCurrent()
if task then
if task.dcstask.id=="FireAtPoint" or task.dcstask.id==AUFTRAG.SpecialTask.BARRAGE then
self:T(self.lid..string.format("Cancelling current %s task because out of ammo!", task.dcstask.id))
self:TaskCancel(task)
end
end
-- Fist, check if we want to rearm once out-of-ammo.
--TODO: IsMobile() check
if self.rearmOnOutOfAmmo then
local truck, dist=self:FindNearestAmmoSupply(30)
if truck then
self:T(self.lid..string.format("Found Ammo Truck %s [%s]", truck:GetName(), truck:GetTypeName()))
local Coordinate=truck:GetCoordinate()
self:__Rearm(-1, Coordinate)
return
end
end
-- Second, check if we want to retreat once out of ammo.
if self.retreatOnOutOfAmmo then
self:__Retreat(-1)
return
end
-- Third, check if we want to RTZ once out of ammo.
if self.rtzOnOutOfAmmo then
self:__RTZ(-1)
end
end
--- On before "Rearm" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onbeforeRearm(From, Event, To, Coordinate, Formation)
local dt=nil
local allowed=true
-- Pause current mission.
if self.currentmission and self.currentmission>0 then
self:T(self.lid.."Rearm command but have current mission ==> Pausing mission!")
self:PauseMission()
dt=-0.1
allowed=false
end
-- Disengage.
if self:IsEngaging() then
self:T(self.lid.."Rearm command but currently engaging ==> Disengage!")
self:Disengage()
dt=-0.1
allowed=false
end
-- Try again...
if dt then
self:T(self.lid..string.format("Trying Rearm again in %.2f sec", dt))
self:__Rearm(dt, Coordinate, Formation)
allowed=false
end
return allowed
end
--- On after "Rearm" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onafterRearm(From, Event, To, Coordinate, Formation)
-- Debug info.
self:T(self.lid..string.format("Group send to rearm"))
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
wp.detour=0
end
--- On after "Rearmed" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterRearmed(From, Event, To)
self:T(self.lid.."Group rearmed")
-- Check group done.
self:_CheckGroupDone(1)
end
--- On after "RTZ" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE Zone The zone to return to.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onafterRTZ(From, Event, To, Zone, Formation)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Zone.
local zone=Zone or self.homezone
if zone then
if self:IsInZone(zone) then
self:Returned()
else
-- Debug info.
self:T(self.lid..string.format("RTZ to Zone %s", zone:GetName()))
local Coordinate=zone:GetRandomCoordinate()
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
wp.detour=0
end
else
self:E(self.lid.."ERROR: No RTZ zone given!")
end
end
--- On after "Returned" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterReturned(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Group returned"))
if self.legion then
-- Debug info.
self:T(self.lid..string.format("Adding group back to warehouse stock"))
-- Add asset back in 10 seconds.
self.legion:__AddAsset(10, self.group, 1)
end
end
--- On after "Rearming" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterRearming(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On before "Retreat" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE_BASE Zone (Optional) Zone where to retreat. Default is the closest retreat zone.
-- @param #number Formation (Optional) Formation of the group.
function ARMYGROUP:onbeforeRetreat(From, Event, To, Zone, Formation)
if not Zone then
local a=self:GetVec2()
local distmin=math.huge
local zonemin=nil
for _,_zone in pairs(self.retreatZones:GetSet()) do
local zone=_zone --Core.Zone#ZONE_BASE
local b=zone:GetVec2()
local dist=UTILS.VecDist2D(a, b)
if dist<distmin then
distmin=dist
zonemin=zone
end
end
if zonemin then
self:__Retreat(0.1, zonemin, Formation)
end
return false
end
return true
end
--- On after "Retreat" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE_BASE Zone (Optional) Zone where to retreat. Default is the closest retreat zone.
-- @param #number Formation (Optional) Formation of the group.
function ARMYGROUP:onafterRetreat(From, Event, To, Zone, Formation)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
local Coordinate=Zone:GetRandomCoordinate()
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
wp.detour=0
end
--- On after "Retreated" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterRetreated(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On after "EngageTarget" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group the group to be engaged.
function ARMYGROUP:onbeforeEngageTarget(From, Event, To, Target)
local dt=nil
local allowed=true
local ammo=self:GetAmmoTot()
if ammo.Total==0 then
self:E(self.lid.."WARNING: Cannot engage TARGET because no ammo left!")
return false
end
-- Pause current mission.
if self.currentmission and self.currentmission>0 then
self:T(self.lid.."Engage command but have current mission ==> Pausing mission!")
self:PauseMission()
dt=-0.1
allowed=false
end
-- Try again...
if dt then
self:T(self.lid..string.format("Trying Engage again in %.2f sec", dt))
self:__EngageTarget(dt, Target)
allowed=false
end
return allowed
end
--- On after "EngageTarget" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group the group to be engaged.
function ARMYGROUP:onafterEngageTarget(From, Event, To, Target)
self:T(self.lid.."Engaging Target")
if Target:IsInstanceOf("TARGET") then
self.engage.Target=Target
else
self.engage.Target=TARGET:New(Target)
end
-- Target coordinate.
self.engage.Coordinate=UTILS.DeepCopy(self.engage.Target:GetCoordinate())
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
-- Backup ROE and alarm state.
self.engage.roe=self:GetROE()
self.engage.alarmstate=self:GetAlarmstate()
-- Switch ROE and alarm state.
self:SwitchAlarmstate(ENUMS.AlarmState.Auto)
self:SwitchROE(ENUMS.ROE.OpenFire)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(intercoord, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=1
end
--- Update engage target.
-- @param #ARMYGROUP self
function ARMYGROUP:_UpdateEngageTarget()
if self.engage.Target and self.engage.Target:IsAlive() then
-- Get current position vector.
local vec3=self.engage.Target:GetVec3()
-- Distance to last known position of target.
local dist=UTILS.VecDist3D(vec3, self.engage.Coordinate:GetVec3())
-- Check if target moved more than 100 meters.
if dist>100 then
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
-- Update new position.
self.engage.Coordinate:UpdateFromVec3(vec3)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Remove current waypoint
self:RemoveWaypointByID(self.engage.Waypoint.uid)
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(intercoord, nil, uid, Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=0
end
else
-- Target not alive any more == Disengage.
self:Disengage()
end
end
--- On after "Disengage" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterDisengage(From, Event, To)
self:T(self.lid.."Disengage Target")
-- Restore previous ROE and alarm state.
self:SwitchROE(self.engage.roe)
self:SwitchAlarmstate(self.engage.alarmstate)
-- Remove current waypoint
if self.engage.Waypoint then
self:RemoveWaypointByID(self.engage.Waypoint.uid)
end
-- Check group is done
self:_CheckGroupDone(1)
end
--- On after "DetourReached" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterDetourReached(From, Event, To)
self:T(self.lid.."Group reached detour coordinate")
end
--- On after "FullStop" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARMYGROUP:onafterFullStop(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Full stop!"))
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On after "Cruise" event.
-- @param #ARMYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Speed Speed in knots.
-- @param #number Formation Formation.
function ARMYGROUP:onafterCruise(From, Event, To, Speed, Formation)
-- Not waiting anymore.
self.Twaiting=nil
self.dTwait=nil
self:__UpdateRoute(-0.1, nil, nil, Speed, Formation)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an a waypoint to the route.
-- @param #ARMYGROUP self
-- @param Core.Point#COORDINATE Coordinate The coordinate of the waypoint.
-- @param #number Speed Speed in knots. Default is default cruise speed or 70% of max speed.
-- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint.
-- @param #string Formation Formation the group will use.
-- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call.
-- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table.
function ARMYGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Formation, Updateroute)
self:T(self.lid..string.format("AddWaypoint Formation = %s",tostring(Formation) or "none"))
-- Create coordinate.
local coordinate=self:_CoordinateFromObject(Coordinate)
-- Set waypoint index.
local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID)
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- Formation
if not Formation then
if self.formationPerma then
Formation = self.formationPerma
elseif self.option.Formation then
Formation = self.option.Formation
else
Formation = "On Road"
end
end
-- Create a Ground waypoint.
local wp=coordinate:WaypointGround(UTILS.KnotsToKmph(Speed), Formation)
-- Create waypoint data table.
local waypoint=self:_CreateWaypoint(wp)
-- Add waypoint to table.
self:_AddWaypoint(waypoint, wpnumber)
-- Get closest point to road.
waypoint.roadcoord=coordinate:GetClosestPointToRoad(false)
if waypoint.roadcoord then
waypoint.roaddist=coordinate:Get2DDistance(waypoint.roadcoord)
else
waypoint.roaddist=1000*1000 --1000 km.
end
-- Debug info.
self:T(self.lid..string.format("Adding waypoint UID=%d (index=%d), Speed=%.1f knots, Dist2Road=%d m, Action=%s", waypoint.uid, wpnumber, Speed, waypoint.roaddist, waypoint.action))
-- Update route.
if Updateroute==nil or Updateroute==true then
self:__UpdateRoute(-0.01)
end
return waypoint
end
--- Initialize group parameters. Also initializes waypoints if self.waypoints is nil.
-- @param #ARMYGROUP self
-- @param #table Template Template used to init the group. Default is `self.template`.
-- @return #ARMYGROUP self
function ARMYGROUP:_InitGroup(Template)
-- First check if group was already initialized.
if self.groupinitialized then
self:T(self.lid.."WARNING: Group was already initialized! Will NOT do it again!")
return
end
-- Get template of group.
local template=Template or self:_GetTemplate()
-- Ground are always AI.
self.isAI=true
-- Is (template) group late activated.
self.isLateActivated=template.lateActivation
-- Ground groups cannot be uncontrolled.
self.isUncontrolled=false
-- Max speed in km/h.
self.speedMax=self.group:GetSpeedMax()
-- Cruise speed in km/h
self.speedCruise=self.speedMax*0.7
-- Group ammo.
self.ammo=self:GetAmmoTot()
-- Radio parameters from template.
self.radio.On=false -- Radio is always OFF for ground.
self.radio.Freq=133
self.radio.Modu=radio.modulation.AM
-- Set default radio.
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, self.radio.On)
-- Set default formation from first waypoint.
self.optionDefault.Formation=template.route.points[1].action --self:GetWaypoint(1).action
-- Default TACAN off.
self:SetDefaultTACAN(nil, nil, nil, nil, true)
self.tacan=UTILS.DeepCopy(self.tacanDefault)
-- Units of the group.
local units=self.group:GetUnits()
-- DCS group.
local dcsgroup=Group.getByName(self.groupname)
local size0=dcsgroup:getInitialSize()
-- Quick check.
if #units~=size0 then
self:E(self.lid..string.format("ERROR: Got #units=%d but group consists of %d units!", #units, size0))
end
-- Add elemets.
for _,unit in pairs(units) do
local unitname=unit:GetName()
self:_AddElementByName(unitname)
end
-- Init done.
self.groupinitialized=true
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Option Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Switch to a specific formation.
-- @param #ARMYGROUP self
-- @param #number Formation New formation the group will fly in. Default is the setting of `SetDefaultFormation()`.
-- @param #boolean Permanently If true, formation always used from now on.
-- @param #boolean NoRouteUpdate If true, route is not updated.
-- @return #ARMYGROUP self
function ARMYGROUP:SwitchFormation(Formation, Permanently, NoRouteUpdate)
if self:IsAlive() or self:IsInUtero() then
Formation=Formation or self.optionDefault.Formation
Permanently = Permanently or false
if Permanently then
self.formationPerma=Formation
else
self.formationPerma=nil
end
-- Set current formation.
self.option.Formation=Formation
if self:IsInUtero() then
self:T(self.lid..string.format("Will switch formation to %s (permanently=%s) when group is spawned", self.option.Formation, tostring(Permanently)))
else
-- Update route with the new formation.
if NoRouteUpdate then
else
self:__UpdateRoute(-1, nil, nil, Formation)
end
-- Debug info.
self:T(self.lid..string.format("Switching formation to %s (permanently=%s)", self.option.Formation, tostring(Permanently)))
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find the neares ammo supply group within a given radius.
-- @param #ARMYGROUP self
-- @param #number Radius Search radius in NM. Default 30 NM.
-- @return Wrapper.Group#GROUP Closest ammo supplying group or `nil` if no group is in the given radius.
-- @return #number Distance to closest group in meters.
function ARMYGROUP:FindNearestAmmoSupply(Radius)
-- Radius in meters.
Radius=UTILS.NMToMeters(Radius or 30)
-- Current positon.
local coord=self:GetCoordinate()
-- Get my coalition.
local myCoalition=self:GetCoalition()
-- Scanned units.
local units=coord:ScanUnits(Radius)
-- Find closest
local dmin=math.huge
local truck=nil --Wrapper.Unit#UNIT
for _,_unit in pairs(units.Set) do
local unit=_unit --Wrapper.Unit#UNIT
-- Check coaliton and if unit can supply ammo.
if unit:IsAlive() and unit:GetCoalition()==myCoalition and unit:IsAmmoSupply() and unit:GetVelocityKMH()<1 then
-- Distance.
local d=coord:Get2DDistance(unit:GetCoord())
-- Check if distance is smaller.
if d<dmin then
dmin=d
truck=unit
-- Debug message.
self:T(self.lid..string.format("Ammo truck %s [%s] at dist=%d meters", unit:GetName(), unit:GetTypeName(), d))
end
end
end
if truck then
return truck:GetGroup(), dmin
end
return nil, nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------