funkyfranky 7a5aa3a4f9 bla
2018-08-15 00:13:33 +02:00

2293 lines
86 KiB
Lua

--- **Functional** - (R2.4) - Manages assets of an airbase and transportation to other airbases upon request.
--
--
-- Features:
--
-- * Holds (virtual) assests such as intrantry groups in stock.
-- * Manages requests of assets from other airbases or warehouses.
-- * Take care of transportation to other airbases.
-- * Different means of automatic transportation (planes, helicopters, selfpropelled).
--
-- # QUICK START GUIDE
--
-- ===
--
-- ### Authors: **funkyfranky**
--
-- @module Functional.Warehouse
-- @image Warehouse.JPG
--- WAREHOUSE class.
-- @type WAREHOUSE
-- @field #string ClassName Name of the class.
-- @field #boolean Debug If true, send debug messages to all.
-- @field #boolean Report If true, send status messages to coalition.
-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
-- @field DCS#coalition.side coalition Coalition ID the warehouse belongs to.
-- @field DCS#country.id country Country ID the warehouse belongs to.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
-- @field #string airbasename Name of the airbase associated to the warehouse.
-- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship.
-- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse.
-- @field Core.Point#COORDINATE road Closest point to warehouse on road.
-- @field Core.Point#COORDINATE rail Closest point to warehouse on rail.
-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
-- @field #number uid Unit identifier of the warehouse. Derived from the associated airbase.
-- @field #number markerid ID of the warehouse marker at the airbase.
-- @field #number assetid Unique id of asset items in stock. Essentially a running number starting at one and incremented when a new asset is added.
-- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Stockitem}.
-- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}.
-- @field #table pending Table holding all pending requests, i.e. those that are currently in progress. Table entries are of type @{#WAREHOUSE.Queueitem}.
-- @extends Core.Fsm#FSM
--- Manages ground assets of an airbase and offers the possibility to transport them to another airbase or warehouse.
--
-- ===
--
-- # Demo Missions
--
-- ### None.
--
-- ===
--
-- # YouTube Channel
--
-- ### None.
--
-- ===
--
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Main.JPG)
--
-- # What is a warehouse?
-- A warehouse is an abstract object represented by a physical (static) building that can hold virtual assets in stock.
-- It can but it must not be associated with a particular airbase. The associated airbase can be an airdrome, a Helipad/FARP or a ship.
--
-- If another another warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor or go their
-- by themselfs. Once arrived at the requesting warehouse, the assets go into the stock of the requestor and can be reactivated when necessary.
--
-- ## What assets can be stored?
-- Any kind of ground or airborn asset can be stored. Ships not supported at the moment due to the fact that airbases are bound to airbases which are
-- normally not located near the sea.
--
-- # Adding Assets
--
-- # Requests
--
--
-- ===
--
-- # USAGE GUIDE
--
--
--
-- @field #WAREHOUSE
WAREHOUSE = {
ClassName = "WAREHOUSE",
Debug = false,
Report = true,
warehouse = nil,
coalition = nil,
country = nil,
airbase = nil,
airbasename = nil,
category = -1,
coordinate = nil,
road = nil,
rail = nil,
spawnzone = nil,
wid = nil,
uid = nil,
markerid = nil,
assetid = 0,
queueid = 0,
stock = {},
queue = {},
pending = {},
}
--- Item of the warehouse stock table.
-- @type WAREHOUSE.Stockitem
-- @field #number uid Unique id of the asset.
-- @field #string templatename Name of the template group.
-- @field #table template The spawn template of the group.
-- @field DCS#Group.Category category Category of the group.
-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
-- @field #number nunits Number of units in the group.
-- @field #number range Range of the unit in meters.
-- @field #number speedmax Maximum speed in km/h the unit can do.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
--- Item of the warehouse queue table.
-- @type WAREHOUSE.Queueitem
-- @field #number uid Unique id of the queue item.
-- @field #number prio Priority of the request.
-- @field #WAREHOUSE warehouse Requesting warehouse.
-- @field Wrapper.Airbase#AIRBASE airbase Requesting airbase or airbase beloning to requesting warehouse.
-- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship.
-- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset.
-- @field assetdescval Value of the asset descriptor. Type depends on descriptor.
-- @field #number nasset Number of asset groups requested.
-- @field #WAREHOUSE.TransportType transporttype Transport unit type.
-- @field #number ntransport Number of transport units requested.
--- Item of the warehouse pending queue table.
-- @type WAREHOUSE.Pendingitem
-- @extends #WAREHOUSE.Queueitem
-- @field #table assetlist Table of assets to be delivered. Each element of the table is a @{#WAREHOUSE.Stockitem}.
-- @field #number ndelivered Number of groups delivered to destination. Is managed automatically.
-- @field #number ntransporthome Number of transports back home. Is managed automatically.
-- @field Core.Set#SET_GROUP cargogroupset Set of cargo groups do be delivered. Is managed automatically.
-- @field Core.Set#SET_GROUP transportgroupset Set of cargo transport groups. Is managed automatically.
--- Descriptors enumerator describing the type of the asset in stock.
-- @type WAREHOUSE.Descriptor
WAREHOUSE.Descriptor = {
ID="id",
TEMPLATENAME="templatename",
CATEGORY="category",
UNITTYPE="unittype",
ATTRIBUTE="attribute",
}
--- Warehouse generalited categories.
-- @type WAREHOUSE.Attribute
-- @field #string TRANSPORT_PLANE Airplane with transport capability. Usually bigger.
-- @field #string TRANSPORT_HELO Helicopter with transport capability.
WAREHOUSE.Attribute = {
TRANSPORT_PLANE="Transport_Plane",
TRANSPORT_HELO="Transport_Helo",
TRANSPORT_APC="Transport_APC",
FIGHTER="Fighter",
TANKER="Tanker",
AWACS="AWACS",
ARTILLERY="Artillery",
ATTACKHELICOPTER="Attackhelicopter",
INFANTRY="Infantry",
BOMBER="Bomber",
TANK="Tank",
TRUCK="Truck",
TRAIN="Train",
SHIP="Ship",
OTHER="Other",
}
--- Cargo transport type.
-- @type WAREHOUSE.TransportType
WAREHOUSE.TransportType = {
AIRPLANE = "Transport_Plane",
HELICOPTER = "Transport_Helo",
APC = "Transport_APC",
SHIP = "Ship",
TRAIN = "Train",
SELFPROPELLED = "Selfpropelled",
}
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.1.7"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add event handlers.
-- DONE: Add AI_CARGO_AIRPLANE
-- DONE: Add AI_CARGO_APC
-- DONE: Add AI_CARGO_HELICOPTER
-- DONE: Switch to AI_CARGO_XXX_DISPATCHER
-- DONE: Add queue.
-- TODO: Write documentation.
-- TODO: Put active groups into the warehouse, e.g. when they were transported to this warehouse.
-- TODO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested.
-- TODO: Handle cases with immobile units.
-- TODO: How to handle multiple units in a transport group?
-- DONE: Add phyical object
-- TODO: If warehouse is destoyed, all asssets are gone.
-- TODO: If warehosue is captured, change warehouse and assets to other coalition.
-- TODO: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them?
-- TODO: Handle cargo crates.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- WAREHOUSE constructor. Creates a new WAREHOUSE object accociated with an airbase.
-- @param #WAREHOUSE self
-- @param Wrapper.Static#STATIC warehouse The physical structure of the warehouse.
-- @param Core.Zone#ZONE spawnzone (Optional) The zone in which units are spawned and despawned when they leave or arrive the warehouse. Default is a zone of 200 meters around the warehouse.
-- @param Wrapper.Airbase#AIRBASE airbase (Optional) The airbase belonging to the warehouse. Default is the closest airbase to the warehouse structure as long as it within a range of 3 km.
-- @return #WAREHOUSE self
function WAREHOUSE:New(warehouse, spawnzone, airbase)
BASE:E({warehouse=warehouse:GetName()})
-- Nil check.
if warehouse==nil then
BASE:E("ERROR: Warehouse does not exist!")
return nil
end
-- Print version.
env.info(string.format("Adding warehouse v%s for structure %s", WAREHOUSE.version, warehouse:GetName()))
-- Inherit everthing from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #WAREHOUSE
-- Set some string id for output to DCS.log file.
self.wid=string.format("WAREHOUSE %s | ", warehouse:GetName())
-- Set some variables.
self.warehouse=warehouse
self.uid=warehouse:GetID()
self.coalition=warehouse:GetCoalition()
self.country=warehouse:GetCountry()
self.coordinate=warehouse:GetCoordinate()
-- Set airbase.
if airbase then
-- User requested.
self.airbase=airbase
self.airbasename=self.airbase:GetName()
else
-- Closest of the same coalition but within a certain range.
local _airbase=self.coordinate:GetClosestAirbase(nil, self.coalition)
if _airbase and _airbase:GetCoordinate():Get2DDistance(self.coordinate) < 3000 then
self.airbase=_airbase
self.airbasename=self.airbase:GetName()
self.category=self.airbase:GetDesc().category
end
end
-- Get the closest point on road and rail.
local _road=self.coordinate:GetClosestPointToRoad()
local _rail=self.coordinate:GetClosestPointToRoad(true)
-- Set connections.
if _road and _road:Get2DDistance(self.coordinate) < 3000 then
self.road=_road
_road:MarkToAll(string.format("%s road connection.", self.warehouse:GetName()), true)
end
if _rail and _rail:Get2DDistance(self.coordinate) < 3000 then
self.rail=_rail
_rail:MarkToAll(string.format("%s rail connection.", self.warehouse:GetName()), true)
end
-- Define the default spawn zone.
self.spawnzone=ZONE_RADIUS:New(string.format("Spawnzone %s",warehouse:GetName()), warehouse:GetVec2(), 200)
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
self:AddTransition("Stopped", "Load", "Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("Running", "Status", "*")
self:AddTransition("Paused", "Status", "*")
self:AddTransition("*", "AddAsset", "*")
self:AddTransition("*", "AddRequest", "*")
self:AddTransition("Running", "Request", "*")
self:AddTransition("*", "Unloaded", "*") -- Cargo has been unloaded from the carrier.
self:AddTransition("*", "Arrived", "*")
self:AddTransition("*", "Delivered", "*")
self:AddTransition("*", "SelfDelivered", "*")
self:AddTransition("Running", "Pause", "Paused")
self:AddTransition("Paused", "Unpause", "Running")
self:AddTransition("*", "Stop", "Stopped")
self:AddTransition("*", "Save", "*")
-- Pseudo Functions
--- Triggers the FSM event "Start". Starts the warehouse.
-- @function [parent=#WAREHOUSE] Start
-- @param #WAREHOUSE self
--- Triggers the FSM event "Start" after a delay. Starts the warehouse.
-- @function [parent=#WAREHOUSE] __Start
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the warehouse.
-- @function [parent=#WAREHOUSE] Stop
-- @param #WAREHOUSE self
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse.
-- @function [parent=#WAREHOUSE] __Stop
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Pause". Pauses the warehouse.
-- @function [parent=#WAREHOUSE] Pauses
-- @param #WAREHOUSE self
--- Triggers the FSM event "Pause" after a delay. Pause the warehouse.
-- @function [parent=#WAREHOUSE] __Pause
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Unpause". Pauses the warehouse.
-- @function [parent=#WAREHOUSE] UnPause
-- @param #WAREHOUSE self
--- Triggers the FSM event "Unpause" after a delay. Pause the warehouse.
-- @function [parent=#WAREHOUSE] __Unpause
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status". Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] Status
-- @param #WAREHOUSE self
--- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] __Status
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Trigger the FSM event "AddAsset". Add an airplane group to the warehouse stock.
-- @function [parent=#WAREHOUSE] AddAsset
-- @param #WAREHOUSE self
-- @param #string templategroupname Name of the late activated template group as defined in the mission editor.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
--- Trigger the FSM event "AddAsset" with a delay. Add an airplane group to the warehouse stock.
-- @function [parent=#WAREHOUSE] __AddAsset
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param #string templategroupname Name of the late activated template group as defined in the mission editor.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
--- Triggers the FSM event "AddRequest". Add a request to the warehouse queue, which is processed when possible.
-- @function [parent=#WAREHOUSE] AddRequest
-- @param #WAREHOUSE self
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
--- Triggers the FSM event "AddRequest" with a delay. Add a request to the warehouse queue, which is processed when possible.
-- @function [parent=#WAREHOUSE] __AddRequest
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
--- Triggers the FSM event "Request". Executes a request from the queue if possible.
-- @function [parent=#WAREHOUSE] Request
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Request" after a delay. Executes a request from the queue if possible.
-- @function [parent=#WAREHOUSE] __Request
-- @param #WAREHOUSE self
-- @param #number Delay Delay in seconds.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Arrived", i.e. when a group has arrived at the destination.
-- @function [parent=#WAREHOUSE] Arrived
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group Group that has arrived.
--- Triggers the FSM event "Arrived" after a delay, i.e. when a group has arrived at the destination.
-- @function [parent=#WAREHOUSE] __Arrived
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Wrapper.Group#GROUP group Group that has arrived.
--- Triggers the FSM event "Delivered". A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] Delivered
-- @param #WAREHOUSE self
-- @param Core.Set#SET_GROUP groupset Set of groups that were delivered.
--- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] __Delivered
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Core.Set#SET_GROUP groupset Set of groups that were delivered.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set a zone where the (ground) assets of the warehouse are spawned once requested.
-- @param #WAREHOUSE self
-- @param Core.Zone#ZONE zone The spawn zone.
-- @return #WAREHOUSE self
function WAREHOUSE:SetSpawnZone(zone)
self.spawnzone=zone
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting warehouse %s:\n",self.warehouse:GetName())
text=text..string.format("Coaliton = %d\n", self.coalition)
text=text..string.format("Country = %d\n", self.country)
text=text..string.format("Airbase = %s (%s)\n", tostring(self.airbase:GetName()), tostring(self.category))
env.info(text)
-- Save self in static object. Easier to retrieve later.
self.warehouse:SetState(self.warehouse, "WAREHOUSE", self)
-- Debug mark spawn zone.
self.spawnzone:BoundZone(60, self.country)
self.spawnzone:GetCoordinate():MarkToAll("Spawnzone of warehouse "..self.warehouse:GetName())
-- Handle events:
self:HandleEvent(EVENTS.Birth, self._OnEventBirth)
self:HandleEvent(EVENTS.EngineStartup, self._OnEventEngineStartup)
self:HandleEvent(EVENTS.Takeoff, self._OnEventTakeOff)
self:HandleEvent(EVENTS.Land, self._OnEventLanding)
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventEngineShutdown)
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
self:__Status(5)
end
--- On after "Stop" event. Stops the warehouse, unhandles all events.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStop(From, Event, To)
self:E(self.wid..string.format("Warehouse stopped"))
-- Unhandle event.
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.EngineStartup)
self:UnHandleEvent(EVENTS.Takeoff)
self:UnHandleEvent(EVENTS.Land)
self:UnHandleEvent(EVENTS.EngineShutdown)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.BaseCaptured)
end
--- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterPause(From, Event, To)
self:E(self.wid..string.format("Warehouse paused! Queued requests are not processed in this state."))
end
--- On after "Unpause" event. Unpauses the warehouse, i.e. requests in queue are processed again.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterUnpause(From, Event, To)
self:E(self.wid..string.format("Warehouse unpaused! Processing of requests is resumed again."))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Status event. Checks the queue and handles requests.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStatus(From, Event, To)
self:E(self.wid..string.format("Checking warehouse status of %s", self.warehouse:GetName()))
-- Print queue.
self:_PrintQueue(self.queue, "Queue0:")
self:_PrintQueue(self.pending, "Pending0:")
-- Create a mark with the current assets in stock.
if self.markerid~=nil then
trigger.action.removeMark(self.markerid)
end
local marktext="Warehouse stock:\n"
local text="Warehouse stock:\n"
local _data=self:GetStockInfo(self.stock)
for _attribute,_count in pairs(_data) do
marktext=marktext..string.format("%s=%d, ", _attribute,_count) -- Dont use \n because too many make DCS crash!
text=text..string.format("%s = %d\n", _attribute,_count)
end
self.markerid=self.coordinate:MarkToCoalition(marktext, self.coalition, true)
-- Debug output.
self:E(self.wid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Display complete list of stock itmes.
if self.Debug then
--self:_DisplayStockItems(self.stock)
end
-- Print queue.
self:_PrintQueue(self.queue, "Queue:")
self:_PrintQueue(self.pending, "Pending:")
-- Check queue and handle requests if possible.
local request=self:_CheckQueue()
-- Execute the request. If the request is really executed, it is also deleted from the queue.
if request then
self:Request(request)
end
-- Print queue.
self:_PrintQueue(self.queue, "Queue2:")
self:_PrintQueue(self.pending, "Pending2:")
-- Call status again in 30 sec.
self:__Status(30)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AddAsset" event. Add an airplane group to the warehouse stock.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string templategroupname Name of the late activated template group as defined in the mission editor.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
function WAREHOUSE:onafterAddAsset(From, Event, To, templategroupname, ngroups)
-- Set default.
local n=ngroups or 1
local group=GROUP:FindByName(templategroupname)
if group then
local DCSgroup=group:GetDCSObject()
local DCSunit=DCSgroup:getUnit(1)
local DCSdesc=DCSunit:getDesc()
local DCSdisplay=DCSdesc.displayName
local DCScategory=DCSgroup:getCategory()
local DCStype=DCSunit:getTypeName()
local SpeedMax=group:GetSpeedMax()
local RangeMin=group:GetRange()
env.info(string.format("New asset:"))
env.info(string.format("Group name = %s", group:GetName()))
env.info(string.format("Display name = %s", DCSdisplay))
env.info(string.format("Category = %s", DCScategory))
env.info(string.format("Type = %s", DCStype))
env.info(string.format("Speed max = %s km/h", tostring(SpeedMax)))
env.info(string.format("Range min = %s m", tostring(RangeMin)))
self:E({fullassetdesc=DCSdesc})
-- Get the generalized attribute.
local attribute=self:_GetAttribute(templategroupname)
-- Add this n times to the table.
for i=1,n do
local stockitem={} --#WAREHOUSE.Stockitem
self.assetid=self.assetid+1
stockitem.uid=self.assetid
stockitem.templatename=templategroupname
stockitem.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template)
stockitem.category=DCScategory
stockitem.unittype=DCStype
stockitem.attribute=attribute
stockitem.range=RangeMin
stockitem.speedmax=SpeedMax
-- Modify the template so that the group is spawned with the right coalition.
stockitem.template.CoalitionID=self.coalition
stockitem.template.CountryID=self.country
table.insert(self.stock, stockitem)
end
-- Destroy group if it is alive.
if group:IsAlive()==true then
group:Destroy()
end
else
-- Group name does not exist!
self:E(string.format("ERROR: Template group name not defined in the mission editor. Check the spelling! templategroupname=%s",tostring(templategroupname)))
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AddRequest" event. Add a request to the warehouse queue, which is processed when possible.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio)
-- Defaults.
nAsset=nAsset or 1
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
Prio=Prio or 50
if nTransport==nil then
if TransportType==WAREHOUSE.TransportType.SELFPROPELLED then
nTransport=0
else
nTransport=1
end
end
-- Increase id.
self.queueid=self.queueid+1
-- Request queue table item.
local request={
uid=self.queueid,
prio=Prio,
warehouse=warehouse,
airbase=warehouse.airbase,
category=warehouse.category,
assetdesc=AssetDescriptor,
assetdescval=AssetDescriptorValue,
nasset=nAsset,
transporttype=TransportType,
ntransport=nTransport,
ndelivered=0,
ntransporthome=0
} --#WAREHOUSE.Queueitem
-- Add request to queue.
table.insert(self.queue, request)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On before "Request" event. Checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
-- @return #boolean If true, request is granted.
function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
--env.info(self.wid..string.format("Warehouse %s requesting %d assets of %s=%s by transport %s",
--Request.warehouse:GetName(), Request.nasset, tostring(Request.assetdesc), tostring(Request.assetdescval), tostring(Request.transporttype)))
-- Distance from warehouse to requesting airbase.
local distance=self.coordinate:Get2DDistance(Request.airbase:GetCoordinate())
-- Filter the requested assets.
local _assets=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval, Request.nasset)
-- Check if destination is in range for all requested assets.
for _,_asset in pairs(_assets) do
local asset=_asset --#WAREHOUSE.Stockitem
if asset.range<distance then
local text=string.format("Request denied! Destination %s is out of range for asset %s", Request.airbase:GetName(), asset.templatename)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
--TODO Delete request from queue because it will never be possible!
return false
end
end
-- Asset is not in stock ==> request denied.
if #_assets < Request.nasset then
local text=string.format("Request denied! Not enough assets currently in stock. Requested %d < %d in stock.", Request.nasset, #_assets)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
return true
end
--- On after "Request" event. Initiates the transport of the assets to the requesting warehouse.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
function WAREHOUSE:onafterRequest(From, Event, To, Request)
------------------------------------------------------------------------------------------------------------------------------------
-- Cargo assets.
------------------------------------------------------------------------------------------------------------------------------------
-- Pending request.
local Pending=Request --#WAREHOUSE.Pendingitem
-- Spawn assets.
local _spawngroups,_cargotype,_cargocategory,_cargoassets=self:_SpawnAssetRequest(Request) --Core.Set#SET_GROUP
-- Add cargo groups to request.
Pending.cargogroupset=_spawngroups
Pending.cargoassets=_cargoassets
--Request.cargogroupset=_spawngroups
--Request.ndelivered=0
-- Add groups to cargo if they don't go by themselfs.
local CargoGroups --Core.Set#SET_CARGO
if Request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then
--TODO: make nearradius depended on transport type and asset type.
local _loadradius=5000
local _nearradius=35
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
_loadradius=5000
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
_loadradius=500
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
_loadradius=100
end
-- Empty cargo group set.
CargoGroups = SET_CARGO:New()
-- Add cargo groups to set.
for _i,_group in pairs(_spawngroups:GetSetObjects()) do
local group=_group --Wrapper.Group#GROUP
local _wid,_aid,_rid=self:_GetIDsFromGroup(group)
local _alias=self:_alias(group:GetTypeName(),_wid,_aid,_rid)
local cargogroup = CARGO_GROUP:New(_group, _cargotype,_alias,_loadradius,_nearradius)
CargoGroups:AddCargo(cargogroup)
end
end
-- Self request! Assets are only spawned but not routed or transported anywhere.
if self.warehouse:GetName()==Request.warehouse.warehouse:GetName() then
env.info("FF selfrequest!")
self:__SelfDelivered(_spawngroups)
return
end
------------------------------------------------------------------------------------------------------------------------------------
-- Self propelled assets.
------------------------------------------------------------------------------------------------------------------------------------
-- No transport unit requested. Assets go by themselfes.
if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
env.info("FF selfpropelled")
for _,_spawngroup in pairs(_spawngroups:GetSetObjects()) do
local group=_spawngroup --Wrapper.Group#GROUP
local ToCoordinate=Request.warehouse.spawnzone:GetRandomCoordinate(50)
ToCoordinate:MarkToAll("Destination")
-- Route cargo to their destination.
if _cargocategory==Group.Category.GROUND then
env.info("FF route ground "..group:GetName())
self:_RouteGround(group, ToCoordinate)
elseif _cargocategory==Group.Category.AIRPLANE then
env.info("FF route plane "..group:GetName())
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.HELICOPTER then
env.info("FF route helo "..group:GetName())
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.SHIP then
self:E("ERROR: self propelled ship not implemented yet!")
elseif _cargocategory==Group.Category.TRAIN then
env.info("FF route train "..group:GetName())
self:_RouteTrain(group, ToCoordinate)
else
self:E(self.wid..string.format("ERROR: unknown category %s for self propelled cargo %s!",tostring(_cargocategory), tostring(group:GetName())))
end
end
-- Add request to pending queue.
table.insert(self.pending, Request)
-- Delete request from queue.
self:_DeleteQueueItem(Request.uid)
-- No cargo transport necessary.
return
end
------------------------------------------------------------------------------------------------------------------------------------
-- Transport assets and dispachers
------------------------------------------------------------------------------------------------------------------------------------
-- Set of cargo carriers.
local TransportSet = SET_GROUP:New():FilterDeads()
-- Pickup and deploy zones/bases.
local PickupAirbaseSet = SET_AIRBASE:New():AddAirbase(self.airbase)
local DeployAirbaseSet = SET_AIRBASE:New():AddAirbase(Request.airbase)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
-- Cargo dispatcher.
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
-- Filter the requested transport assets.
local _assetstock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype, Request.ntransport)
-- General type and category.
local _transporttype=_assetstock[1].attribute --#WAREHOUSE.Attribute
local _transportcategory=_assetstock[1].category --DCS#Group.Category
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
if _transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER then
Parking=self:_GetParkingForAssets(_assetstock)
end
-- Dependent on transport type, spawn the transports and set up the dispatchers.
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local _parking=Parking[i]
-- Spawn with ALIAS here or DCS crashes!
--local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
local _alias=self:_Alias(_assetitem, Request)
-- Spawn plane at airport in uncontrolled state.
local _takeoff=SPAWN.Takeoff.Cold
--local spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias)
local spawn=SPAWN:NewFromTemplate(_assetitem.template,_assetitem.templatename,_alias):InitCoalition(self.coalition):InitCountry(self.country)
local spawngroup=spawn:InitUnControlled(true):SpawnAtAirbase(self.airbase,_takeoff, nil, nil, false, _parking)
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.uid)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local _parking=Parking[i]
-- Spawn with ALIAS here or DCS crashes!
--local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
local _alias=self:_Alias(_assetitem, Request)
-- Spawn helo at airport.
local _takeoff=SPAWN.Takeoff.Hot
--local spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias)
local spawn=SPAWN:NewFromTemplate(_assetitem.template,_assetitem.templatename,_alias):InitCoalition(self.coalition):InitCountry(self.country)
local spawngroup=spawn:InitUnControlled(false):SpawnAtAirbase(self.airbase,_takeoff, nil, nil, false, _parking)
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.uid)
else
self:E(self.wid.."ERROR: spawngroup helo transport does not exist!")
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, DeployZoneSet)
-- Home zone.
CargoTransport:Setairbase(self.airbase)
--CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=self:_Alias(_assetitem, Request)
-- Spawn plane at airport in uncontrolled state.
--local spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias)
local spawn=SPAWN:NewFromTemplate(_assetitem.template,_assetitem.templatename,_alias):InitCoalition(self.coalition):InitCountry(self.country)
local spawngroup=spawn:SpawnFromCoordinate(self.spawnzone:GetRandomCoordinate())
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.uid)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_APC:NewWithZones(TransportSet, CargoGroups, DeployZoneSet, 0)
-- Set home zone.
CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then
self:E(self.wid.."ERROR: cargo transport by train not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
self:E(self.wid.."ERROR: cargo transport by ship not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!")
return
else
self:E(self.wid.."ERROR: unknown transport type!")
return
end
--- Function called when cargo has arrived and was unloaded.
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo)
env.info("FF: OnAfterUnloaded")
self:E({From=From})
self:E({Event=Event})
self:E({To=To})
self:E({Carrier=Carrier})
self:E({Cargo=Cargo})
-- Get group obejet.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Trigger Arrived event.
warehouse:__Arrived(1, group)
end
--- On after BackHome event.
function CargoTransport:OnAfterBackHome(From, Event, To, Carrier)
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
Carrier:SmokeRed()
-- Add carrier back to warehouse stock. Actual unit is destroyed.
warehouse:AddAsset(Carrier:GetName(), 1)
end
-- Start dispatcher.
CargoTransport:__Start(5)
-- Add request to pending queue.
table.insert(self.pending, Request)
-- Delete request from queue.
self:_DeleteQueueItem(Request.uid)
end
--- Spawns requested asset at warehouse or associated airbase.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
-- @return Core.Set#SET_GROUP Set of groups that were spawned.
-- @return #WAREHOUSE.Attribute Generalized attribute of asset.
-- @return DCS#Group.Category Category of asset, i.e. ground, air, ship, ...
function WAREHOUSE:_SpawnAssetRequest(Request)
-- Filter the requested cargo assets.
local _assetstock=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval, Request.nasset)
-- No assets in stock :(
if #_assetstock==0 then
return nil,nil,nil
end
-- General type and category.
local _cargotype=_assetstock[1].attribute --#WAREHOUSE.Attribute
local _cargocategory=_assetstock[1].category --DCS#Group.Category
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
Parking=self:_GetParkingForAssets(_assetstock)
end
-- Spawn aircraft in uncontrolled state if request comes from the same warehouse.
local UnControlled=false
local AIOnOff=true
if self.warehouse:GetName()==Request.warehouse.warehouse:GetName() then
UnControlled=true
AIOnOff=false
end
-- Create an empty set.
local groupset=SET_GROUP:New():FilterDeads()
-- Spawn the assets.
local _delid={}
local _spawngroups={}
local _assets={}
-- Loop over cargo requests.
for i=1,Request.nasset do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Find a random point within the spawn zone.
local spawncoord=self.spawnzone:GetRandomCoordinate()
-- Alias of the group.
local _alias=self:_Alias(_assetitem, Request)
-- Spawn object. Spawn with ALIAS here or DCS crashes!
--local _spawn=SPAWN:NewFromTemplate(_assetitem.template,_assetitem.templatename,_alias):InitCoalition(self.coalition):InitCountry(self.country)
local _spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitCoalition(self.coalition):InitCountry(self.country):InitUnControlled(UnControlled):InitAIOnOff(AIOnOff)
local _group=nil --Wrapper.Group#GROUP
local _attribute=_assetitem.attribute
if _assetitem.category==Group.Category.GROUND then
-- Spawn ground troops.
_group=_spawn:SpawnFromCoordinate(spawncoord)
elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then
--TODO: spawn only so many groups as there are parking spots. Adjust request and create a new one with the reduced number!
-- Spawn air units.
_group=_spawn:SpawnAtAirbase(self.airbase, SPAWN.Takeoff.Cold, nil, nil, true, Parking[i])
elseif _assetitem.category==Group.Category.TRAIN then
-- Spawn train.
if self.rail then
--TODO: Rail should only get one asset because they would spawn on top!
_group=_spawn:SpawnFromCoordinate(self.rail)
end
end
if _group then
--_spawngroups[i]=_group
groupset:AddGroup(_group)
table.insert(_assets, _assetitem)
table.insert(_delid,_assetitem.uid)
else
self:E(self.wid.."ERROR: cargo asset could not be spawned!")
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
return groupset,_cargotype,_cargocategory,_assets
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Unloaded" event. Triggered when a group was unloaded from the carrier.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group The group that was delivered.
function WAREHOUSE:onafterUnloaded(From, Event, To, group)
-- Debug info.
self:E(self.wid..string.format("Cargo %s unloaded!", tostring(group:GetName())))
group:SmokeWhite()
-- Get max speed of group.
local speedmax=group:GetSpeedMax()
if group:IsGround() then
if speedmax>1 then
group:RouteGroundTo(self.spawnzone:GetRandomCoordinate(50), speedmax*0.5, AI.Task.VehicleFormation.RANK, 3)
else
-- Immobile ground unit ==> directly put it into the warehouse.
self:Arrived(group)
end
elseif group:IsAir() then
-- Not sure if air units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
self:Arrived(group)
elseif group:IsShip() then
-- Not sure if naval units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
self:Arrived(group)
end
end
--- On after "Arrived" event. Triggered when a group has arrived at its destination.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group The group that was delivered.
function WAREHOUSE:onafterArrived(From, Event, To, group)
self:E(self.wid..string.format("Cargo %s arrived!", tostring(group:GetName())))
group:SmokeOrange()
-- Update pending request.
local request=self:_UpdatePending(group)
-- All cargo delivered.
if request and request.cargogroupset:Count()==0 then
self:__Delivered(5, request.cargogroupset, request)
end
end
--- Update the pending requests by removing assets that have arrived.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
-- @return #WAREHOUSE.Pendingitem The updated request from the pending queue.
function WAREHOUSE:_UpdatePending(group)
-- Get request from group name.
local request=self:_GetRequestOfGroup(group, self.pending)
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
local wid,aid,rid=self:_GetIDsFromGroup(group)
if request then
-- Loop over cargo groups.
for _,_cargogroup in pairs(request.cargogroupset) do
local cargogroup=_cargogroup --Wrapper.Group#GROUP
-- IDs of cargo group.
local cwid,caid,crid=self:_GetIDsFromGroup(cargogroup)
-- Remove group from cargo group set.
if caid==aid then
request.cargogroupset:Remove(cargogroup:GetName())
request.ndelivered=request.ndelivered+1
break
end
end
else
self:E(self.wid..string.format("ERROR: pending request could not be updated since request did not exist in pending queue!"))
end
return request
end
--- On after "Delivered" event.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Pendingitem request
function WAREHOUSE:onafterDelivered(From, Event, To, request)
env.info("FF all assets delivered!")
-- Put assets in new warehouse.
for _,_group in pairs(groupset:GetSetObjects()) do
local group=_group --Wrapper.Group#GROUP
request.warehouse:AddAsset(group:GetName(), 1)
end
end
--- On after "SelfDelivered" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered.
-- @param #WAREHOUSE.Pendingitem request
function WAREHOUSE:onafterSelfDelivered(From, Event, To, groupset, request)
env.info("FF all assets delivered!")
-- Put assets in new warehouse.
for _,_group in pairs(groupset:GetSetObjects()) do
local group=_group --Wrapper.Group#GROUP
group:SmokeGreen()
end
--TODO: delete pending queue item.
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Route ground units to destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Group The ground group.
-- @param Core.Point#COORDINATE Coordinate of the destination.
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
function WAREHOUSE:_RouteGround(Group, Coordinate, Speed)
if Group and Group:IsAlive() then
-- Set speed.
local _speed=Speed or Group:GetSpeedMax()*0.6
-- Create task.
local Waypoints, canroad = Group:TaskGroundOnRoad(Coordinate, _speed, "Off Road", true)
-- Task function triggering the arrived event.
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
-- Put task function on last waypoint.
local Waypoint = Waypoints[#Waypoints]
Group:SetTaskWaypoint(Waypoint, TaskFunction)
-- Route group to destination.
Group:Route(Waypoints, 1)
end
end
--- Route the airplane from one airbase another.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Aircraft Airplane group to be routed.
-- @param Wrapper.Airbase#AIRBASE ToAirbase Destination airbase.
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
function WAREHOUSE:_RouteAir(Aircraft, ToAirbase, Speed)
if Aircraft and Aircraft:IsAlive()~=nil then
-- Set takeoff type.
local Takeoff = SPAWN.Takeoff.Cold
-- Get template of group.
local Template = Aircraft:GetTemplate()
-- Nil check
if Template==nil then
self:E(self.wid.."ERROR: Template nil in RouteAir!")
return
end
-- Waypoints of the route.
local Points={}
-- To point.
local AirbasePointVec2 = ToAirbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
Speed or Aircraft:GetSpeedMax()*0.8
)
ToWaypoint["airdromeId"] = ToAirbase:GetID()
ToWaypoint["speed_locked"] = true
-- Aibase id and category.
local AirbaseID = ToAirbase:GetID()
local AirbaseCategory = ToAirbase:GetDesc().category
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
ToWaypoint.linkUnit = AirbaseID
ToWaypoint.helipadId = AirbaseID
ToWaypoint.airdromeId = nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then
ToWaypoint.airdromeId = AirbaseID
ToWaypoint.helipadId = nil
ToWaypoint.linkUnit = nil
end
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
Template.route.points[2] = ToWaypoint
-- Respawn group at the current airbase.
env.info("FF Respawn at current airbase group = "..Aircraft:GetName().." name before")
local newAC=Aircraft:RespawnAtCurrentAirbase(Template, Takeoff, false)
env.info("FF Respawn at current airbase group = "..newAC:GetName().." name after")
-- Handle event engine shutdown and trigger delivered event.
newAC:HandleEvent(EVENTS.EngineShutdown, self._OnEventArrived)
else
self:E(string.format("ERROR: aircraft %s cannot be routed since it does not exist or is not alive %s!", tostring(Aircraft:GetName()), tostring(Aircraft:IsAlive())))
end
end
--- Route trains to their destination - or at least to the closest point on rail of the desired final destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Group The train group.
-- @param Core.Point#COORDINATE Coordinate of the destination. Tail will be routed to the closest point
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
function WAREHOUSE:_RouteTrain(Group, Coordinate, Speed)
if Group and Group:IsAlive() then
local _speed=Speed or Group:GetSpeedMax()*0.6
-- Create a
local Waypoints = Group:TaskGroundOnRailRoads(Coordinate, Speed)
-- Task function triggering the arrived event.
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
-- Put task function on last waypoint.
local Waypoint = Waypoints[#Waypoints]
Group:SetTaskWaypoint( Waypoint, TaskFunction )
-- Route group to destination.
Group:Route(Waypoints, 1)
end
end
--- Task function for last waypoint. Triggering the "Arrived" event.
-- @param Wrapper.Group#GROUP group The group that arrived.
-- @param #WAREHOUSE self
function WAREHOUSE._Arrived(group, warehouse)
env.info(warehouse.wid..string.format("Group %s arrived", tostring(group:GetName())))
--Trigger delivered event.
warehouse:__Arrived(1, group)
end
--- Simple task function for last waypoint. Triggering the "Arrived" event.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group that arrived.
function WAREHOUSE:_ArrivedSimple(group)
if group then
--local self:_GetIDsFromGroup(group)
env.info(self.wid..string.format("Group %s arrived at warehouse ", tostring(group:GetName())))
--Trigger delivered event.
self:__Arrived(1, group)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event handler functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Arrived event if an air unit/group arrived at its destination.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data table.
function WAREHOUSE:_OnEventArrived(EventData)
local unit=EventData.IniUnit
unit:SmokeBlue()
local group=EventData.IniGroup
self:__Arrived(1, group)
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventBirth(EventData)
self:E(self.wid..string.format("Warehouse %s captured event birth!",self.warehouse:GetName()))
if EventData and EventData.id==world.event.S_EVENT_BIRTH then
if EventData.IniGroup then
local group=EventData.IniGroup
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventEngineStartup(EventData)
self:E(self.wid..string.format("Warehouse %s captured event engine startup!",self.warehouse:GetName()))
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventTakeOff(EventData)
self:E(self.wid..string.format("Warehouse %s captured event takeoff!",self.warehouse:GetName()))
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventLanding(EventData)
self:E(self.wid..string.format("Warehouse %s captured event landing!",self.warehouse:GetName()))
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventEngineShutdown(EventData)
self:E(self.wid..string.format("Warehouse %s captured event engine shutdown!",self.warehouse:GetName()))
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventCrashOrDead(EventData)
self:E(self.wid..string.format("Warehouse %s captured event birth!",self.warehouse:GetName()))
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA Eventdata Event data.
function WAREHOUSE:_OnEventBaseCaptured(EventData)
self:E(self.wid..string.format("Warehouse %s captured event base captured!",self.warehouse:GetName()))
-- This warehouse does not have an airbase and never had one. So i could not be captured.
if self.airbasename==nil then
return
end
if EventData and EventData.id==world.event.S_EVENT_BASE_CAPTURED then
if EventData.Place then
local airbase=EventData.Place --Wrapper.Airbase#AIRBASE
if EventData.PlaceName==self.airbasename then
-- Okay, this airbase belongs or did belong to this warehouse.
-- New coalition of airbase after it was captured.
local coalitionAirbase=airbase:GetCoalition()
-- what can happen?
-- warehouse is blue, airbase is blue and belongs to warehouse and red captures it. ==> self.airbase=nil
-- warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place
if self.airbase==nil then
-- Warehouse lost this airbase previously and not it was re-captured.
if coalitionAirbase == self.coalition then
self.airbase=airbase
end
else
-- Captured airbase belongs to this warehouse but was captured by other coaltion.
if coalitionAirbase ~= self.coalition then
self.airbase=nil
end
end
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Checks if the request can be fulfilled in general. If not, it is removed from the queue.
-- Check if departure and destination bases are of the right type.
-- @param #WAREHOUSE self
-- @param #table queue The queue which is holding the requests to check.
-- @param #WAREHOUSE.Queueitem qitem The request to be checked.
-- @return #boolean If true, request can be executed. If false, something is not right.
function WAREHOUSE:_CheckRequestValid(queue)
-- Requests to delete.
local delid={}
for _,_request in pairs(queue) do
local request=_request --#WAREHOUSE.Queueitem
local valid=true
--TODO: check that
-- if warehouse or requestor is a FARP, plane asset and transport not possible.
-- if requestor or warehouse is a SHIP, APC transport not possible, SELFPROPELLED only for AIR/SHIP
-- etc. etc...
local asset_air=false
local asset_plane=false
local asset_helo=false
local asset_ground=false
local asset_train=false
local asset_naval=false
-- Check if category was provided.
if request.assetdesc==WAREHOUSE.Descriptor.CATEGORY then
if request.assetdescval==Group.Category.AIRPLANE then
asset_plane=true
elseif request.assetdescval==Group.Category.HELICOPTER then
asset_helo=true
elseif request.assetdescval==Group.Category.GROUND then
asset_ground=true
elseif request.assetdescval==Group.Category.SHIP then
asset_naval=true
elseif request.assetdescval==Group.Category.TRAIN then
asset_ground=true
asset_train=true
-- Only one train due to finding spawn placen on rail!
--nAsset=1
else
self:E("ERROR: incorrect request. Asset Descriptor missmatch! Has to be Group.Cagetory.AIRPLANE, ...")
valid=false
end
end
-- Check attribute is matching
if request.assetdesc==WAREHOUSE.Descriptor.ATTRIBUTE then
if request.assetdescval==WAREHOUSE.Attribute.ARTILLERY then
asset_ground=true
elseif request.assetdescval==WAREHOUSE.Attribute.ATTACKHELICOPTER then
asset_helo=true
elseif request.assetdescval==WAREHOUSE.Attribute.AWACS then
asset_plane=true
elseif request.assetdescval==WAREHOUSE.Attribute.BOMBER then
asset_plane=true
elseif request.assetdescval==WAREHOUSE.Attribute.FIGHTER then
asset_plane=true
elseif request.assetdescval==WAREHOUSE.Attribute.INFANTRY then
asset_ground=true
elseif request.assetdescval==WAREHOUSE.Attribute.OTHER then
self:E("ERROR: incorrect request. Asset attribute WAREHOUSE.Attribute.OTHER is not valid!")
valid=false
elseif request.assetdescval==WAREHOUSE.Attribute.SHIP then
asset_naval=true
elseif request.assetdescval==WAREHOUSE.Attribute.TANK then
asset_ground=true
elseif request.assetdescval==WAREHOUSE.Attribute.TANKER then
asset_plane=true
elseif request.assetdescval==WAREHOUSE.Attribute.TRAIN then
asset_ground=true
elseif request.assetdescval==WAREHOUSE.Attribute.TRANSPORT_APC then
asset_ground=true
elseif request.assetdescval==WAREHOUSE.Attribute.TRANSPORT_HELO then
asset_helo=true
elseif request.assetdescval==WAREHOUSE.Attribute.TRANSPORT_PLANE then
asset_plane=true
elseif request.assetdescval==WAREHOUSE.Attribute.TRUCK then
asset_ground=true
else
self:E("ERROR: incorrect request. Unknown asset attribute!")
valid=false
end
end
-- General air request.
asset_air=asset_helo or asset_plane
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
if asset_air then
if asset_plane then
-- No airplane to or from FARPS.
if request.category==Airbase.Category.HELIPAD or self.category==Airbase.Category.HELIPAD then
self:E("ERROR: incorrect request. Asset aircraft requestst but warehouse or requestor is HELIPAD/FARP!")
valid=false
end
-- Category SHIP is not general enough! Fighters can go to carriers. Which fighters, is there an attibute?
-- Also for carriers, attibute?
elseif asset_helo then
-- Helos need a FARP or AIRBASE or SHIP for spawning. Event if they go there they "cannot" be spawned again.
-- Unless I allow spawning of helos in the the spawn zone. But one should place at least a FARP there.
if self.category==-1 or request.category==-1 then
self:E("ERROR: incorrect request. Helos need a AIRBASE/HELIPAD/SHIP as home/destinaion base!")
valid=false
end
end
elseif asset_ground then
-- No ground assets directly to or from ships.
-- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?!
if (request.category==Airbase.Category.SHIP or self.category==Airbase.Category.SHIP) then
self:E("ERROR: incorrect request. Ground asset requested but warehouse or requestor is SHIP!")
valid=false
end
elseif asset_naval then
self:E("ERROR: incorrect request. Naval units not supported yet!")
valid=false
end
else
-- Assests need a transport.
if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
-- Airplanes only to AND from airdromes.
if self.category~=Airbase.Category.AIRDROME or request.category~=Airbase.Category.AIRDROME then
self:E("ERROR: incorrect request. Warehouse or requestor does not have an airdrome. No transport by plane possible!")
valid=false
end
--TODO: Not sure if there are any transport planes that can land on a carrier?
elseif request.transporttype==WAREHOUSE.TransportType.APC then
-- Transport by ground units.
-- No transport to or from ships
if self.category==Airbase.Category.SHIP or request.category==Airbase.Category.SHIP then
self:E("ERROR: incorrect request. Warehouse or requestor is SHIP. No transport by APC possible!")
valid=false
end
elseif request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
-- Transport by helicopters ==> need airbase for spawning but not for delivering to the zone.
if self.category==-1 then
self:E("ERROR: incorrect request. Warehouse has no airbase. Transport by helicopter not possible!")
valid=false
end
elseif request.transporttype==WAREHOUSE.TransportType.SHIP then
-- Transport by ship.
self:E("ERROR: incorrect request. Transport by SHIP not implemented yet!")
valid=false
elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then
-- Only one train due to limited spawn place.
--nTransport=1
-- Transport by train.
self:E("ERROR: incorrect request. Transport by TRAIN not implemented yet!")
valid=false
else
-- No match.
self:E("ERROR: incorrect request. Transport type unknown!")
valid=false
end
end
-- Add request as unvalid and delete it later.
if not valid then
table.insert(delid, request.id)
end
end -- loop queue items.
-- Delete invalid requests.
for _,_uid in pairs(delid) do
self:_DeleteQueueItem(_uid)
end
end
--- Checks if the request can be fullfilled right now.
-- Check for current parking situation, number of assets and transports currently in stock
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem request The request to be checked.
-- @return #boolean If true, request can be executed. If false, something is not right.
function WAREHOUSE:_CheckRequestNow(request)
local okay=true
-- Check if number of requested assets is in stock.
local _assets=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset)
-- Nothing in stock.
if #_assets==0 then
local text=string.format("Request denied! No assets for this request currently available.")
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
-- Get the attibute of the requested asset.
local _assetattribute=_assets[1].attribute
local _assetcategory=_assets[1].category
-- Check if enough assets are in stock.
if request.nasset > #_assets then
local text=string.format("Request denied! Not enough assets currently available.")
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
-- Check available parking for asset units.
local Parkingdata
local Parking
if self.airbase and (_assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER) then
Parkingdata=self.airbase:GetParkingSpotsTable()
Parking, Parkingdata=self:_GetParkingForAssets(_assets, Parkingdata)
if Parking==nil then
local text=string.format("Request denied! Not enough free parking spots for all assets at the moment.")
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
end
-- Check that a transport units.
if request.transporttype~=WAREHOUSE.TransportType.SELFPROPELLED then
-- Transports in stock.
local _transports=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype, request.ntransport)
-- Get the attibute of the transport units.
local _transportattribute=_transports[1].attribute
local _transportcategory=_transports[1].category
-- Check if enough transport units are available.
if request.ntransport > #_transports then
local text=string.format("Request denied! Not enough transport units currently available.")
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
-- Check available parking for transport units.
if self.airbase and (_transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER) then
Parking, Parkingdata=self:_GetParkingForAssets(_transports, Parkingdata)
if Parking==nil then
local text=string.format("Request denied! Not enough free parking spots for all transports at the moment.")
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
end
else
-- self propelled case.
end
return okay
end
---Sorts the queue and checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @return #WAREHOUSE.Queueitem Chosen request.
function WAREHOUSE:_CheckQueue()
-- Sort queue wrt to first prio and then qid.
self:_SortQueue()
-- Search for a request we can execute.
local request=nil --#WAREHOUSE.Queueitem
for _,_qitem in ipairs(self.queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
local okay=self:_CheckRequestNow(qitem)
if okay==true then
request=qitem
break
end
end
-- Execute request.
return request
end
--- Simple task function. Can be used to call a function which has the warehouse and the executing group as parameters.
-- @param #WAREHOUSE self
-- @param #string Function The name of the function to call passed as string.
function WAREHOUSE:_SimpleTaskFunction(Function)
self:F2({Function})
-- Name of the warehouse (static) object.
local warehouse=self.warehouse:GetName()
-- Task script.
local DCSScript = {}
DCSScript[#DCSScript+1] = string.format('env.info("WAREHOUSE: Simple task function called!") ')
DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:Find( ... ) ') -- The group that executes the task function. Very handy with the "...".
DCSScript[#DCSScript+1] = string.format('local mystatic=STATIC:FindByName(%s) ', warehouse) -- The static that holds the warehouse self object.
DCSScript[#DCSScript+1] = string.format('local warehouse = mygroup:GetState(mystatic, "WAREHOUSE") ') -- Get the warehouse self object from the static.
DCSScript[#DCSScript+1] = string.format('%s(warehouse, mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup)
-- Create task.
local DCSTask = CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript)))
return DCSTask
end
--- Get the proper terminal type based on generalized attribute of the group.
--@param #WAREHOUSE self
--@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit.
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
function WAREHOUSE:_GetTerminal(_attribute)
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.FIGHTER then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.BOMBER or _attribute==WAREHOUSE.Attribute.TRANSPORT_PLANE or _attribute==WAREHOUSE.Attribute.TANKER or _attribute==WAREHOUSE.Attribute.AWACS then
-- Bigger aircraft.
_terminal=AIRBASE.TerminalType.OpenBig
elseif _attribute==WAREHOUSE.Attribute.TRANSPORT_HELO or _attribute==WAREHOUSE.Attribute.ATTACKHELICOPTER then
-- Helicopter.
_terminal=AIRBASE.TerminalType.HelicopterUsable
end
return _terminal
end
--- Get parking data for all air assets that need to be spawned at an airbase.
--@param #WAREHOUSE self
--@param #table assetlist A list of assets for which parking spots are required.
--@param #table parkingdata Table of the complete parking data to check. Default is to take it from the @{Wrapper.Airbase#AIRBASE.GetParkingSpotsTable}() function.
--@return #table A table with parking spots for each asset group.
--@return #table The reduced parking data table of the spots that have not been assigned.
function WAREHOUSE:_GetParkingForAssets(assetlist, parkingdata)
--- Remove selected spots from parking data table.
local function removeparking(parkingdata,spots)
for j=1,#spots do
for i=1,#parkingdata do
if parkingdata[i].TerminalID==spots[j].TerminalID then
table.remove(parkingdata, i)
break
end
end
end
end
-- Get complete parking data of the airbase.
parkingdata=parkingdata or self.airbase:GetParkingSpotsTable()
local assetparking={}
for i=1,#assetlist do
-- Asset specifics.
local asset=assetlist[i] --#WAREHOUSE.Stockitem
local group=GROUP:FindByName(asset.templatename)
local nunits=#group:GetUnits()
local terminal=self:_GetTerminal(asset.attribute)
--[[
env.info("asset name = "..tostring(asset.templatename))
env.info("asset attribute = "..tostring(asset.attribute))
env.info("terminal type = "..tostring(terminal))
env.info("parking spots = "..tostring(#parkingdata))
]]
-- Find appropiate parking spots for this group.
local spots=self.airbase:FindFreeParkingSpotForAircraft(group, terminal, nil, nil, nil, nil, nil, nil, parkingdata)
for _,spot in pairs(spots) do
if spot then
local coord=spot.Coordinate --Core.Point#COORDINATE
coord:MarkToAll("Parking spot for "..asset.templatename.." id "..asset.uid.." terminal id "..spot.TerminalID)
end
end
-- Not enough parking spots for this group.
if #spots<nunits then
return nil,nil
end
-- Put result in table.
table.insert(assetparking, spots)
-- Remove parking spots from table so that will not be available in the next iteration.
removeparking(parkingdata,spots)
end
return assetparking, parkingdata
end
--- Get the request belonging to a group.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
-- @param #table queue Queue holding all requests.
-- @return #WAREHOUSE.Pendingitem The request belonging to this group.
function WAREHOUSE:_GetRequestOfGroup(group, queue)
-- Get warehouse, asset and request ID from group name.
local wid,aid,rid=self:_GetIDsFromGroup(group)
-- Find the request.
for _,_request in pairs(queue) do
local request=_request --#WAREHOUSE.Queueitem
if request.uid==rid then
return request
end
end
end
--- Creates a unique name for spawned assets.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Stockitem _assetitem Asset for which the name is created.
-- @param #WAREHOUSE.Queueitem _queueitem (Optional) Request specific name.
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
function WAREHOUSE:_Alias(_assetitem,_queueitem)
local _alias=string.format("%s_WID-%d_AID-%d", _assetitem.unittype, self.uid,_assetitem.uid)
if _queueitem then
_alias=_alias..string.format("_RID-%d",_queueitem.uid)
end
return _alias
end
--- Creates a unique name for spawned assets.
-- @param #WAREHOUSE self
-- @param #string unittype Type of unit.
-- @param #number wid Warehouse id.
-- @param #number aid Asset item id.
-- @param #number qid Queue/request item id.
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
function WAREHOUSE:_alias(unittype, wid, aid, qid)
local _alias=string.format("%s_WID-%d_AID-%d", unittype, wid, aid)
if qid then
_alias=_alias..string.format("_RID-%d", qid)
end
return _alias
end
--- Get warehouse id, asset id and request id from group name (alias).
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
-- @return #number Warehouse ID.
-- @return #number Asset ID.
-- @return #number Request ID.
function WAREHOUSE:_GetIDsFromGroup(group)
---@param #string text The text to analyse.
local function analyse(text)
-- Get rid of #0001 tail from spawn.
local unspawned=UTILS.Split(text, "#")[1]
-- Split keywords.
local keywords=UTILS.Split(unspawned, "_")
local _wid=nil -- warehouse UID
local _aid=nil -- asset UID
local _rid=nil -- request UID
-- Loop over keys.
for _,keys in pairs(keywords) do
local str=UTILS.Split(keys, "-")
local key=str[1]
local val=str[2]
if key:find("WID") then
_wid=tonumber(val)
elseif key:find("AID") then
_aid=tonumber(val)
elseif key:find("RID") then
_rid=tonumber(val)
end
end
return _wid,_aid,_rid
end
if group then
-- Group name
local name=group:GetName()
-- Get ids
local wid,aid,rid=analyse(name)
-- Debug info
self:E(self.wid..string.format("Group Name = %s", tostring(name)))
self:E(self.wid..string.format("Warehouse ID = %s", tostring(wid)))
self:E(self.wid..string.format("Asset ID = %s", tostring(aid)))
self:E(self.wid..string.format("Request ID = %s", tostring(rid)))
return wid,aid,rid
else
self:E("WARNING: Group not found in GetIDsFromGroup() function!")
end
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}.
-- @param #string item Descriptor
-- @param value Value of the descriptor.
-- @param #number nmax (Optional) Maximum number of items that will be returned. Default is all matching items are returned.
-- @return #table Filtered stock items table.
function WAREHOUSE:_FilterStock(stock, item, value, nmax)
-- Filtered array.
local filtered={}
-- Loop over stock items.
for _i,_stock in ipairs(stock) do
if _stock[item]==value then
_stock.pos=_i
table.insert(filtered, _stock)
if nmax~=nil and #filtered>=nmax then
return filtered
end
end
end
return filtered
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}.
function WAREHOUSE:_DisplayStockItems(stock)
local text=self.wid..string.format("Warehouse %s stock assets:\n", self.airbase:GetName())
for _,_stock in pairs(stock) do
local mystock=_stock --#WAREHOUSE.Stockitem
text=text..string.format("template = %s, category = %d, unittype = %s, attribute = %s\n", mystock.templatename, mystock.category, mystock.unittype, mystock.attribute)
end
env.info(text)
MESSAGE:New(text, 10):ToAll()
end
--- Check if a group has a generalized attribute.
-- @param #WAREHOUSE self
-- @param #string groupname Name of the group.
-- @param #WAREHOUSE.Attribute attribute Attribute to check.
-- @return #boolean True if group has the specified attribute.
function WAREHOUSE:_HasAttribute(groupname, attribute)
local group=GROUP:FindByName(groupname)
if group then
local groupattribute=self:_HasAttribute(groupname,attribute)
return groupattribute==attribute
end
return false
end
--- Get the generalized attribute of a group.
-- @param #WAREHOUSE self
-- @param #string groupname Name of the group.
-- @return #WAREHOUSE.Attribute Generalized attribute of the group.
function WAREHOUSE:_GetAttribute(groupname)
local group=GROUP:FindByName(groupname)
local attribute=WAREHOUSE.Attribute.OTHER --#WAREHOUSE.Attribute
if group then
-- Get generalized attributes.
-- Transports: Helos, planes and APCs
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local transporthelo=group:HasAttribute("Transport helicopters")
local transportapc=group:HasAttribute("Infantry carriers")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters")
local tanker=group:HasAttribute("Tankers")
local awacs=group:HasAttribute("AWACS")
local artillery=group:HasAttribute("Artillery")
local infantry=group:HasAttribute("Infantry")
local attackhelicopter=group:HasAttribute("Attack helicopters")
local bomber=group:HasAttribute("Bombers")
local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks")
local truck=group:HasAttribute("Trucks") and not group:GetCategory()==Group.Category.TRAIN
local train=group:GetCategory()==Group.Category.TRAIN
-- Debug output.
--[[
env.info(string.format("transport pane = %s", tostring(transportplane)))
env.info(string.format("transport helo = %s", tostring(transporthelo)))
env.info(string.format("transport apc = %s", tostring(transportapc)))
env.info(string.format("figther = %s", tostring(fighter)))
env.info(string.format("tanker = %s", tostring(tanker)))
env.info(string.format("awacs = %s", tostring(awacs)))
env.info(string.format("artillery = %s", tostring(artillery)))
env.info(string.format("infantry = %s", tostring(infantry)))
env.info(string.format("attack helo = %s", tostring(attackhelicopter)))
env.info(string.format("bomber = %s", tostring(bomber)))
env.info(string.format("tank = %s", tostring(tank)))
env.info(string.format("truck = %s", tostring(truck)))
]]
if transportplane then
attribute=WAREHOUSE.Attribute.TRANSPORT_PLANE
elseif transporthelo then
attribute=WAREHOUSE.Attribute.TRANSPORT_HELO
elseif transportapc then
attribute=WAREHOUSE.Attribute.TRANSPORT_APC
elseif fighter then
attribute=WAREHOUSE.Attribute.FIGHTER
elseif tanker then
attribute=WAREHOUSE.Attribute.TANKER
elseif awacs then
attribute=WAREHOUSE.Attribute.AWACS
elseif artillery then
attribute=WAREHOUSE.Attribute.ARTILLERY
elseif infantry then
attribute=WAREHOUSE.Attribute.INFANTRY
elseif attackhelicopter then
attribute=WAREHOUSE.Attribute.ATTACKHELICOPTER
elseif bomber then
attribute=WAREHOUSE.Attribute.BOMBER
elseif tank then
attribute=WAREHOUSE.Attribute.TANK
elseif truck then
attribute=WAREHOUSE.Attribute.TRUCK
elseif train then
attribute=WAREHOUSE.Attribute.TRAIN
else
attribute=WAREHOUSE.Attribute.OTHER
end
end
return attribute
end
--- Returns the number of assets for each generalized attribute.
-- @param #WAREHOUSE self
-- @param #table stock The stock of the warehouse.
-- @return #table Data table holding the numbers.
function WAREHOUSE:GetStockInfo(stock)
local _data={}
for _j,_attribute in pairs(WAREHOUSE.Attribute) do
local n=0
for _i,_item in pairs(stock) do
local _ite=_item --#WAREHOUSE.Stockitem
if _ite.attribute==_attribute then
n=n+1
end
end
_data[_attribute]=n
end
return _data
end
--- Delete item from stock.
-- @param #WAREHOUSE self
-- @param #number _uid The unique id of the item to be deleted.
function WAREHOUSE:_DeleteStockItem(_uid)
for i=1,#self.stock do
local item=self.stock[i] --#WAREHOUSE.Stockitem
if item.uid==_uid then
table.remove(self.stock,i)
break
end
end
end
--- Delete item from queue.
-- @param #WAREHOUSE self
-- @param #number _uid The id of the item to be deleted.
function WAREHOUSE:_DeleteQueueItem(_uid)
for i=1,#self.queue do
local item=self.queue[i] --#WAREHOUSE.Queueitem
if item.uid==_uid then
table.remove(self.queue,i)
break
end
end
end
--- Sort requests queue wrt prio and request uid.
-- @param #WAREHOUSE self
function WAREHOUSE:_SortQueue()
self:F3()
-- Sort.
local function _sort(a, b)
return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid)
end
table.sort(self.queue, _sort)
end
--- Prints the queue to DCS.log file.
-- @param #WAREHOUSE self
-- @param #table queue Queue to print.
-- @param #string name Name of the queue for info reasons.
function WAREHOUSE:_PrintQueue(queue, name)
env.info(self.wid..name)
for _,_qitem in ipairs(queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
local text=string.format("uid=%d, prio=%d, airbase=%s (category=%d), descriptor: %s=%s, nasssets=%d, transport=%s, ntransport=%d",
qitem.uid, qitem.prio, qitem.airbase:GetName(),qitem.category, qitem.assetdesc,tostring(qitem.assetdescval),qitem.nasset,qitem.transporttype,qitem.ntransport)
env.info(text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------