7108 lines
229 KiB
Lua

---@diagnostic disable: undefined-global
--- **Ops** - Auftrag (mission) for Ops.
--
-- ## Main Features:
--
-- * Simplifies defining and executing DCS tasks
-- * Additional useful events
-- * Set mission start/stop times
-- * Set mission priority and urgency (can cancel running missions)
-- * Specific mission options for ROE, ROT, formation, etc.
-- * Compatible with OPS classes like FLIGHTGROUP, NAVYGROUP, ARMYGROUP, AIRWING, etc.
-- * FSM events when a mission is done, successful or failed
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Auftrag).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Auftrag
-- @image OPS_Auftrag.png
--- AUFTRAG class.
-- @type AUFTRAG
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number auftragsnummer Auftragsnummer.
-- @field #string type Mission type.
-- @field #table categories Mission categories.
-- @field #string status Mission status.
-- @field #table legions Assigned legions.
-- @field #table statusLegion Mission status of all assigned LEGIONs.
-- @field #string statusCommander Mission status of the COMMANDER.
-- @field #string statusChief Mission status of the CHIEF.
-- @field #table groupdata Group specific data.
-- @field #string name Mission name.
-- @field #number prio Mission priority.
-- @field #boolean urgent Mission is urgent. Running missions with lower prio might be cancelled.
-- @field #number importance Importance.
-- @field #number Tstart Mission start time in abs. seconds.
-- @field #number Tstop Mission stop time in abs. seconds.
-- @field #number duration Mission duration in seconds.
-- @field #number durationExe Mission execution time in seconds.
-- @field #number Texecuting Time stamp (abs) when mission is executing. Is `#nil` on start.
-- @field #number Tpush Mission push/execute time in abs. seconds.
-- @field #number Tstarted Time stamp (abs) when mission is started.
-- @field Wrapper.Marker#MARKER marker F10 map marker.
-- @field #boolean markerOn If true, display marker on F10 map with the AUFTRAG status.
-- @field #number markerCoaliton Coalition to which the marker is dispayed.
-- @field #table DCStask DCS task structure.
-- @field #number Ncasualties Number of own casualties during mission.
-- @field #number Nkills Number of (enemy) units killed by assets of this mission.
-- @field #number Ndead Number of assigned groups that are dead.
-- @field #number Nassigned Number of assigned groups.
-- @field #number Nelements Number of elements (units) assigned to mission.
-- @field #number dTevaluate Time interval in seconds before the mission result is evaluated after mission is over.
-- @field #number Tover Mission abs. time stamp, when mission was over.
-- @field #boolean updateDCSTask If `true`, DCS task is updated at every status update of the assigned groups.
-- @field #table conditionStart Condition(s) that have to be true, before the mission will be started.
-- @field #table conditionSuccess If all conditions are true, the mission is cancelled.
-- @field #table conditionFailure If all conditions are true, the mission is cancelled.
-- @field #table conditionPush If all conditions are true, the mission is executed. Before, the group(s) wait at the mission execution waypoint.
-- @field #boolean conditionSuccessSet
-- @field #boolean conditionFailureSet
--
-- @field #number orbitSpeed Orbit speed in m/s.
-- @field #number orbitAltitude Orbit altitude in meters.
-- @field #number orbitHeading Orbit heading in degrees.
-- @field #number orbitLeg Length of orbit leg in meters.
-- @field DCS#Vec2 orbitOffsetVec2 2D offset vector.
-- @field DCS#Vec2 orbitVec2 2D orbit vector.
-- @field #number orbitDeltaR Distance threshold in meters for moving orbit targets.
--
-- @field Ops.Target#TARGET engageTarget Target data to engage.
-- @field #number targetHeading Heading of target in degrees.
--
-- @field Ops.Operation#OPERATION operation Operation this mission is part of.
--
-- @field #boolean teleport Groups are teleported to the mission ingress waypoint.
--
-- @field Core.Zone#ZONE_RADIUS engageZone *Circular* engagement zone.
-- @field #table engageTargetTypes Table of target types that are engaged in the engagement zone.
-- @field #number engageAltitude Engagement altitude in meters.
-- @field #number engageDirection Engagement direction in degrees.
-- @field #number engageQuantity Number of times a target is engaged.
-- @field #number engageWeaponType Weapon type used.
-- @field #number engageWeaponExpend How many weapons are used.
-- @field #boolean engageAsGroup Group attack.
-- @field #number engageLength Length of engage (carpet or strafing) in meters.
-- @field #number engageMaxDistance Max engage distance.
-- @field #number refuelSystem Refuel type (boom or probe) for TANKER missions.
--
-- @field Wrapper.Group#GROUP escortGroup The group to be escorted.
-- @field #string escortGroupName Name of the escorted group.
-- @field DCS#Vec3 escortVec3 The 3D offset vector from the escorted group to the escort group.
--
-- @field #number facDesignation FAC designation type.
-- @field #boolean facDatalink FAC datalink enabled.
-- @field #number facFreq FAC radio frequency in MHz.
-- @field #number facModu FAC radio modulation 0=AM 1=FM.
--
-- @field Core.Set#SET_GROUP transportGroupSet Groups to be transported.
-- @field Core.Point#COORDINATE transportPickup Coordinate where to pickup the cargo.
-- @field Core.Point#COORDINATE transportDropoff Coordinate where to drop off the cargo.
-- @field #number transportPickupRadius Radius in meters for pickup zone. Default 500 m.
--
-- @field Ops.OpsTransport#OPSTRANSPORT opstransport OPS transport assignment.
-- @field #number NcarriersMin Min number of required carrier assets.
-- @field #number NcarriersMax Max number of required carrier assets.
-- @field Core.Zone#ZONE transportDeployZone Deploy zone of an OPSTRANSPORT.
-- @field Core.Zone#ZONE transportDisembarkZone Disembark zone of an OPSTRANSPORT.
-- @param #table carrierCategories Transport group categories.
-- @field #table carrierAttributes Generalized attribute(s) of transport assets.
-- @field #table carrierProperties DCS attribute(s) of transport assets.
--
-- @field #number artyRadius Radius in meters.
-- @field #number artyShots Number of shots fired.
-- @field #number artyAltitude Altitude in meters. Can be used for a Barrage.
-- @field #number artyHeading Heading in degrees (for Barrage).
-- @field #number artyAngle Shooting angle in degrees (for Barrage).
--
-- @field #string alert5MissionType Alert 5 mission type. This is the mission type, the alerted assets will be able to carry out.
--
-- @field #table attributes Generalized attribute(s) of assets.
-- @field #table properties DCS attribute(s) of assets.
--
-- @field Ops.Chief#CHIEF chief The CHIEF managing this mission.
-- @field Ops.Commander#COMMANDER commander The COMMANDER managing this mission.
-- @field #table assets Warehouse assets assigned for this mission.
-- @field #number NassetsMin Min. number of required warehouse assets.
-- @field #number NassetsMax Max. number of required warehouse assets.
-- @field #number NescortMin Min. number of required escort assets for each group the mission is assigned to.
-- @field #number NescortMax Max. number of required escort assets for each group the mission is assigned to.
-- @field #string escortMissionType Escort mission type.
-- @field #table escortTargetTypes Target types that will be engaged.
-- @field #number escortEngageRange Engage range in nautical miles (NM).
-- @field #number Nassets Number of requested warehouse assets.
-- @field #table NassetsLegMin Number of required warehouse assets for each assigned legion.
-- @field #table NassetsLegMax Number of required warehouse assets for each assigned legion.
-- @field #table requestID The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.
-- @field #table payloads User specified airwing payloads for this mission. Only these will be considered for the job!
-- @field Ops.Airwing#AIRWING.PatrolData patroldata Patrol data.
--
-- @field #table specialLegions User specified legions assigned for this mission. Only these will be considered for the job!
-- @field #table specialCohorts User specified cohorts assigned for this mission. Only these will be considered for the job!
-- @field #table transportLegions Legions explicitly requested for providing transport carrier assets.
-- @field #table transportCohorts Cohorts explicitly requested for providing transport carrier assets.
-- @field #table escortLegions Legions explicitly requested for providing escorting assets.
-- @field #table escortCohorts Cohorts explicitly requested for providing escorting assets.
--
-- @field #string missionTask Mission task. See `ENUMS.MissionTask`.
-- @field #number missionAltitude Mission altitude in meters.
-- @field #number missionSpeed Mission speed in km/h.
-- @field #number missionFraction Mission coordiante fraction. Default is 0.5.
-- @field #number missionRange Mission range in meters. Used by LEGION classes (AIRWING, BRIGADE, ...).
-- @field Core.Point#COORDINATE missionWaypointCoord Mission waypoint coordinate.
-- @field Core.Point#COORDINATE missionEgressCoord Mission egress waypoint coordinate.
-- @field Core.Point#COORDINATE missionIngressCoord Mission Ingress waypoint coordinate.
-- @field #number missionWaypointRadius Random radius in meters.
-- @field #boolean legionReturn If `true`, assets return to their legion (default). If `false`, they will stay alive.
--
-- @field #table enrouteTasks Mission enroute tasks.
--
-- @field #number repeated Number of times mission was repeated.
-- @field #number repeatedSuccess Number of times mission was repeated after a success.
-- @field #number repeatedFailure Number of times mission was repeated after a failure.
-- @field #number Nrepeat Number of times the mission is repeated.
-- @field #number NrepeatFailure Number of times mission is repeated if failed.
-- @field #number NrepeatSuccess Number of times mission is repeated if successful.
--
-- @field Ops.OpsGroup#OPSGROUP.Radio radio Radio freq and modulation.
-- @field Ops.OpsGroup#OPSGROUP.Beacon tacan TACAN setting.
-- @field Ops.OpsGroup#OPSGROUP.Beacon icls ICLS setting.
--
-- @field #number optionROE ROE.
-- @field #number optionROT ROT.
-- @field #number optionAlarm Alarm state.
-- @field #number optionFormation Formation.
-- @field #boolean optionEPLRS EPLRS datalink.
-- @field #number optionCM Counter measures.
-- @field #number optionRTBammo RTB on out-of-ammo.
-- @field #number optionRTBfuel RTB on out-of-fuel.
-- @field #number optionECM ECM.
-- @field #boolean optionEmission Emission is on or off.
-- @field #boolean optionInvisible Invisible is on/off.
-- @field #boolean optionImmortal Immortal is on/off.
--
-- @extends Core.Fsm#FSM
--- *A warrior's mission is to foster the success of others.* -- Morihei Ueshiba
--
-- ===
--
-- # The AUFTRAG Concept
--
-- The AUFTRAG class significantly simplifies the workflow of using DCS tasks.
--
-- You can think of an AUFTRAG as document, which contains the mission briefing, i.e. information about the target location, mission altitude, speed and various other parameters.
-- This document can be handed over directly to a pilot (or multiple pilots) via the @{Ops.FlightGroup#FLIGHTGROUP} class. The pilots will then execute the mission.
--
-- The AUFTRAG document can also be given to an AIRWING. The airwing will then determine the best assets (pilots and payloads) available for the job.
--
-- Similarly, an AUFTRAG can be given to ground or navel groups via the @{Ops.ArmyGroup#ARMYGROUP} or @{Ops.NavyGroup#NAVYGROUP} classes, respectively. These classes have also
-- AIRWING analouges, which are called BRIGADE and FLEET. Brigades and fleets will likewise select the best assets they have available and pass on the AUFTRAG to them.
--
--
-- One more up the food chain, an AUFTRAG can be passed to a COMMANDER. The commander will recruit the best assets of AIRWINGs, BRIGADEs and/or FLEETs and pass the job over to it.
--
--
-- # Airborne Missions
--
-- Several mission types are supported by this class.
--
-- ## Anti-Ship
--
-- An anti-ship mission can be created with the @{#AUFTRAG.NewANTISHIP}() function.
--
-- ## AWACS
--
-- An AWACS mission can be created with the @{#AUFTRAG.NewAWACS}() function.
--
-- ## BAI
--
-- A BAI mission can be created with the @{#AUFTRAG.NewBAI}() function.
--
-- ## Bombing
--
-- A bombing mission can be created with the @{#AUFTRAG.NewBOMBING}() function.
--
-- ## Bombing Runway
--
-- A bombing runway mission can be created with the @{#AUFTRAG.NewBOMBRUNWAY}() function.
--
-- ## Bombing Carpet
--
-- A carpet bombing mission can be created with the @{#AUFTRAG.NewBOMBCARPET}() function.
--
-- ## Strafing
--
-- A strafing mission can be created with the @{#AUFTRAG.NewSTRAFING}() function.
--
-- ## CAP
--
-- A CAP mission can be created with the @{#AUFTRAG.NewCAP}() function.
--
-- ## CAS
--
-- A CAS mission can be created with the @{#AUFTRAG.NewCAS}() function.
--
-- ## Escort
--
-- An escort mission can be created with the @{#AUFTRAG.NewESCORT}() function.
--
-- ## FACA
--
-- An FACA mission can be created with the @{#AUFTRAG.NewFACA}() function.
--
-- ## Ferry
--
-- Not implemented yet.
--
-- ## Ground Escort
--
-- An escort mission can be created with the @{#AUFTRAG.NewGROUNDESCORT}() function.
--
-- ## Intercept
--
-- An intercept mission can be created with the @{#AUFTRAG.NewINTERCEPT}() function.
--
-- ## Orbit
--
-- An orbit mission can be created with the @{#AUFTRAG.NewORBIT}() function.
--
-- ## GCICAP
--
-- An patrol mission can be created with the @{#AUFTRAG.NewGCICAP}() function.
--
-- ## RECON
--
-- An reconnaissance mission can be created with the @{#AUFTRAG.NewRECON}() function.
--
-- ## RESCUE HELO
--
-- An rescue helo mission can be created with the @{#AUFTRAG.NewRESCUEHELO}() function.
--
-- ## SEAD
--
-- An SEAD mission can be created with the @{#AUFTRAG.NewSEAD}() function.
--
-- ## STRIKE
--
-- An strike mission can be created with the @{#AUFTRAG.NewSTRIKE}() function.
--
-- ## Tanker
--
-- A refueling tanker mission can be created with the @{#AUFTRAG.NewTANKER}() function.
--
-- ## TROOPTRANSPORT
--
-- A troop transport mission can be created with the @{#AUFTRAG.NewTROOPTRANSPORT}() function.
--
-- ## CARGOTRANSPORT
--
-- A cargo transport mission can be created with the @{#AUFTRAG.NewCARGOTRANSPORT}() function.
--
-- ## HOVER
--
-- A mission for a helicoptre or VSTOL plane to Hover at a point for a certain amount of time can be created with the @{#AUFTRAG.NewHOVER}() function.
--
-- # Ground Missions
--
-- ## ARTY
--
-- An arty mission can be created with the @{#AUFTRAG.NewARTY}() function.
--
-- ## GROUNDATTACK
--
-- A ground attack mission can be created with the @{#AUFTRAG.NewGROUNDATTACK}() function.
--
-- # Assigning Missions
--
-- An AUFTRAG can be assigned to groups (FLIGHTGROUP, ARMYGROUP, NAVYGROUP), legions (AIRWING, BRIGADE, FLEET) or to a COMMANDER.
--
-- ## Group Level
--
-- ### Flight Group
--
-- Assigning an AUFTRAG to a flight group is done via the @{Ops.FlightGroup#FLIGHTGROUP.AddMission} function. See FLIGHTGROUP docs for details.
--
-- ### Army Group
--
-- Assigning an AUFTRAG to an army group is done via the @{Ops.ArmyGroup#ARMYGROUP.AddMission} function. See ARMYGROUP docs for details.
--
-- ### Navy Group
--
-- Assigning an AUFTRAG to a navy group is done via the @{Ops.NavyGroup#NAVYGROUP.AddMission} function. See NAVYGROUP docs for details.
--
-- ## Legion Level
--
-- Adding an AUFTRAG to an airwing is done via the @{Ops.Airwing#AIRWING.AddMission} function. See AIRWING docs for further details.
-- Similarly, an AUFTRAG can be added to a brigade via the @{Ops.Brigade#BRIGADE.AddMission} function.
--
-- ## Commander Level
--
-- Assigning an AUFTRAG to a commander is done via the @{Ops.Commander#COMMANDER.AddMission} function.
-- The commander will select the best assets available from all the legions under his command. See COMMANDER docs for details.
--
-- ## Chief Level
--
-- Assigning an AUFTRAG to a commander is done via the @{Ops.Chief#CHIEF.AddMission} function. The chief will simply pass on the mission to his/her commander.
--
-- # Transportation
--
-- TODO
--
--
-- # Events
--
-- The AUFTRAG class creates many useful (FSM) events, which can be used in the mission designers script.
--
-- TODO
--
--
-- # Examples
--
-- TODO
--
--
-- @field #AUFTRAG
AUFTRAG = {
ClassName = "AUFTRAG",
verbose = 0,
lid = nil,
auftragsnummer = nil,
groupdata = {},
legions = {},
statusLegion = {},
requestID = {},
assets = {},
NassetsLegMin = {},
NassetsLegMax = {},
missionFraction = 0.5,
enrouteTasks = {},
marker = nil,
markerOn = nil,
markerCoalition = nil,
conditionStart = {},
conditionSuccess = {},
conditionFailure = {},
conditionPush = {},
conditionSuccessSet = false,
conditionFailureSet = false,
repeatDelay = 1,
}
--- Global mission counter.
_AUFTRAGSNR=0
--- Mission types.
-- @type AUFTRAG.Type
-- @field #string ANTISHIP Anti-ship mission.
-- @field #string AWACS AWACS mission.
-- @field #string BAI Battlefield Air Interdiction.
-- @field #string BOMBING Bombing mission.
-- @field #string BOMBRUNWAY Bomb runway of an airbase.
-- @field #string BOMBCARPET Carpet bombing.
-- @field #string CAP Combat Air Patrol.
-- @field #string CAS Close Air Support.
-- @field #string ESCORT Escort mission.
-- @field #string FAC Forward AirController mission.
-- @field #string FACA Forward AirController airborne mission.
-- @field #string FERRY Ferry mission.
-- @field #string GROUNDESCORT Ground escort mission.
-- @field #string INTERCEPT Intercept mission.
-- @field #string ORBIT Orbit mission.
-- @field #string GCICAP Similar to CAP but no auto engage targets.
-- @field #string RECON Recon mission.
-- @field #string RECOVERYTANKER Recovery tanker mission. Not implemented yet.
-- @field #string RESCUEHELO Rescue helo.
-- @field #string SEAD Suppression/destruction of enemy air defences.
-- @field #string STRIKE Strike mission.
-- @field #string TANKER Tanker mission.
-- @field #string TROOPTRANSPORT Troop transport mission.
-- @field #string ARTY Fire at point.
-- @field #string PATROLZONE Patrol a zone.
-- @field #string OPSTRANSPORT Ops transport.
-- @field #string AMMOSUPPLY Ammo supply.
-- @field #string FUELSUPPLY Fuel supply.
-- @field #string ALERT5 Alert 5.
-- @field #string ONGUARD On guard.
-- @field #string ARMOREDGUARD On guard - with armored groups.
-- @field #string BARRAGE Barrage.
-- @field #string ARMORATTACK Armor attack.
-- @field #string CASENHANCED Enhanced CAS.
-- @field #string HOVER Hover.
-- @field #string LANDATCOORDINATE Land at coordinate.
-- @field #string GROUNDATTACK Ground attack.
-- @field #string CARGOTRANSPORT Cargo transport.
-- @field #string RELOCATECOHORT Relocate a cohort from one legion to another.
-- @field #string AIRDEFENSE Air defense.
-- @field #string EWR Early Warning Radar.
-- @field #string RECOVERYTANKER Recovery tanker.
-- @field #string REARMING Rearming mission.
-- @field #string CAPTUREZONE Capture zone mission.
-- @field #string NOTHING Nothing.
-- @field #string PATROLRACETRACK Patrol Racetrack.
-- @field #string STRAFING Strafing run.
AUFTRAG.Type={
ANTISHIP="Anti Ship",
AWACS="AWACS",
BAI="BAI",
BOMBING="Bombing",
BOMBRUNWAY="Bomb Runway",
BOMBCARPET="Carpet Bombing",
CAP="CAP",
CAS="CAS",
ESCORT="Escort",
FAC="FAC",
FACA="FAC-A",
FERRY="Ferry Flight",
GROUNDESCORT="Ground Escort",
INTERCEPT="Intercept",
ORBIT="Orbit",
GCICAP="Ground Controlled CAP",
RECON="Recon",
RECOVERYTANKER="Recovery Tanker",
RESCUEHELO="Rescue Helo",
SEAD="SEAD",
STRIKE="Strike",
TANKER="Tanker",
TROOPTRANSPORT="Troop Transport",
ARTY="Fire At Point",
PATROLZONE="Patrol Zone",
OPSTRANSPORT="Ops Transport",
AMMOSUPPLY="Ammo Supply",
FUELSUPPLY="Fuel Supply",
ALERT5="Alert5",
ONGUARD="On Guard",
ARMOREDGUARD="Armored Guard",
BARRAGE="Barrage",
ARMORATTACK="Armor Attack",
CASENHANCED="CAS Enhanced",
HOVER="Hover",
LANDATCOORDINATE="Land at Coordinate",
GROUNDATTACK="Ground Attack",
CARGOTRANSPORT="Cargo Transport",
RELOCATECOHORT="Relocate Cohort",
AIRDEFENSE="Air Defence",
EWR="Early Warning Radar",
REARMING="Rearming",
CAPTUREZONE="Capture Zone",
NOTHING="Nothing",
PATROLRACETRACK="Patrol Racetrack",
STRAFING="Strafing",
}
--- Special task description.
-- @type AUFTRAG.SpecialTask
-- @field #string FORMATION AI formation task.
-- @field #string PATROLZONE Patrol zone task.
-- @field #string RECON Recon task.
-- @field #string AMMOSUPPLY Ammo Supply.
-- @field #string FUELSUPPLY Fuel Supply.
-- @field #string ALERT5 Alert 5 task.
-- @field #string ONGUARD On guard.
-- @field #string ARMOREDGUARD On guard with armor.
-- @field #string BARRAGE Barrage.
-- @field #string HOVER Hover.
-- @field #string GROUNDATTACK Ground attack.
-- @field #string FERRY Ferry mission.
-- @field #string RELOCATECOHORT Relocate cohort.
-- @field #string AIRDEFENSE Air defense.
-- @field #string EWR Early Warning Radar.
-- @field #string RECOVERYTANKER Recovery tanker.
-- @field #string REARMING Rearming.
-- @field #string CAPTUREZONE Capture OPS zone.
-- @field #string NOTHING Nothing.
-- @field #string PATROLRACETRACK Patrol Racetrack.
AUFTRAG.SpecialTask={
FORMATION="Formation",
PATROLZONE="PatrolZone",
RECON="ReconMission",
AMMOSUPPLY="Ammo Supply",
FUELSUPPLY="Fuel Supply",
ALERT5="Alert5",
ONGUARD="On Guard",
ARMOREDGUARD="ArmoredGuard",
BARRAGE="Barrage",
ARMORATTACK="AmorAttack",
HOVER="Hover",
GROUNDATTACK="Ground Attack",
FERRY="Ferry",
RELOCATECOHORT="Relocate Cohort",
AIRDEFENSE="Air Defense",
EWR="Early Warning Radar",
RECOVERYTANKER="Recovery Tanker",
REARMING="Rearming",
CAPTUREZONE="Capture Zone",
NOTHING="Nothing",
PATROLRACETRACK="Patrol Racetrack",
}
--- Mission status.
-- @type AUFTRAG.Status
-- @field #string PLANNED Mission is at the early planning stage and has not been added to any queue.
-- @field #string QUEUED Mission is queued at a LEGION.
-- @field #string REQUESTED Mission assets were requested from the warehouse.
-- @field #string SCHEDULED Mission is scheduled in an OPSGROUP queue waiting to be started.
-- @field #string STARTED Mission has started but is not executed yet.
-- @field #string EXECUTING Mission is being executed.
-- @field #string DONE Mission is over.
-- @field #string CANCELLED Mission was cancelled.
-- @field #string SUCCESS Mission was a success.
-- @field #string FAILED Mission failed.
AUFTRAG.Status={
PLANNED="planned",
QUEUED="queued",
REQUESTED="requested",
SCHEDULED="scheduled",
STARTED="started",
EXECUTING="executing",
DONE="done",
CANCELLED="cancelled",
SUCCESS="success",
FAILED="failed",
}
--- Mission status of an assigned group.
-- @type AUFTRAG.GroupStatus
-- @field #string SCHEDULED Mission is scheduled in a FLIGHGROUP queue waiting to be started.
-- @field #string STARTED Ops group started this mission but it is not executed yet.
-- @field #string EXECUTING Ops group is executing this mission.
-- @field #string PAUSED Ops group has paused this mission, e.g. for refuelling.
-- @field #string DONE Mission task of the Ops group is done.
-- @field #string CANCELLED Mission was cancelled.
AUFTRAG.GroupStatus={
SCHEDULED="scheduled",
STARTED="started",
EXECUTING="executing",
PAUSED="paused",
DONE="done",
CANCELLED="cancelled",
}
--- Target type.
-- @type AUFTRAG.TargetType
-- @field #string GROUP Target is a GROUP object.
-- @field #string UNIT Target is a UNIT object.
-- @field #string STATIC Target is a STATIC object.
-- @field #string COORDINATE Target is a COORDINATE.
-- @field #string AIRBASE Target is an AIRBASE.
-- @field #string SETGROUP Target is a SET of GROUPs.
-- @field #string SETUNIT Target is a SET of UNITs.
AUFTRAG.TargetType={
GROUP="Group",
UNIT="Unit",
STATIC="Static",
COORDINATE="Coordinate",
AIRBASE="Airbase",
SETGROUP="SetGroup",
SETUNIT="SetUnit",
}
--- Mission category.
-- @type AUFTRAG.Category
-- @field #string AIRCRAFT Airplanes and helicopters.
-- @field #string AIRPLANE Airplanes.
-- @field #string HELICOPTER Helicopter.
-- @field #string GROUND Ground troops.
-- @field #string NAVAL Naval grous.
AUFTRAG.Category={
ALL="All",
AIRCRAFT="Aircraft",
AIRPLANE="Airplane",
HELICOPTER="Helicopter",
GROUND="Ground",
NAVAL="Naval",
}
--- Target data.
-- @type AUFTRAG.TargetData
-- @field Wrapper.Positionable#POSITIONABLE Target Target Object.
-- @field #string Type Target type: "Group", "Unit", "Static", "Coordinate", "Airbase", "SetGroup", "SetUnit".
-- @field #string Name Target name.
-- @field #number Ninital Number of initial targets.
-- @field #number Lifepoints Total life points.
-- @field #number Lifepoints0 Inital life points.
--- Mission capability.
-- @type AUFTRAG.Capability
-- @field #string MissionType Type of mission.
-- @field #number Performance Number describing the performance level. The higher the better.
--- Mission success.
-- @type AUFTRAG.Success
-- @field #string SURVIVED Group did survive.
-- @field #string ENGAGED Target was engaged.
-- @field #string DAMAGED Target was damaged.
-- @field #string DESTROYED Target was destroyed.
--- Generic mission condition.
-- @type AUFTRAG.Condition
-- @field #function func Callback function to check for a condition. Should return a #boolean.
-- @field #table arg Optional arguments passed to the condition callback function.
--- Group specific data. Each ops group subscribed to this mission has different data for this.
-- @type AUFTRAG.GroupData
-- @field Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @field Core.Point#COORDINATE waypointcoordinate Ingress waypoint coordinate.
-- @field #number waypointindex Mission (ingress) Waypoint UID.
-- @field #number waypointEgressUID Egress Waypoint UID.
-- @field Core.Point#COORDINATE wpegresscoordinate Egress waypoint coordinate.
--
-- @field Ops.OpsGroup#OPSGROUP.Task waypointtask Waypoint task.
-- @field #string status Group mission status.
-- @field Functional.Warehouse#WAREHOUSE.Assetitem asset The warehouse asset.
--- AUFTRAG class version.
-- @field #string version
AUFTRAG.version="1.2.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Replace engageRange by missionRange. Here and in other classes. CTRL+H is your friend!
-- TODO: Mission success options damaged, destroyed.
-- TODO: F10 marker to create new missions.
-- DONE: Add option that assets do not return to their legion.
-- DONE: Add Capture zone task.
-- DONE: Add orbit mission for moving anker points.
-- DONE: Add recovery tanker mission for boat ops.
-- DONE: Added auftrag category.
-- DONE: Missions can be assigned to multiple legions.
-- DONE: Option to assign a specific payload for the mission (requires an AIRWING).
-- NOPE: Clone mission. How? Deepcopy? ==> Create a new auftrag.
-- DONE: Recon mission. What input? Set of coordinates?
-- DONE: Option to assign mission to specific squadrons (requires an AIRWING).
-- DONE: Add mission start conditions.
-- DONE: Add rescue helo mission for boat ops.
-- DONE: Mission ROE and ROT.
-- DONE: Mission frequency and TACAN.
-- DONE: Mission formation, etc.
-- DONE: FSM events.
-- DONE: F10 marker functions that are updated on Status event.
-- DONE: Evaluate mission result ==> SUCCESS/FAILURE
-- DONE: NewAUTO() NewA2G NewA2A
-- DONE: Transport mission.
-- DONE: Set mission coalition, e.g. for F10 markers. Could be derived from target if target has a coalition.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new generic AUFTRAG object.
-- @param #AUFTRAG self
-- @param #string Type Mission type.
-- @return #AUFTRAG self
function AUFTRAG:New(Type)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #AUFTRAG
-- Increase global counter.
_AUFTRAGSNR=_AUFTRAGSNR+1
-- Mission type.
self.type=Type
-- Auftragsnummer.
self.auftragsnummer=_AUFTRAGSNR
-- Log ID.
self:_SetLogID()
-- State is planned.
self.status=AUFTRAG.Status.PLANNED
-- Defaults .
self:SetName()
self:SetPriority()
self:SetTime()
self:SetRequiredAssets()
self.engageAsGroup=true
self.dTevaluate=5
-- Init counters and stuff.
self.repeated=0
self.repeatedSuccess=0
self.repeatedFailure=0
self.Nrepeat=0
self.NrepeatFailure=0
self.NrepeatSuccess=0
self.Ncasualties=0
self.Nkills=0
self.Nelements=0
self.Ngroups=0
self.Nassigned=nil
self.Ndead=0
-- FMS start state is PLANNED.
self:SetStartState(self.status)
-- PLANNED --> (QUEUED) --> (REQUESTED) --> SCHEDULED --> STARTED --> EXECUTING --> DONE
self:AddTransition("*", "Planned", AUFTRAG.Status.PLANNED) -- Mission is in planning stage. Could be in the queue of a COMMANDER or CHIEF.
self:AddTransition(AUFTRAG.Status.PLANNED, "Queued", AUFTRAG.Status.QUEUED) -- Mission is in queue of a LEGION.
self:AddTransition(AUFTRAG.Status.QUEUED, "Requested", AUFTRAG.Status.REQUESTED) -- Mission assets have been requested from the warehouse.
self:AddTransition(AUFTRAG.Status.REQUESTED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- Mission added to the first ops group queue.
self:AddTransition(AUFTRAG.Status.PLANNED, "Scheduled", AUFTRAG.Status.SCHEDULED) -- From planned directly to scheduled.
self:AddTransition(AUFTRAG.Status.SCHEDULED, "Started", AUFTRAG.Status.STARTED) -- First asset has started the mission.
self:AddTransition(AUFTRAG.Status.STARTED, "Executing", AUFTRAG.Status.EXECUTING) -- First asset is executing the mission.
self:AddTransition("*", "Done", AUFTRAG.Status.DONE) -- All assets have reported that mission is done.
self:AddTransition("*", "Cancel", AUFTRAG.Status.CANCELLED) -- Command to cancel the mission.
self:AddTransition("*", "Success", AUFTRAG.Status.SUCCESS)
self:AddTransition("*", "Failed", AUFTRAG.Status.FAILED)
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Stop", "*")
self:AddTransition("*", "Repeat", AUFTRAG.Status.PLANNED)
self:AddTransition("*", "ElementDestroyed", "*")
self:AddTransition("*", "GroupDead", "*")
self:AddTransition("*", "AssetDead", "*")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Status".
-- @function [parent=#AUFTRAG] Status
-- @param #AUFTRAG self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#AUFTRAG] __Status
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @function [parent=#AUFTRAG] Stop
-- @param #AUFTRAG self
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#AUFTRAG] __Stop
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Planned".
-- @function [parent=#AUFTRAG] Planned
-- @param #AUFTRAG self
--- Triggers the FSM event "Planned" after a delay.
-- @function [parent=#AUFTRAG] __Planned
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Planned" event.
-- @function [parent=#AUFTRAG] OnAfterPlanned
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Queued".
-- @function [parent=#AUFTRAG] Queued
-- @param #AUFTRAG self
--- Triggers the FSM event "Queued" after a delay.
-- @function [parent=#AUFTRAG] __Queued
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Queued" event.
-- @function [parent=#AUFTRAG] OnAfterQueued
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Requested".
-- @function [parent=#AUFTRAG] Requested
-- @param #AUFTRAG self
--- Triggers the FSM event "Requested" after a delay.
-- @function [parent=#AUFTRAG] __Requested
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Requested" event.
-- @function [parent=#AUFTRAG] OnAfterRequested
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Scheduled".
-- @function [parent=#AUFTRAG] Scheduled
-- @param #AUFTRAG self
--- Triggers the FSM event "Scheduled" after a delay.
-- @function [parent=#AUFTRAG] __Scheduled
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Scheduled" event.
-- @function [parent=#AUFTRAG] OnAfterScheduled
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Started".
-- @function [parent=#AUFTRAG] Started
-- @param #AUFTRAG self
--- Triggers the FSM event "Started" after a delay.
-- @function [parent=#AUFTRAG] __Started
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Started" event.
-- @function [parent=#AUFTRAG] OnAfterStarted
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Executing".
-- @function [parent=#AUFTRAG] Executing
-- @param #AUFTRAG self
--- Triggers the FSM event "Executing" after a delay.
-- @function [parent=#AUFTRAG] __Executing
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Executing" event.
-- @function [parent=#AUFTRAG] OnAfterExecuting
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Cancel".
-- @function [parent=#AUFTRAG] Cancel
-- @param #AUFTRAG self
--- Triggers the FSM event "Cancel" after a delay.
-- @function [parent=#AUFTRAG] __Cancel
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Cancel" event.
-- @function [parent=#AUFTRAG] OnAfterCancel
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Done".
-- @function [parent=#AUFTRAG] Done
-- @param #AUFTRAG self
--- Triggers the FSM event "Done" after a delay.
-- @function [parent=#AUFTRAG] __Done
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Done" event.
-- @function [parent=#AUFTRAG] OnAfterDone
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Success".
-- @function [parent=#AUFTRAG] Success
-- @param #AUFTRAG self
--- Triggers the FSM event "Success" after a delay.
-- @function [parent=#AUFTRAG] __Success
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Success" event.
-- @function [parent=#AUFTRAG] OnAfterSuccess
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Failed".
-- @function [parent=#AUFTRAG] Failed
-- @param #AUFTRAG self
--- Triggers the FSM event "Failed" after a delay.
-- @function [parent=#AUFTRAG] __Failed
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Failed" event.
-- @function [parent=#AUFTRAG] OnAfterFailed
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Repeat".
-- @function [parent=#AUFTRAG] Repeat
-- @param #AUFTRAG self
--- Triggers the FSM event "Repeat" after a delay.
-- @function [parent=#AUFTRAG] __Repeat
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
--- On after "Repeat" event.
-- @function [parent=#AUFTRAG] OnAfterRepeat
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- Init status update.
self:__Status(-1)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Create Missions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- **[AIR]** Create an ANTI-SHIP mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be passed as a @{Wrapper.Group#GROUP} or @{Wrapper.Unit#UNIT} object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewANTISHIP(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.ANTISHIP)
mission:_TargetFromObject(Target)
-- DCS task parameters:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 2000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.ANTISHIPSTRIKE
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.4
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR ROTARY]** Create an HOVER mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to hover.
-- @param #number Altitude Hover altitude in feet AGL. Default is 50 feet above ground.
-- @param #number Time Time in seconds to hold the hover. Default 300 seconds.
-- @param #number Speed Speed in knots to fly to the target coordinate. Default 150kn.
-- @param #number MissionAlt Altitude to fly towards the mission in feet AGL. Default 1000ft.
-- @return #AUFTRAG self
function AUFTRAG:NewHOVER(Coordinate, Altitude, Time, Speed, MissionAlt)
local mission=AUFTRAG:New(AUFTRAG.Type.HOVER)
-- Altitude.
if Altitude then
mission.hoverAltitude=Coordinate:GetLandHeight()+UTILS.FeetToMeters(Altitude)
else
mission.hoverAltitude=Coordinate:GetLandHeight()+UTILS.FeetToMeters(50)
end
mission:_TargetFromObject(Coordinate)
mission.hoverSpeed = 0.1 -- the DCS Task itself will shortly be build with this so MPS
mission.hoverTime = Time or 300
self:SetMissionSpeed(Speed or 150)
self:SetMissionAltitude(MissionAlt or 1000)
-- Mission options:
mission.missionFraction=0.9
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.HELICOPTER}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR ROTARY]** Create an LANDATCOORDINATE mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to land.
-- @param #number OuterRadius (Optional) Vary the coordinate by this many feet, e.g. get a new random coordinate between OuterRadius and (optionally) avoiding InnerRadius of the coordinate.
-- @param #number InnerRadius (Optional) Vary the coordinate by this many feet, e.g. get a new random coordinate between OuterRadius and (optionally) avoiding InnerRadius of the coordinate.
-- @param #number Time Time in seconds to stay. Default 300 seconds.
-- @param #number Speed Speed in knots to fly to the target coordinate. Default 150kn.
-- @param #number MissionAlt Altitude to fly towards the mission in feet AGL. Default 1000ft.
-- @param #boolean CombatLanding (Optional) If true, set the Combat Landing option.
-- @param #number DirectionAfterLand (Optional) Heading after landing in degrees.
-- @return #AUFTRAG self
function AUFTRAG:NewLANDATCOORDINATE(Coordinate, OuterRadius, InnerRadius, Time, Speed, MissionAlt, CombatLanding, DirectionAfterLand)
local mission=AUFTRAG:New(AUFTRAG.Type.LANDATCOORDINATE)
mission:_TargetFromObject(Coordinate)
mission.stayTime = Time or 300
mission.stayAt = Coordinate
mission.combatLand = CombatLanding
mission.directionAfter = DirectionAfterLand
self:SetMissionSpeed(Speed or 150)
self:SetMissionAltitude(MissionAlt or 1000)
if OuterRadius then
mission.stayAt = Coordinate:GetRandomCoordinateInRadius(UTILS.FeetToMeters(OuterRadius),UTILS.FeetToMeters(InnerRadius or 0))
end
-- Mission options:
mission.missionFraction=0.9
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.HELICOPTER}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create an enhanced orbit race track mission. Planes will keep closer to the track.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to start the race track.
-- @param #number Altitude (Optional) Altitude in feet. Defaults to 20,000ft ASL.
-- @param #number Speed (Optional) Speed in knots. Defaults to 300kn TAS.
-- @param #number Heading (Optional) Heading in degrees, 0 to 360. Defaults to 90 degree (East).
-- @param #number Leg (Optional) Leg of the race track in NM. Defaults to 10nm.
-- @param #number Formation (Optional) Formation to take, e.g. ENUMS.Formation.FixedWing.Trail.Close, also see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_option_formation).
-- @return #AUFTRAG self
function AUFTRAG:NewPATROL_RACETRACK(Coordinate,Altitude,Speed,Heading,Leg,Formation)
local mission = AUFTRAG:New(AUFTRAG.Type.PATROLRACETRACK)
-- Target.
mission:_TargetFromObject(Coordinate)
-- Set Altitude.
if Altitude then
mission.TrackAltitude=UTILS.FeetToMeters(Altitude)
else
mission.TrackAltitude=UTILS.FeetToMeters(20000)
end
-- Points
mission.TrackPoint1 = Coordinate
local leg = UTILS.NMToMeters(Leg) or UTILS.NMToMeters(10)
local heading = Heading or 90
if heading < 0 or heading > 360 then heading = 90 end
mission.TrackPoint2 = Coordinate:Translate(leg,heading,true)
-- Orbit speed in m/s TAS.
mission.TrackSpeed = UTILS.IasToTas(UTILS.KnotsToKmph(Speed or 300), mission.TrackAltitude)
-- Mission speed in km/h and altitude
mission.missionSpeed = UTILS.KnotsToKmph(Speed or 300)
mission.missionAltitude = mission.TrackAltitude * 0.9
mission.missionTask=ENUMS.MissionTask.CAP
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create an ORBIT mission, which can be either a circular orbit or a race-track pattern.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet above sea level. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. If not specified, a circular orbit is performed.
-- @param #number Leg Length of race-track in NM. If not specified, a circular orbit is performed.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg)
local mission=AUFTRAG:New(AUFTRAG.Type.ORBIT)
-- Target.
mission:_TargetFromObject(Coordinate)
-- Set Altitude.
if Altitude then
mission.orbitAltitude=UTILS.FeetToMeters(Altitude)
else
mission.orbitAltitude=Coordinate.y
end
-- Orbit speed in m/s TAS.
mission.orbitSpeed = UTILS.IasToTas(UTILS.KnotsToMps(Speed or 350), mission.orbitAltitude)
-- Mission speed in km/h.
mission.missionSpeed = UTILS.KnotsToKmph(Speed or 350)
if Leg then
mission.orbitLeg=UTILS.NMToMeters(Leg)
-- Relative heading
if Heading and Heading<0 then
mission.orbitHeadingRel=true
Heading=-Heading
end
-- Heading if given.
mission.orbitHeading=Heading
end
-- Mission options:
mission.missionAltitude=mission.orbitAltitude*0.9
mission.missionFraction=0.9
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create an ORBIT mission, where the aircraft will go in a circle around the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Position where to orbit around.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT_CIRCLE(Coordinate, Altitude, Speed)
local mission=AUFTRAG:NewORBIT(Coordinate, Altitude, Speed)
return mission
end
--- **[AIR]** Create an ORBIT mission, where the aircraft will fly a race-track pattern.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. Default random in [0, 360) degrees.
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
Heading = Heading or math.random(360)
Leg = Leg or 10
local mission=AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg)
return mission
end
--- **[AIR]** Create an ORBIT mission, where the aircraft will fly a circular or race-track pattern over a given group or unit.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP Group Group where to orbit around. Can also be a UNIT object.
-- @param #number Altitude Orbit altitude in feet. Default is 6,000 ft.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Leg Length of race-track in NM. Default nil.
-- @param #number Heading Heading of race-track pattern in degrees. Default is heading of the group.
-- @param DCS#Vec2 OffsetVec2 Offset 2D-vector {x=0, y=0} in NM with respect to the group. Default directly overhead. Can also be given in polar coordinates `{r=5, phi=45}`.
-- @param #number Distance Threshold distance in NM before orbit pattern is updated. Default 5 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewORBIT_GROUP(Group, Altitude, Speed, Leg, Heading, OffsetVec2, Distance)
-- Set default altitude.
Altitude = Altitude or 6000
-- Create orbit mission.
local mission=AUFTRAG:NewORBIT(Group, Altitude, Speed, Heading, Leg)
-- DCS tasks needs to be updated from time to time.
mission.updateDCSTask=true
-- Convert offset vector to meters.
if OffsetVec2 then
if OffsetVec2.x then
OffsetVec2.x=UTILS.NMToMeters(OffsetVec2.x)
end
if OffsetVec2.y then
OffsetVec2.y=UTILS.NMToMeters(OffsetVec2.y)
end
if OffsetVec2.r then
OffsetVec2.r=UTILS.NMToMeters(OffsetVec2.r)
end
end
-- Offset vector.
mission.orbitOffsetVec2=OffsetVec2
-- Pattern update distance.
mission.orbitDeltaR=UTILS.NMToMeters(Distance or 5)
-- Update task with offset etc.
mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a Ground Controlled CAP (GCICAP) mission. Flights with this task are considered for A2A INTERCEPT missions by the CHIEF class. They will perform a combat air patrol but not engage by
-- themselfs. They wait for the CHIEF to tell them whom to engage.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. Default random in [0, 360) degrees.
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewGCICAP(Coordinate, Altitude, Speed, Heading, Leg)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type GCICAP.
mission.type=AUFTRAG.Type.GCICAP
mission:_SetLogID()
-- Mission options:
mission.missionTask=ENUMS.MissionTask.INTERCEPT
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
return mission
end
--- **[AIR]** Create a TANKER mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @param #number RefuelSystem Refueling system (0=boom, 1=probe). This info is *only* for AIRWINGs so they launch the right tanker type.
-- @return #AUFTRAG self
function AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type TANKER.
mission.type=AUFTRAG.Type.TANKER
mission:_SetLogID()
mission.refuelSystem=RefuelSystem
-- Mission options:
mission.missionTask=ENUMS.MissionTask.REFUELING
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a AWACS mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Where to orbit. Altitude is also taken from the coordinate.
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit speed in knots. Default 350 kts.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewAWACS(Coordinate, Altitude, Speed, Heading, Leg)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type AWACS.
mission.type=AUFTRAG.Type.AWACS
mission:_SetLogID()
-- Mission options:
mission.missionTask=ENUMS.MissionTask.AWACS
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create an INTERCEPT mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to intercept. Can also be passed as simple @{Wrapper.Group#GROUP} or @{Wrapper.Unit#UNIT} object.
-- @return #AUFTRAG self
function AUFTRAG:NewINTERCEPT(Target)
local mission=AUFTRAG:New(AUFTRAG.Type.INTERCEPT)
mission:_TargetFromObject(Target)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.INTERCEPT
mission.missionFraction=0.1
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a CAP mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft.
-- @param #number Speed Orbit speed in knots. Default 350 kts.
-- @param Core.Point#COORDINATE Coordinate Where to orbit. Default is the center of the CAP zone.
-- @param #number Heading Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed.
-- @param #number Leg Length of race-track in NM. If not specified, a simple circular orbit is performed.
-- @param #table TargetTypes Table of target types. Default {"Air"}.
-- @return #AUFTRAG self
function AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes)
-- Ensure given TargetTypes parameter is a table.
TargetTypes=UTILS.EnsureTable(TargetTypes, true)
-- Set default altitude if not specified.
Altitude = Altitude or 10000
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT(Coordinate or ZoneCAP:GetCoordinate(), Altitude, Speed or 350, Heading, Leg)
-- Mission type CAP.
mission.type=AUFTRAG.Type.CAP
mission:_SetLogID()
-- DCS task parameters:
mission.engageZone=ZoneCAP or Coordinate
mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.CAP
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.missionSpeed = UTILS.KnotsToKmph(UTILS.KnotsToAltKIAS(Speed or 350, Altitude))
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a CAP mission over a (moving) group.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP Grp The grp to perform the CAP over.
-- @param #number Altitude Orbit altitude in feet. Default is 6,000 ft.
-- @param #number Speed Orbit speed in knots. Default 250 KIAS.
-- @param #number RelHeading Relative heading [0, 360) of race-track pattern in degrees wrt heading of the carrier. Default is heading of the carrier.
-- @param #number Leg Length of race-track in NM. Default 14 NM.
-- @param #number OffsetDist Relative distance of the first race-track point wrt to the carrier. Default 6 NM.
-- @param #number OffsetAngle Relative angle of the first race-track point wrt. to the carrier. Default 180 (behind the boat).
-- @param #number UpdateDistance Threshold distance in NM before orbit pattern is updated. Default 5 NM.
-- @param #table TargetTypes (Optional) Table of target types. Default `{"Air"}`.
-- @param #number EngageRange Max range in nautical miles that the escort group(s) will engage enemies. Default 32 NM (60 km).
-- @return #AUFTRAG self
function AUFTRAG:NewCAPGROUP(Grp, Altitude, Speed, RelHeading, Leg, OffsetDist, OffsetAngle, UpdateDistance, TargetTypes, EngageRange)
-- Ensure given TargetTypes parameter is a table.
TargetTypes=UTILS.EnsureTable(TargetTypes, true)
-- Six NM astern.
local OffsetVec2={r=OffsetDist or 6, phi=OffsetAngle or 180}
-- Default leg.
Leg=Leg or 14
local Heading=nil
if RelHeading then
Heading=-math.abs(RelHeading)
end
-- Create orbit mission.
local mission=AUFTRAG:NewORBIT_GROUP(Grp, Altitude, Speed, Leg, Heading, OffsetVec2, UpdateDistance)
-- Mission type CAP.
mission.type=AUFTRAG.Type.CAP
mission:_SetLogID()
-- DCS task parameters:
local engage = EngageRange or 32
local zoneCAPGroup = ZONE_GROUP:New("CAPGroup", Grp, UTILS.NMToMeters(engage))
mission.engageZone=zoneCAPGroup
mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.CAP
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a CAS mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAS Circular CAS zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit. Default is 10,000 ft.
-- @param #number Speed Orbit speed in knots. Default 350 KIAS.
-- @param Core.Point#COORDINATE Coordinate Where to orbit. Default is the center of the CAS zone.
-- @param #number Heading Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed.
-- @param #number Leg Length of race-track in NM. If not specified, a simple circular orbit is performed.
-- @param #table TargetTypes (Optional) Table of target types. Default `{"Helicopters", "Ground Units", "Light armed ships"}`.
-- @return #AUFTRAG self
function AUFTRAG:NewCAS(ZoneCAS, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes)
-- Ensure given TargetTypes parameter is a table.
TargetTypes=UTILS.EnsureTable(TargetTypes, true)
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT(Coordinate or ZoneCAS:GetCoordinate(), Altitude or 10000, Speed, Heading, Leg)
-- Mission type CAS.
mission.type=AUFTRAG.Type.CAS
mission:_SetLogID()
-- DCS Task options:
mission.engageZone=ZoneCAS
mission.engageTargetTypes=TargetTypes or {"Helicopters", "Ground Units", "Light armed ships"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.CAS
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a CASENHANCED mission. Group(s) will go to the zone and patrol it randomly.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE CasZone The CAS zone.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #number Speed Speed in knots.
-- @param #number RangeMax Max range in NM. Only detected targets within this radius from the group will be engaged. Default is 25 NM.
-- @param Core.Set#SET_ZONE NoEngageZoneSet Set of zones in which targets are *not* engaged. Default is nowhere.
-- @param #table TargetTypes Types of target attributes that will be engaged. See [DCS enum attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). Default `{"Helicopters", "Ground Units", "Light armed ships"}`.
-- @return #AUFTRAG self
function AUFTRAG:NewCASENHANCED(CasZone, Altitude, Speed, RangeMax, NoEngageZoneSet, TargetTypes)
local mission=AUFTRAG:New(AUFTRAG.Type.CASENHANCED)
-- Ensure we got a ZONE and not just the zone name.
if type(CasZone)=="string" then
CasZone=ZONE:New(CasZone)
end
mission:_TargetFromObject(CasZone)
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.CASENHANCED)
mission:SetEngageDetected(RangeMax, TargetTypes or {"Helicopters", "Ground Units", "Light armed ships"}, CasZone, NoEngageZoneSet)
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.missionFraction=0.5
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.missionAltitude=Altitude and UTILS.FeetToMeters(Altitude) or nil
-- Evaluate result after x secs. We might need time until targets have been detroyed.
mission.dTevaluate=15
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR, GROUND]** Create a FAC mission. Group(s) will go to the zone and patrol it randomly and act as FAC for detected units.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE FacZone The FAC zone (or name of zone) where to patrol.
-- @param #number Speed Speed in knots.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation.
-- @return #AUFTRAG self
function AUFTRAG:NewFAC(FacZone, Speed, Altitude, Frequency, Modulation)
local mission=AUFTRAG:New(AUFTRAG.Type.FAC)
-- Ensure we got a ZONE and not just the zone name.
if type(FacZone)=="string" then
FacZone=ZONE:FindByName(FacZone)
end
mission:_TargetFromObject(FacZone)
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.FAC)
mission.facFreq=Frequency or 133
mission.facModu=Modulation or radio.modulation.AM
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.missionAltitude=Altitude and UTILS.FeetToMeters(Altitude) or nil
mission.categories={AUFTRAG.Category.AIRCRAFT, AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a FACA mission.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP Target Target group. Must be a GROUP object.
-- @param #string Designation Designation of target. See `AI.Task.Designation`. Default `AI.Task.Designation.AUTO`.
-- @param #boolean DataLink Enable data link. Default `true`.
-- @param #number Frequency Radio frequency in MHz the FAC uses for communication. Default is 133 MHz.
-- @param #number Modulation Radio modulation band. Default 0=AM. Use 1 for FM. See radio.modulation.AM or radio.modulaton.FM.
-- @return #AUFTRAG self
function AUFTRAG:NewFACA(Target, Designation, DataLink, Frequency, Modulation)
local mission=AUFTRAG:New(AUFTRAG.Type.FACA)
mission:_TargetFromObject(Target)
-- TODO: check that target is really a group object!
-- DCS Task options:
mission.facDesignation=Designation --or AI.Task.Designation.AUTO
mission.facDatalink=true
mission.facFreq=Frequency or 133
mission.facModu=Modulation or radio.modulation.AM
-- Mission options:
mission.missionTask=ENUMS.MissionTask.AFAC
mission.missionAltitude=nil
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a BAI mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
-- @param #number Altitude Engage altitude in feet. Default 5000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewBAI(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.BAI)
mission:_TargetFromObject(Target)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 5000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.75
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a SEAD mission.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP or UNIT object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewSEAD(Target, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.SEAD)
mission:_TargetFromObject(Target)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.SEAD
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.2
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a SEAD in Zone mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE TargetZone The target zone to attack.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #table TargetTypes Table of string of DCS known target types, defaults to {"Air Defence"}. See [DCS Target Attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)
-- @param #number Duration Engage this much time when the AUFTRAG starts executing.
-- @return #AUFTRAG self
function AUFTRAG:NewSEADInZone(TargetZone, Altitude, TargetTypes, Duration)
local mission=AUFTRAG:New(AUFTRAG.Type.SEAD)
--mission:_TargetFromObject(TargetZone)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
mission.engageZone = TargetZone
mission.engageTargetTypes = TargetTypes or {"Air Defence"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.SEAD
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.2
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
mission:SetDuration(Duration or 1800)
return mission
end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self
function AUFTRAG:NewSTRIKE(Target, Altitude, EngageWeaponType)
local mission=AUFTRAG:New(AUFTRAG.Type.STRIKE)
mission:_TargetFromObject(Target)
-- DCS Task options:
mission.engageWeaponType=EngageWeaponType or ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 2000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.75
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing).
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @param #boolean Divebomb If true, use a dive bombing attack approach.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType, Divebomb)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING)
mission:_TargetFromObject(Target)
-- DCS task options:
mission.engageWeaponType=EngageWeaponType or ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better.
mission.optionDivebomb = Divebomb or nil
-- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed.
mission.dTevaluate=5*60
mission.categories={AUFTRAG.Category.AIRCRAFT}
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a STRAFING mission. Assigns a point on the ground for which the AI will do a strafing run with guns or rockets.
-- See [DCS task strafing](https://wiki.hoggitworld.com/view/DCS_task_strafing).
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 1000 ft.
-- @param #number Length The total length of the strafing target in meters. Default `nil`.
-- @return #AUFTRAG self
function AUFTRAG:NewSTRAFING(Target, Altitude, Length)
local mission=AUFTRAG:New(AUFTRAG.Type.STRAFING)
mission:_TargetFromObject(Target)
-- DCS task options:
mission.engageWeaponType=805337088 -- Corresponds to guns/cannons (805306368) + any rocket (30720). This is the default when selecting this task in the ME.
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 1000)
mission.engageLength=Length
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better.
-- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed.
mission.dTevaluate=5*60
mission.categories={AUFTRAG.Category.AIRCRAFT}
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a BOMBRUNWAY mission.
-- @param #AUFTRAG self
-- @param Wrapper.Airbase#AIRBASE Airdrome The airbase to bomb. This must be an airdrome (not a FARP or ship) as these do not have a runway.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBRUNWAY(Airdrome, Altitude)
if type(Airdrome)=="string" then
Airdrome=AIRBASE:FindByName(Airdrome)
end
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBRUNWAY)
mission:_TargetFromObject(Airdrome)
-- DCS task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.RUNWAYATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.75
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
-- Evaluate result after 5 min.
mission.dTevaluate=5*60
mission.categories={AUFTRAG.Category.AIRCRAFT}
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create a CARPET BOMBING mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT or STATIC object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number CarpetLength Length of bombing carpet in meters. Default 500 m.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBCARPET(Target, Altitude, CarpetLength)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBCARPET)
mission:_TargetFromObject(Target)
-- DCS task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
mission.engageLength=CarpetLength or 500
mission.engageAsGroup=false -- Looks like this must be false or the task is not executed. It is not available in the ME anyway but in the task of the mission file.
mission.engageDirection=nil -- This is also not available in the ME.
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDATTACK
mission.missionAltitude=mission.engageAltitude*0.8
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction
-- Evaluate result after 5 min.
mission.dTevaluate=5*60
mission.categories={AUFTRAG.Category.AIRCRAFT}
-- Get DCS task.
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR/HELO]** Create a GROUNDESCORT (or FOLLOW) mission. Helo will escort a **ground** group and automatically engage certain target types.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP EscortGroup The ground group to escort.
-- @param #number OrbitDistance Orbit to/from the lead unit this many NM. Defaults to 1.5 NM.
-- @param #table TargetTypes Types of targets to engage automatically. Default is {"Ground vehicles"}, i.e. all enemy ground units. Use an empty set {} for a simple "FOLLOW" mission.
-- @return #AUFTRAG self
function AUFTRAG:NewGROUNDESCORT(EscortGroup, OrbitDistance, TargetTypes)
local mission=AUFTRAG:New(AUFTRAG.Type.GROUNDESCORT)
-- If only a string is passed we set a variable and check later if the group exists.
if type(EscortGroup)=="string" then
mission.escortGroupName=EscortGroup
mission:_TargetFromObject()
else
mission:_TargetFromObject(EscortGroup)
end
-- DCS task parameters:
mission.orbitDistance=OrbitDistance and UTILS.NMToMeters(OrbitDistance) or UTILS.NMToMeters(1.5)
--mission.engageMaxDistance=EngageMaxDistance and UTILS.NMToMeters(EngageMaxDistance) or UTILS.NMToMeters(5)
mission.engageTargetTypes=TargetTypes or {"Ground vehicles"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.GROUNDESCORT
mission.missionFraction=0.1
mission.missionAltitude=100
mission.optionROE=ENUMS.ROE.OpenFire -- TODO: what's the best ROE here? Make dependent on ESCORT or FOLLOW!
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.HELICOPTER}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create an ESCORT (or FOLLOW) mission. Flight will escort another group and automatically engage certain target types.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP EscortGroup The group to escort.
-- @param DCS#Vec3 OffsetVector A table with x, y and z components specifying the offset of the flight to the escorted group. Default {x=-100, y=0, z=200} for z=200 meters to the right, same alitude (y=0), x=-100 meters behind.
-- @param #number EngageMaxDistance Max engage distance of targets in nautical miles. Default auto 32 NM.
-- @param #table TargetTypes Types of targets to engage automatically. Default is {"Air"}, i.e. all enemy airborne units. Use an empty set {} for a simple "FOLLOW" mission.
-- @return #AUFTRAG self
function AUFTRAG:NewESCORT(EscortGroup, OffsetVector, EngageMaxDistance, TargetTypes)
local mission=AUFTRAG:New(AUFTRAG.Type.ESCORT)
-- If only a string is passed we set a variable and check later if the group exists.
if type(EscortGroup)=="string" then
mission.escortGroupName=EscortGroup
mission:_TargetFromObject()
else
mission:_TargetFromObject(EscortGroup)
end
-- DCS task parameters:
mission.escortVec3=OffsetVector or {x=-100, y=0, z=200}
mission.engageMaxDistance=EngageMaxDistance and UTILS.NMToMeters(EngageMaxDistance) or UTILS.NMToMeters(32)
mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.ESCORT
mission.missionFraction=0.1
mission.missionAltitude=1000
mission.optionROE=ENUMS.ROE.OpenFire -- TODO: what's the best ROE here? Make dependent on ESCORT or FOLLOW!
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR ROTARY]** Create a RESCUE HELO mission.
-- @param #AUFTRAG self
-- @param Wrapper.Unit#UNIT Carrier The carrier unit.
-- @return #AUFTRAG self
function AUFTRAG:NewRESCUEHELO(Carrier)
local mission=AUFTRAG:New(AUFTRAG.Type.RESCUEHELO)
mission:_TargetFromObject(Carrier)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.NOTHING
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.NoReaction
mission.categories={AUFTRAG.Category.HELICOPTER}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIRPANE]** Create a RECOVERY TANKER mission.
-- @param #AUFTRAG self
-- @param Wrapper.Unit#UNIT Carrier The carrier unit.
-- @param #number Altitude Orbit altitude in feet. Default is 6,000 ft.
-- @param #number Speed Orbit speed in knots. Default 250 KIAS.
-- @param #number Leg Length of race-track in NM. Default 14 NM.
-- @param #number RelHeading Relative heading [0, 360) of race-track pattern in degrees wrt heading of the carrier. Default is heading of the carrier.
-- @param #number OffsetDist Relative distance of the first race-track point wrt to the carrier. Default 6 NM.
-- @param #number OffsetAngle Relative angle of the first race-track point wrt. to the carrier. Default 180 (behind the boat).
-- @param #number UpdateDistance Threshold distance in NM before orbit pattern is updated. Default 5 NM.
-- @return #AUFTRAG self
function AUFTRAG:NewRECOVERYTANKER(Carrier, Altitude, Speed, Leg, RelHeading, OffsetDist, OffsetAngle, UpdateDistance)
-- Six NM astern.
local OffsetVec2={r=OffsetDist or 6, phi=OffsetAngle or 180}
-- Default leg.
Leg=Leg or 14
-- Default Speed.
Speed=Speed or 250
local Heading=nil
if RelHeading then
Heading=-math.abs(RelHeading)
end
-- Create orbit mission.
local mission=AUFTRAG:NewORBIT_GROUP(Carrier, Altitude, Speed, Leg, Heading, OffsetVec2, UpdateDistance)
-- Set the type.
mission.type=AUFTRAG.Type.RECOVERYTANKER
-- Mission options:
mission.missionTask=ENUMS.MissionTask.REFUELING
mission.missionFraction=0.9
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.NoReaction
mission.categories={AUFTRAG.Category.AIRPLANE}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR ROTARY, GROUND]** Create a TROOP TRANSPORT mission.
-- @param #AUFTRAG self
-- @param Core.Set#SET_GROUP TransportGroupSet The set group(s) to be transported.
-- @param Core.Point#COORDINATE DropoffCoordinate Coordinate where the helo will land drop off the the troops.
-- @param Core.Point#COORDINATE PickupCoordinate Coordinate where the helo will land to pick up the the cargo. Default is the first transport group.
-- @param #number PickupRadius Radius around the pickup coordinate in meters. Default 100 m.
-- @return #AUFTRAG self
function AUFTRAG:NewTROOPTRANSPORT(TransportGroupSet, DropoffCoordinate, PickupCoordinate, PickupRadius)
local mission=AUFTRAG:New(AUFTRAG.Type.TROOPTRANSPORT)
if TransportGroupSet:IsInstanceOf("GROUP") then
mission.transportGroupSet=SET_GROUP:New()
mission.transportGroupSet:AddGroup(TransportGroupSet)
elseif TransportGroupSet:IsInstanceOf("SET_GROUP") then
mission.transportGroupSet=TransportGroupSet
else
mission:E(mission.lid.."ERROR: TransportGroupSet must be a GROUP or SET_GROUP object!")
return nil
end
mission:_TargetFromObject(mission.transportGroupSet)
mission.transportPickup=PickupCoordinate or mission:GetTargetCoordinate()
mission.transportDropoff=DropoffCoordinate
mission.transportPickupRadius=PickupRadius or 100
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.TROOPTRANSPORT)
-- Debug.
--mission.transportPickup:MarkToAll("Pickup Transport")
--mission.transportDropoff:MarkToAll("Drop off")
-- TODO: what's the best ROE here?
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.HELICOPTER, AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR ROTARY]** Create a CARGO TRANSPORT mission.
-- **Important Note:**
-- The dropoff zone has to be a zone defined in the Mission Editor. This is due to a restriction in the used DCS task, which takes the zone ID as input.
-- Only ME zones have an ID that can be referenced.
-- @param #AUFTRAG self
-- @param Wrapper.Static#STATIC StaticCargo Static cargo object.
-- @param Core.Zone#ZONE DropZone Zone where to drop off the cargo. **Has to be a zone defined in the ME!**
-- @return #AUFTRAG self
function AUFTRAG:NewCARGOTRANSPORT(StaticCargo, DropZone)
local mission=AUFTRAG:New(AUFTRAG.Type.CARGOTRANSPORT)
mission:_TargetFromObject(StaticCargo)
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.CARGOTRANSPORT)
-- Set ROE and ROT.
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.HELICOPTER}
mission.DCStask=mission:GetDCSMissionTask()
mission.DCStask.params.groupId=StaticCargo:GetID()
mission.DCStask.params.zoneId=DropZone.ZoneID
mission.DCStask.params.zone=DropZone
mission.DCStask.params.cargo=StaticCargo
return mission
end
--[[
--- **[AIR, GROUND, NAVAL]** Create a OPS TRANSPORT mission.
-- @param #AUFTRAG self
-- @param Core.Set#SET_GROUP CargoGroupSet The set group(s) to be transported.
-- @param Core.Zone#ZONE PickupZone Pick up zone
-- @param Core.Zone#ZONE DeployZone Deploy zone
-- @return #AUFTRAG self
function AUFTRAG:NewOPSTRANSPORT(CargoGroupSet, PickupZone, DeployZone)
local mission=AUFTRAG:New(AUFTRAG.Type.OPSTRANSPORT)
mission.transportGroupSet=CargoGroupSet
mission:_TargetFromObject(mission.transportGroupSet)
mission.opstransport=OPSTRANSPORT:New(CargoGroupSet, PickupZone, DeployZone)
function mission.opstransport:OnAfterExecuting(From, Event, To)
mission:Executing()
end
function mission.opstransport:OnAfterDelivered(From, Event, To)
mission:Done()
end
-- TODO: what's the best ROE here?
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.categories={AUFTRAG.Category.ALL}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
]]
--- **[GROUND, NAVAL]** Create an ARTY mission ("Fire at point" task).
--
-- If the group has more than one weapon type supporting the "Fire at point" task, the employed weapon type can be set via the `AUFTRAG:SetWeaponType()` function.
--
-- **Note** that it is recommended to set the weapon range via the `OPSGROUP:AddWeaponRange()` function as this cannot be retrieved from the DCS API.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Center of the firing solution.
-- @param #number Nshots Number of shots to be fired. Default `#nil`.
-- @param #number Radius Radius of the shells in meters. Default 100 meters.
-- @param #number Altitude Altitude in meters. Can be used to setup a Barrage. Default `#nil`.
-- @return #AUFTRAG self
function AUFTRAG:NewARTY(Target, Nshots, Radius, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.ARTY)
mission:_TargetFromObject(Target)
mission.artyShots=Nshots or nil
mission.artyRadius=Radius or 100
mission.artyAltitude=Altitude
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.optionROE=ENUMS.ROE.OpenFire -- Ground/naval need open fire!
mission.optionAlarm=0
mission.missionFraction=0.0
mission.missionWaypointRadius=0.0
-- Evaluate after 8 min.
mission.dTevaluate=8*60
mission.categories={AUFTRAG.Category.GROUND, AUFTRAG.Category.NAVAL}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND, NAVAL]** Create an BARRAGE mission. Assigned groups will move to a random coordinate within a given zone and start firing into the air.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone The zone where the unit will go.
-- @param #number Heading Heading in degrees. Default random heading [0, 360).
-- @param #number Angle Shooting angle in degrees. Default random [45, 85].
-- @param #number Radius Radius of the shells in meters. Default 100 meters.
-- @param #number Altitude Altitude in meters. Default 500 m.
-- @param #number Nshots Number of shots to be fired. Default is until ammo is empty (`#nil`).
-- @return #AUFTRAG self
function AUFTRAG:NewBARRAGE(Zone, Heading, Angle, Radius, Altitude, Nshots)
local mission=AUFTRAG:New(AUFTRAG.Type.BARRAGE)
mission:_TargetFromObject(Zone)
mission.artyShots=Nshots
mission.artyRadius=Radius or 100
mission.artyAltitude=Altitude
mission.artyHeading=Heading
mission.artyAngle=Angle
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.optionROE=ENUMS.ROE.OpenFire -- Ground/naval need open fire!
mission.optionAlarm=0
mission.missionFraction=0.0
-- Evaluate after instantly.
mission.dTevaluate=10
mission.categories={AUFTRAG.Category.GROUND, AUFTRAG.Category.NAVAL}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR, GROUND, NAVAL]** Create a PATROLZONE mission. Group(s) will go to the zone and patrol it randomly.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone The patrol zone.
-- @param #number Speed Speed in knots.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #string Formation Formation used by ground units during patrol. Default "Off Road".
-- @return #AUFTRAG self
function AUFTRAG:NewPATROLZONE(Zone, Speed, Altitude, Formation)
local mission=AUFTRAG:New(AUFTRAG.Type.PATROLZONE)
-- Ensure we got a ZONE and not just the zone name.
if type(Zone)=="string" then
Zone=ZONE:New(Zone)
end
mission:_TargetFromObject(Zone)
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.PATROLZONE)
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.missionAltitude=Altitude and UTILS.FeetToMeters(Altitude) or nil
mission.categories={AUFTRAG.Category.ALL}
mission.DCStask=mission:GetDCSMissionTask()
mission.DCStask.params.formation=Formation or "Off Road"
return mission
end
--- **[AIR, GROUND, NAVAL]** Create a CAPTUREZONE mission. Group(s) will go to the zone and patrol it randomly.
-- @param #AUFTRAG self
-- @param Ops.OpsZone#OPSZONE OpsZone The OPS zone to capture.
-- @param #number Coalition The coalition which should capture the zone for the mission to be successful.
-- @param #number Speed Speed in knots.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #string Formation Formation used by ground units during patrol. Default "Off Road".
-- @return #AUFTRAG self
function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation)
local mission=AUFTRAG:New(AUFTRAG.Type.CAPTUREZONE)
mission:_TargetFromObject(OpsZone)
mission.coalition=Coalition
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.CAPTUREZONE)
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=0.1
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.missionAltitude=Altitude and UTILS.FeetToMeters(Altitude) or nil
mission.categories={AUFTRAG.Category.ALL}
mission.DCStask=mission:GetDCSMissionTask()
mission.updateDCSTask=true
local params={}
params.formation=Formation or "Off Road"
params.zone=mission:GetObjective()
params.altitude=mission.missionAltitude
params.speed=mission.missionSpeed and UTILS.KmphToMps(mission.missionSpeed) or nil
mission.DCStask.params=params
return mission
end
--- **[OBSOLETE]** Create a ARMORATTACK mission.
-- ** Note that this is actually creating a GROUNDATTACK mission!**
-- @param #AUFTRAG self
-- @param Ops.Target#TARGET Target The target to attack. Can be a GROUP, UNIT or STATIC object.
-- @param #number Speed Speed in knots.
-- @param #string Formation The attack formation, e.g. "Wedge", "Vee" etc.
-- @return #AUFTRAG self
function AUFTRAG:NewARMORATTACK(Target, Speed, Formation)
local mission=AUFTRAG:NewGROUNDATTACK(Target, Speed, Formation)
-- Mission type.
mission.type=AUFTRAG.Type.ARMORATTACK
return mission
end
--- **[GROUND]** Create a GROUNDATTACK mission. Ground group(s) will go to a target object and attack.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
-- @param #number Speed Speed in knots. Default max.
-- @param #string Formation The attack formation, e.g. "Wedge", "Vee" etc. Default `ENUMS.Formation.Vehicle.Vee`.
-- @return #AUFTRAG self
function AUFTRAG:NewGROUNDATTACK(Target, Speed, Formation)
local mission=AUFTRAG:New(AUFTRAG.Type.GROUNDATTACK)
mission:_TargetFromObject(Target)
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.GROUNDATTACK)
-- Defaults.
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.optionFormation="On Road"
mission.missionFraction=0.70
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.categories={AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
mission.DCStask.params.speed=mission.missionSpeed and UTILS.KmphToMps(mission.missionSpeed) or nil
mission.DCStask.params.formation=Formation or ENUMS.Formation.Vehicle.Vee
return mission
end
--- **[AIR, GROUND, NAVAL]** Create a RECON mission.
-- @param #AUFTRAG self
-- @param Core.Set#SET_ZONE ZoneSet The recon zones.
-- @param #number Speed Speed in knots.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #boolean Adinfinitum If `true`, the group will start over again after reaching the final zone.
-- @param #boolean Randomly If `true`, the group will select a random zone.
-- @param #string Formation Formation used during recon route.
-- @return #AUFTRAG self
function AUFTRAG:NewRECON(ZoneSet, Speed, Altitude, Adinfinitum, Randomly, Formation)
local mission=AUFTRAG:New(AUFTRAG.Type.RECON)
mission:_TargetFromObject(ZoneSet)
if ZoneSet:IsInstanceOf("SET_ZONE") then
mission.missionZoneSet = ZoneSet
elseif ZoneSet:IsInstanceOf("ZONE_BASE") then
mission.missionZoneSet = SET_ZONE:New()
mission.missionZoneSet:AddZone(ZoneSet)
end
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.RECON)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=0.5
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.missionAltitude=Altitude and UTILS.FeetToMeters(Altitude) or UTILS.FeetToMeters(2000)
mission.categories={AUFTRAG.Category.ALL}
mission.DCStask=mission:GetDCSMissionTask()
mission.DCStask.params.adinfinitum=Adinfinitum
mission.DCStask.params.randomly=Randomly
mission.DCStask.params.formation=Formation
return mission
end
--- **[GROUND]** Create a AMMO SUPPLY mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone The zone, where supply units go.
-- @return #AUFTRAG self
function AUFTRAG:NewAMMOSUPPLY(Zone)
local mission=AUFTRAG:New(AUFTRAG.Type.AMMOSUPPLY)
mission:_TargetFromObject(Zone)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.missionWaypointRadius=0
mission.categories={AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND]** Create a FUEL SUPPLY mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone The zone, where supply units go.
-- @return #AUFTRAG self
function AUFTRAG:NewFUELSUPPLY(Zone)
local mission=AUFTRAG:New(AUFTRAG.Type.FUELSUPPLY)
mission:_TargetFromObject(Zone)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND]** Create a REARMING mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone The zone, where units go and look for ammo supply.
-- @return #AUFTRAG self
function AUFTRAG:NewREARMING(Zone)
local mission=AUFTRAG:New(AUFTRAG.Type.REARMING)
mission:_TargetFromObject(Zone)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.missionWaypointRadius=0
mission.categories={AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[AIR]** Create an ALERT 5 mission. Aircraft will be spawned uncontrolled and wait for an assignment. You must specify **one** mission type which is performed.
-- This determines the payload and the DCS mission task which are used when the aircraft is spawned.
-- @param #AUFTRAG self
-- @param #string MissionType Mission type `AUFTRAG.Type.XXX`. Determines payload and mission task (intercept, ground attack, etc.).
-- @return #AUFTRAG self
function AUFTRAG:NewALERT5(MissionType)
local mission=AUFTRAG:New(AUFTRAG.Type.ALERT5)
mission.missionTask=self:GetMissionTaskforMissionType(MissionType)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.NoReaction
mission.alert5MissionType=MissionType
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND, NAVAL]** Create an ON GUARD mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Coordinate, where to stand guard.
-- @return #AUFTRAG self
function AUFTRAG:NewONGUARD(Coordinate)
local mission=AUFTRAG:New(AUFTRAG.Type.ONGUARD)
mission:_TargetFromObject(Coordinate)
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.GROUND, AUFTRAG.Category.NAVAL}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND, NAVAL]** Create an AIRDEFENSE mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone Zone where the air defense group(s) should be stationed.
-- @return #AUFTRAG self
function AUFTRAG:NewAIRDEFENSE(Zone)
local mission=AUFTRAG:New(AUFTRAG.Type.AIRDEFENSE)
mission:_TargetFromObject(Zone)
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.GROUND, AUFTRAG.Category.NAVAL}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND]** Create an EWR mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE Zone Zone where the Early Warning Radar group(s) should be stationed.
-- @return #AUFTRAG self
function AUFTRAG:NewEWR(Zone)
local mission=AUFTRAG:New(AUFTRAG.Type.EWR)
mission:_TargetFromObject(Zone)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[PRIVATE, AIR, GROUND, NAVAL]** Create a mission to relocate all cohort assets to another LEGION.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The new legion.
-- @param Ops.Cohort#COHORT Cohort The cohort to be relocated.
-- @return #AUFTRAG self
function AUFTRAG:_NewRELOCATECOHORT(Legion, Cohort)
local mission=AUFTRAG:New(AUFTRAG.Type.RELOCATECOHORT)
mission:_TargetFromObject(Legion.spawnzone)
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=0.0
mission.categories={AUFTRAG.Category.ALL}
mission.DCStask=mission:GetDCSMissionTask()
if Cohort.isGround then
mission.optionFormation=ENUMS.Formation.Vehicle.OnRoad
end
mission.DCStask.params.legion=Legion
mission.DCStask.params.cohort=Cohort
return mission
end
--- **[GROUND, NAVAL]** Create a mission to do NOTHING.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE RelaxZone Zone where the assets are supposed to do nothing.
-- @return #AUFTRAG self
function AUFTRAG:NewNOTHING(RelaxZone)
local mission=AUFTRAG:New(AUFTRAG.Type.NOTHING)
mission:_TargetFromObject(RelaxZone)
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.GROUND, AUFTRAG.Category.NAVAL}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- **[GROUND]** Create an ARMORED ON GUARD mission.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Coordinate, where to stand guard.
-- @param #string Formation Formation to take, e.g. "On Road", "Vee" etc.
-- @return #AUFTRAG self
function AUFTRAG:NewARMOREDGUARD(Coordinate,Formation)
local mission=AUFTRAG:New(AUFTRAG.Type.ARMOREDGUARD)
mission:_TargetFromObject(Coordinate)
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.optionFormation=Formation or "On Road"
mission.missionFraction=1.0
mission.categories={AUFTRAG.Category.GROUND}
mission.DCStask=mission:GetDCSMissionTask()
return mission
end
--- Create a mission to attack a TARGET object.
-- @param #AUFTRAG self
-- @param Ops.Target#TARGET Target The target.
-- @param #string MissionType The mission type.
-- @return #AUFTRAG self
function AUFTRAG:NewFromTarget(Target, MissionType)
local mission=nil --#AUFTRAG
if MissionType==AUFTRAG.Type.ANTISHIP then
mission=self:NewANTISHIP(Target, Altitude)
elseif MissionType==AUFTRAG.Type.ARTY then
mission=self:NewARTY(Target, Nshots, Radius)
elseif MissionType==AUFTRAG.Type.BAI then
mission=self:NewBAI(Target, Altitude)
elseif MissionType==AUFTRAG.Type.BOMBCARPET then
mission=self:NewBOMBCARPET(Target, Altitude, CarpetLength)
elseif MissionType==AUFTRAG.Type.BOMBING then
mission=self:NewBOMBING(Target, Altitude)
elseif MissionType==AUFTRAG.Type.BOMBRUNWAY then
mission=self:NewBOMBRUNWAY(Target, Altitude)
elseif MissionType==AUFTRAG.Type.STRAFING then
mission=self:NewSTRAFING(Target, Altitude)
elseif MissionType==AUFTRAG.Type.CAS then
mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, Target:GetAverageCoordinate(), Heading, Leg, TargetTypes)
elseif MissionType==AUFTRAG.Type.CASENHANCED then
mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, RangeMax, NoEngageZoneSet, TargetTypes)
elseif MissionType==AUFTRAG.Type.INTERCEPT then
mission=self:NewINTERCEPT(Target)
elseif MissionType==AUFTRAG.Type.SEAD then
mission=self:NewSEAD(Target, Altitude)
elseif MissionType==AUFTRAG.Type.STRIKE then
mission=self:NewSTRIKE(Target, Altitude)
elseif MissionType==AUFTRAG.Type.ARMORATTACK then
mission=self:NewARMORATTACK(Target, Speed)
elseif MissionType==AUFTRAG.Type.GROUNDATTACK then
mission=self:NewGROUNDATTACK(Target, Speed, Formation)
else
return nil
end
return mission
end
--- Create a mission to attack a group. Mission type is automatically chosen from the group category.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target Target object.
-- @return #string Auftrag type, e.g. `AUFTRAG.Type.BAI` (="BAI").
function AUFTRAG:_DetermineAuftragType(Target)
local group=nil --Wrapper.Group#GROUP
local airbase=nil --Wrapper.Airbase#AIRBASE
local scenery=nil --Wrapper.Scenery#SCENERY
local coordinate=nil --Core.Point#COORDINATE
local auftrag=nil
if Target:IsInstanceOf("GROUP") then
group=Target --Target is already a group.
elseif Target:IsInstanceOf("UNIT") then
group=Target:GetGroup()
elseif Target:IsInstanceOf("AIRBASE") then
airbase=Target
elseif Target:IsInstanceOf("SCENERY") then
scenery=Target
end
if group then
local category=group:GetCategory()
local attribute=group:GetAttribute()
if category==Group.Category.AIRPLANE or category==Group.Category.HELICOPTER then
---
-- A2A: Intercept
---
auftrag=AUFTRAG.Type.INTERCEPT
elseif category==Group.Category.GROUND or category==Group.Category.TRAIN then
---
-- GROUND
---
if attribute==GROUP.Attribute.GROUND_SAM then
-- SEAD/DEAD
auftrag=AUFTRAG.Type.SEAD
elseif attribute==GROUP.Attribute.GROUND_AAA then
auftrag=AUFTRAG.Type.BAI
elseif attribute==GROUP.Attribute.GROUND_ARTILLERY then
auftrag=AUFTRAG.Type.BAI
elseif attribute==GROUP.Attribute.GROUND_INFANTRY then
auftrag=AUFTRAG.Type.CAS
elseif attribute==GROUP.Attribute.GROUND_TANK then
auftrag=AUFTRAG.Type.BAI
else
auftrag=AUFTRAG.Type.BAI
end
elseif category==Group.Category.SHIP then
---
-- NAVAL
---
auftrag=AUFTRAG.Type.ANTISHIP
else
self:T(self.lid.."ERROR: Unknown Group category!")
end
elseif airbase then
auftrag=AUFTRAG.Type.BOMBRUNWAY
elseif scenery then
auftrag=AUFTRAG.Type.STRIKE
elseif coordinate then
auftrag=AUFTRAG.Type.BOMBING
end
return auftrag
end
--- Create a mission to attack a group. Mission type is automatically chosen from the group category.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP EngageGroup Group to be engaged.
-- @return #AUFTRAG self
function AUFTRAG:NewAUTO(EngageGroup)
local mission=nil --#AUFTRAG
local Target=EngageGroup
local auftrag=self:_DetermineAuftragType(EngageGroup)
if auftrag==AUFTRAG.Type.ANTISHIP then
mission=AUFTRAG:NewANTISHIP(Target)
elseif auftrag==AUFTRAG.Type.ARTY then
mission=AUFTRAG:NewARTY(Target)
elseif auftrag==AUFTRAG.Type.AWACS then
mission=AUFTRAG:NewAWACS(Coordinate, Altitude,Speed,Heading,Leg)
elseif auftrag==AUFTRAG.Type.BAI then
mission=AUFTRAG:NewBAI(Target,Altitude)
elseif auftrag==AUFTRAG.Type.BOMBING then
mission=AUFTRAG:NewBOMBING(Target,Altitude)
elseif auftrag==AUFTRAG.Type.BOMBRUNWAY then
mission=AUFTRAG:NewBOMBRUNWAY(Airdrome,Altitude)
elseif auftrag==AUFTRAG.Type.BOMBCARPET then
mission=AUFTRAG:NewBOMBCARPET(Target,Altitude,CarpetLength)
elseif auftrag==AUFTRAG.Type.CAP then
mission=AUFTRAG:NewCAP(ZoneCAP,Altitude,Speed,Coordinate,Heading,Leg,TargetTypes)
elseif auftrag==AUFTRAG.Type.CAS then
mission=AUFTRAG:NewCAS(ZoneCAS,Altitude,Speed,Coordinate,Heading,Leg,TargetTypes)
elseif auftrag==AUFTRAG.Type.ESCORT then
mission=AUFTRAG:NewESCORT(EscortGroup,OffsetVector,EngageMaxDistance,TargetTypes)
elseif auftrag==AUFTRAG.Type.FACA then
mission=AUFTRAG:NewFACA(Target,Designation,DataLink,Frequency,Modulation)
elseif auftrag==AUFTRAG.Type.FERRY then
-- Not implemented yet.
elseif auftrag==AUFTRAG.Type.GCICAP then
mission=AUFTRAG:NewGCICAP(Coordinate,Altitude,Speed,Heading,Leg)
elseif auftrag==AUFTRAG.Type.INTERCEPT then
mission=AUFTRAG:NewINTERCEPT(Target)
elseif auftrag==AUFTRAG.Type.ORBIT then
mission=AUFTRAG:NewORBIT(Coordinate,Altitude,Speed,Heading,Leg)
elseif auftrag==AUFTRAG.Type.RECON then
mission=AUFTRAG:NewRECON(ZoneSet,Speed,Altitude,Adinfinitum,Randomly,Formation)
elseif auftrag==AUFTRAG.Type.RESCUEHELO then
mission=AUFTRAG:NewRESCUEHELO(Carrier)
elseif auftrag==AUFTRAG.Type.SEAD then
mission=AUFTRAG:NewSEAD(Target,Altitude)
elseif auftrag==AUFTRAG.Type.STRIKE then
mission=AUFTRAG:NewSTRIKE(Target,Altitude)
elseif auftrag==AUFTRAG.Type.TANKER then
mission=AUFTRAG:NewTANKER(Coordinate,Altitude,Speed,Heading,Leg,RefuelSystem)
elseif auftrag==AUFTRAG.Type.TROOPTRANSPORT then
mission=AUFTRAG:NewTROOPTRANSPORT(TransportGroupSet,DropoffCoordinate,PickupCoordinate)
elseif auftrag==AUFTRAG.Type.PATROLRACETRACK then
mission=AUFTRAG:NewPATROL_RACETRACK(Coordinate,Altitude,Speed,Heading,Leg,Formation)
else
end
if mission then
mission:SetPriority(10, true)
end
return mission
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set mission start and stop time.
-- @param #AUFTRAG self
-- @param #string ClockStart Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added.
-- @param #string ClockStop (Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time.
-- @return #AUFTRAG self
function AUFTRAG:SetTime(ClockStart, ClockStop)
-- Current mission time.
local Tnow=timer.getAbsTime()
-- Set start time. Default in 5 sec.
local Tstart=Tnow+5
if ClockStart and type(ClockStart)=="number" then
Tstart=Tnow+ClockStart
elseif ClockStart and type(ClockStart)=="string" then
Tstart=UTILS.ClockToSeconds(ClockStart)
end
-- Set stop time. Default nil.
local Tstop=nil
if ClockStop and type(ClockStop)=="number" then
Tstop=Tnow+ClockStop
elseif ClockStop and type(ClockStop)=="string" then
Tstop=UTILS.ClockToSeconds(ClockStop)
end
self.Tstart=Tstart
self.Tstop=Tstop
if Tstop then
self.duration=self.Tstop-self.Tstart
end
return self
end
--- Set time how long the mission is executed. Once this time limit has passed, the mission is cancelled.
-- @param #AUFTRAG self
-- @param #number Duration Duration in seconds.
-- @return #AUFTRAG self
function AUFTRAG:SetDuration(Duration)
self.durationExe=Duration
return self
end
--- Set that mission assets are teleported to the mission execution waypoint.
-- @param #AUFTRAG self
-- @param #boolean Switch If `true` or `nil`, teleporting is on. If `false`, teleporting is off.
-- @return #AUFTRAG self
function AUFTRAG:SetTeleport(Switch)
if Switch==nil then
Switch=true
end
self.teleport=Switch
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set whether assigned assets return to their legion once the mission is over. This is only applicable to **army** and **navy** groups, *i.e.* aircraft
-- will always return.
-- @param #AUFTRAG self
-- @param #boolean Switch If `true`, assets will return. If `false`, assets will not return and stay where it finishes its last mission. If `nil`, let asset decide.
-- @return #AUFTRAG self
function AUFTRAG:SetReturnToLegion(Switch)
self.legionReturn=Switch
self:T(self.lid..string.format("Setting ReturnToLetion=%s", tostring(self.legionReturn)))
return self
end
--- Set mission push time. This is the time the mission is executed. If the push time is not passed, the group will wait at the mission execution waypoint.
-- @param #AUFTRAG self
-- @param #string ClockPush Time the mission is executed, e.g. "05:00" for 5 am. Can also be given as a `#number`, where it is interpreted as relative push time in seconds.
-- @return #AUFTRAG self
function AUFTRAG:SetPushTime(ClockPush)
if ClockPush then
if type(ClockPush)=="string" then
self.Tpush=UTILS.ClockToSeconds(ClockPush)
elseif type(ClockPush)=="number" then
self.Tpush=timer.getAbsTime()+ClockPush
end
end
return self
end
--- Set mission priority and (optional) urgency. Urgent missions can cancel other running missions.
-- @param #AUFTRAG self
-- @param #number Prio Priority 1=high, 100=low. Default 50.
-- @param #boolean Urgent If *true*, another running mission might be cancelled if it has a lower priority.
-- @param #number Importance Number 1-10. If missions with lower value are in the queue, these have to be finished first. Default is `nil`.
-- @return #AUFTRAG self
function AUFTRAG:SetPriority(Prio, Urgent, Importance)
self.prio=Prio or 50
self.urgent=Urgent
self.importance=Importance
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set how many times the mission is repeated. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number Nrepeat Number of repeats. Default 0.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeat(Nrepeat)
self.Nrepeat=Nrepeat or 0
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set the repeat delay in seconds after a mission is successful/failed. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number Nrepeat Repeat delay in seconds. Default 1.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeatDelay(RepeatDelay)
self.repeatDelay = RepeatDelay
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set how many times the mission is repeated if it fails. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number Nrepeat Number of repeats. Default 0.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeatOnFailure(Nrepeat)
self.NrepeatFailure=Nrepeat or 0
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set how many times the mission is repeated if it was successful. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number Nrepeat Number of repeats. Default 0.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeatOnSuccess(Nrepeat)
self.NrepeatSuccess=Nrepeat or 0
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set that mission assets get reinforced if their number drops below the minimum number of required assets of the mission (*c.f.* SetRequiredAssets() function).
--
-- **Note** that reinforcement groups are only recruited from the legion (airwing, brigade, fleet) the mission was assigned to. If the legion does not have any more of these assets,
-- no reinforcement can take place, even if the mission is submitted to a COMMANDER or CHIEF.
-- @param #AUFTRAG self
-- @param #number Nreinforce Number of max asset groups used to reinforce.
-- @return #AUFTRAG self
function AUFTRAG:SetReinforce(Nreinforce)
self.reinforce=Nreinforce
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Define how many assets are required to do the job. Only used if the mission is handled by a **LEGION** (AIRWING, BRIGADE, ...) or higher level.
-- @param #AUFTRAG self
-- @param #number NassetsMin Minimum number of asset groups. Default 1.
-- @param #number NassetsMax Maximum Number of asset groups. Default is same as `NassetsMin`.
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredAssets(NassetsMin, NassetsMax)
self.NassetsMin=NassetsMin or 1
self.NassetsMax=NassetsMax or self.NassetsMin
-- Ensure that max is at least equal to min.
if self.NassetsMax<self.NassetsMin then
self.NassetsMax=self.NassetsMin
end
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Get number of required assets.
-- @param #AUFTRAG self
-- @return #number Min. number of required assets.
-- @return #number Max. number of required assets.
function AUFTRAG:GetRequiredAssets()
local Nmin=self.NassetsMin
local Nmax=self.NassetsMax
if self.type==AUFTRAG.Type.RELOCATECOHORT then
-- Relocation gets all the assets.
local cohort=self.DCStask.params.cohort --Ops.Cohort#COHORT
Nmin=#cohort.assets
Nmax=Nmin
else
-- Check if this is an reinforcement.
if self:IsExecuting() and self.reinforce and self.reinforce>0 then
local N=self:CountOpsGroups()
if N<Nmin then
Nmin=math.min(Nmin-N, self.reinforce)
Nmax=Nmin
self:T(self.lid..string.format("FF Executing Nmin=%d, N=%d, Nreinfoce=%d ==> Nmin=%d", self.NassetsMin, N, self.reinforce, Nmin))
end
end
end
return Nmin, Nmax
end
--- **[LEGION, COMMANDER, CHIEF]** Set that only alive (spawned) assets are considered.
-- @param #AUFTRAG self
-- @param #boolean Switch If true or nil, only active assets. If false
-- @return #AUFTRAG self
function AUFTRAG:SetAssetsStayAlive(Switch)
if Switch==nil then
Switch=true
end
self.assetStayAlive=Switch
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Define how many assets are required that escort the mission assets.
-- Only used if the mission is handled by a **LEGION** (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number NescortMin Minimum number of asset groups. Default 1.
-- @param #number NescortMax Maximum Number of asset groups. Default is same as `NassetsMin`.
-- @param #string MissionType Mission type assets will be optimized for and payload selected, *e.g.* `AUFTRAG.Type.SEAD`. Default nil.
-- @param #table TargetTypes Target Types that will be engaged by the escort group(s). Default `{"Air"}` for aircraft and `{"Ground Units"}` for helos. Set, *e.g.*, `{"Air Defence"}` for SEAD.
-- @param #number EngageRange Max range in nautical miles that the escort group(s) will engage enemies. Default 32 NM (60 km).
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredEscorts(NescortMin, NescortMax, MissionType, TargetTypes, EngageRange)
-- Set number of escort assets.
self.NescortMin=NescortMin or 1
self.NescortMax=NescortMax or self.NescortMin
-- Ensure that max is at least equal to min.
if self.NescortMax<self.NescortMin then
self.NescortMax=self.NescortMin
end
-- Set parameters.
self.escortMissionType=MissionType
self.escortTargetTypes=TargetTypes
self.escortEngageRange=EngageRange or 32
-- Debug info.
self:T(self.lid..string.format("NescortMin=%s, NescortMax=%s", tostring(self.NescortMin), tostring(self.NescortMax)))
return self
end
--- Set mission name.
-- @param #AUFTRAG self
-- @param #string Name Name of the mission. Default is "Auftrag Nr. X", where X is a running number, which is automatically increased.
-- @return #AUFTRAG self
function AUFTRAG:SetName(Name)
self.name=Name or string.format("Auftrag Nr. %d", self.auftragsnummer)
return self
end
--- Enable markers, which dispay the mission status on the F10 map.
-- @param #AUFTRAG self
-- @param #number Coalition The coaliton side to which the markers are dispayed. Default is to all.
-- @return #AUFTRAG self
function AUFTRAG:SetEnableMarkers(Coalition)
self.markerOn=true
self.markerCoaliton=Coalition or -1
return self
end
--- Set verbosity level.
-- @param #AUFTRAG self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #AUFTRAG self
function AUFTRAG:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set weapon type used for the engagement.
-- @param #AUFTRAG self
-- @param #number WeaponType Weapon type. Default is `ENUMS.WeaponFlag.Auto`.
-- @return #AUFTRAG self
function AUFTRAG:SetWeaponType(WeaponType)
self.engageWeaponType=WeaponType or ENUMS.WeaponFlag.Auto
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set number of weapons to expend.
-- @param #AUFTRAG self
-- @param #number WeaponExpend How much of the weapon load is expended during the attack, e.g. `AI.Task.WeaponExpend.ALL`. Default "Auto".
-- @return #AUFTRAG self
function AUFTRAG:SetWeaponExpend(WeaponExpend)
self.engageWeaponExpend=WeaponExpend or "Auto"
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set whether target will be attack as group.
-- @param #AUFTRAG self
-- @param #boolean Switch If true or nil, engage as group. If false, not.
-- @return #AUFTRAG self
function AUFTRAG:SetEngageAsGroup(Switch)
if Switch==nil then
Switch=true
end
self.engageAsGroup=Switch
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Set engage altitude. This is the altitude passed to the DCS task. In the ME it is the tickbox ALTITUDE ABOVE.
-- @param #AUFTRAG self
-- @param #string Altitude Altitude in feet. Default 6000 ft.
-- @return #AUFTRAG self
function AUFTRAG:SetEngageAltitude(Altitude)
self.engageAltitude=UTILS.FeetToMeters(Altitude or 6000)
-- Update the DCS task parameter.
self.DCStask=self:GetDCSMissionTask()
return self
end
--- Enable to automatically engage detected targets.
-- @param #AUFTRAG self
-- @param #number RangeMax Max range in NM. Only detected targets within this radius from the group will be engaged. Default is 25 NM.
-- @param #table TargetTypes Types of target attributes that will be engaged. See [DCS enum attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). Default "All".
-- @param Core.Set#SET_ZONE EngageZoneSet Set of zones in which targets are engaged. Default is anywhere.
-- @param Core.Set#SET_ZONE NoEngageZoneSet Set of zones in which targets are *not* engaged. Default is nowhere.
-- @return #AUFTRAG self
function AUFTRAG:SetEngageDetected(RangeMax, TargetTypes, EngageZoneSet, NoEngageZoneSet)
-- Ensure table.
if TargetTypes then
if type(TargetTypes)~="table" then
TargetTypes={TargetTypes}
end
else
TargetTypes={"All"}
end
-- Ensure SET_ZONE if ZONE is provided.
if EngageZoneSet and EngageZoneSet:IsInstanceOf("ZONE_BASE") then
local zoneset=SET_ZONE:New():AddZone(EngageZoneSet)
EngageZoneSet=zoneset
end
if NoEngageZoneSet and NoEngageZoneSet:IsInstanceOf("ZONE_BASE") then
local zoneset=SET_ZONE:New():AddZone(NoEngageZoneSet)
NoEngageZoneSet=zoneset
end
-- Set parameters.
self.engagedetectedOn=true
self.engagedetectedRmax=UTILS.NMToMeters(RangeMax or 25)
self.engagedetectedTypes=TargetTypes
self.engagedetectedEngageZones=EngageZoneSet
self.engagedetectedNoEngageZones=NoEngageZoneSet
return self
end
--- Set mission altitude. This is the altitude of the waypoint create where the DCS task is executed.
-- @param #AUFTRAG self
-- @param #string Altitude Altitude in feet.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionAltitude(Altitude)
self.missionAltitude=UTILS.FeetToMeters(Altitude)
return self
end
--- Set mission speed. That is the speed the group uses to get to the mission waypoint.
-- @param #AUFTRAG self
-- @param #string Speed Mission speed in knots.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionSpeed(Speed)
self.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
return self
end
--- Set max mission range. Only applies if the AUFTRAG is handled by an AIRWING or CHIEF. This is the max allowed distance from the airbase to the target.
-- @param #AUFTRAG self
-- @param #number Range Max range in NM. Default 100 NM.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionRange(Range)
self.engageRange=UTILS.NMToMeters(Range or 100)
return self
end
--- Attach OPS transport to the mission. Mission assets will be transported before the mission is started at the OPSGROUP level.
-- @param #AUFTRAG self
-- @param Ops.OpsTransport#OPSTRANSPORT OpsTransport The OPS transport assignment attached to the mission.
-- @return #AUFTRAG self
function AUFTRAG:SetOpsTransport(OpsTransport)
self.opstransport=OpsTransport
return self
end
--- Get the attach OPS transport of the mission.
-- @param #AUFTRAG self
-- @return Ops.OpsTransport#OPSTRANSPORT The OPS transport assignment attached to the mission.
function AUFTRAG:GetOpsTransport()
return self.opstransport
end
--- **[LEGION, COMMANDER, CHIEF]** Attach OPS transport to the mission. Mission assets will be transported before the mission is started at the OPSGROUP level.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE DeployZone Zone where assets are deployed.
-- @param #number NcarriersMin Number of carriers *at least* required. Default 1.
-- @param #number NcarriersMax Number of carriers *at most* used for transportation. Default is same as `NcarriersMin`.
-- @param Core.Zone#ZONE DisembarkZone Zone where assets are disembarked to.
-- @param #table Categories Group categories.
-- @param #table Attributes Generalizes group attributes.
-- @param #table Properties DCS attributes.
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredTransport(DeployZone, NcarriersMin, NcarriersMax, DisembarkZone, Categories, Attributes, Properties)
-- OPS transport from pickup to deploy zone.
self.transportDeployZone=DeployZone
self.transportDisembarkZone=DisembarkZone
-- Set required carriers.
self:SetRequiredCarriers(NcarriersMin, NcarriersMax, Categories, Attributes, Properties)
return self
end
--- Add carriers for a transport of mission assets.
-- @param #AUFTRAG self
-- @param Core.Set#SET_OPSGROUP Carriers Set of carriers. Can also be a single group.
-- @return #AUFTRAG self
function AUFTRAG:AddTransportCarriers(Carriers)
if self.opstransport then
if Carriers:IsInstanceOf("SET_OPSGROUP") then
for _,_carrier in pairs(Carriers.Set) do
local carrier=_carrier --Ops.OpsGroup#OPSGROUP
carrier:AddOpsTransport(self.opstransport)
end
elseif Carriers:IsInstanceOf("OPSGROUP") then
Carriers:AddOpsTransport(self.opstransport)
end
end
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set required attribute(s) the assets must have.
-- @param #AUFTRAG self
-- @param #table Attributes Generalized attribute(s).
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredAttribute(Attributes)
self.attributes=UTILS.EnsureTable(Attributes, true)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set required property or properties the assets must have.
-- These are [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes).
-- @param #AUFTRAG self
-- @param #table Properties Property or table of properties.
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredProperty(Properties)
self.properties=UTILS.EnsureTable(Properties, true)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set number of required carrier groups if an OPSTRANSPORT assignment is required.
-- @param #AUFTRAG self
-- @param #number NcarriersMin Number of carriers *at least* required. Default 1.
-- @param #number NcarriersMax Number of carriers *at most* used for transportation. Default is same as `NcarriersMin`.
-- @param #table Categories Group categories.
-- @param #table Attributes Group attributes. See `GROUP.Attribute.`
-- @param #table Properties DCS attributes.
-- @return #AUFTRAG self
function AUFTRAG:SetRequiredCarriers(NcarriersMin, NcarriersMax, Categories, Attributes, Properties)
self.NcarriersMin=NcarriersMin or 1
self.NcarriersMax=NcarriersMax or self.NcarriersMin
-- Ensure that max is at least equal to min.
if self.NcarriersMax<self.NcarriersMin then
self.NcarriersMax=self.NcarriersMin
end
self.carrierCategories = UTILS.EnsureTable(Categories, true)
self.carrierAttributes = UTILS.EnsureTable(Attributes, true)
self.carrierProperties = UTILS.EnsureTable(Properties, true)
return self
end
--- Set that (jet) aircraft are generally **not** allowed to use afterburner. Default is use of afterburner is allowed.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:SetProhibitAfterburner()
self.prohibitAB = true
return self
end
--- Set that (jet) aircraft are generally allowed to use afterburner. Default is use of afterburner is allowed.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:SetAllowAfterburner()
self.prohibitAB = false
return self
end
--- Set that (jet) aircraft are **not** allowed to use afterburner in mission execution phase. Default is use of afterburner is allowed.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:SetProhibitAfterburnerExecutePhase()
self.prohibitABExecute = true
return self
end
--- Set that (jet) aircraft are allowed to use afterburner in mission execution phase. Default is use of afterburner is allowed.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:SetAllowAfterburnerExecutePhase()
self.prohibitABExecute = false
return self
end
-- prohibitABExecute
--- **[LEGION, COMMANDER, CHIEF]** Assign a legion cohort to the mission. Only these cohorts will be considered for the job.
-- @param #AUFTRAG self
-- @param Ops.Cohort#COHORT Cohort The cohort.
-- @return #AUFTRAG self
function AUFTRAG:AssignCohort(Cohort)
self.specialCohorts=self.specialCohorts or {}
self:T3(self.lid..string.format("Assigning cohort %s", tostring(Cohort.name)))
-- Add cohort to table.
table.insert(self.specialCohorts, Cohort)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Assign a legion to the mission. Only cohorts of this legion will be considered for the job. You can assign multiple legions.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #AUFTRAG self
function AUFTRAG:AssignLegion(Legion)
self.specialLegions=self.specialLegions or {}
self:T3(self.lid..string.format("Assigning Legion %s", tostring(Legion.alias)))
-- Add Legion to table.
table.insert(self.specialLegions, Legion)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Assign airwing squadron(s) to the mission. Only these squads will be considered for the job.
-- @param #AUFTRAG self
-- @param #table Squadrons A table of SQUADRON(s). **Has to be a table {}** even if a single squad is given.
-- @return #AUFTRAG self
function AUFTRAG:AssignSquadrons(Squadrons)
for _,_squad in pairs(Squadrons) do
local squadron=_squad --Ops.Squadron#SQUADRON
self:T(self.lid..string.format("Assigning squadron %s", tostring(squadron.name)))
self:AssignCohort(squadron)
end
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Assign a transport Legion.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
function AUFTRAG:AssignTransportLegion(Legion)
self.transportLegions=self.transportLegions or {}
table.insert(self.transportLegions, Legion)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Assign a transport cohort.
-- @param #AUFTRAG self
-- @param Ops.Cohort#Cohort Cohort The cohort.
function AUFTRAG:AssignTransportCohort(Cohort)
self.transportCohorts=self.transportCohorts or {}
table.insert(self.transportCohorts, Cohort)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Add an escort Legion.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
function AUFTRAG:AssignEscortLegion(Legion)
self.escortLegions=self.escortLegions or {}
table.insert(self.escortLegions, Legion)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Assign an escort cohort.
-- @param #AUFTRAG self
-- @param Ops.Cohort#Cohort Cohort The cohort.
function AUFTRAG:AssignEscortCohort(Cohort)
self.escortCohorts=self.escortCohorts or {}
table.insert(self.escortCohorts, Cohort)
return self
end
--- Set Rules of Engagement (ROE) for this mission.
-- @param #AUFTRAG self
-- @param #number roe Mission ROE, e.g. `ENUMS.ROE.ReturnFire` (whiche equals 3)
-- @return #AUFTRAG self
function AUFTRAG:SetROE(roe)
self.optionROE=roe
return self
end
--- Set Reaction on Threat (ROT) for this mission.
-- @param #AUFTRAG self
-- @param #number rot Mission ROT, e.g. `ENUMS.ROT.NoReaction` (whiche equals 0)
-- @return #AUFTRAG self
function AUFTRAG:SetROT(rot)
self.optionROT=rot
return self
end
--- Set alarm state for this mission.
-- @param #AUFTRAG self
-- @param #number Alarmstate Alarm state 0=Auto, 1=Green, 2=Red.
-- @return #AUFTRAG self
function AUFTRAG:SetAlarmstate(Alarmstate)
self.optionAlarm=Alarmstate
return self
end
--- Set EPLRS datalink setting for this mission.
-- @param #AUFTRAG self
-- @param #boolean OnOffSwitch If `true` or `nil`, EPLRS is on. If `false`, EPLRS is off.
-- @return #AUFTRAG self
function AUFTRAG:SetEPLRS(OnOffSwitch)
if OnOffSwitch==nil then
self.optionEPLRS=true
else
self.optionEPLRS=OnOffSwitch
end
return self
end
--- Set emission setting for this mission.
-- @param #AUFTRAG self
-- @param #boolean OnOffSwitch If `true` or `nil`, emission is on. If `false`, emission is off.
-- @return #AUFTRAG self
function AUFTRAG:SetEmission(OnOffSwitch)
if OnOffSwitch==nil then
self.optionEmission=true
else
self.optionEmission=OnOffSwitch
end
return self
end
--- Set invisibility setting for this mission.
-- @param #AUFTRAG self
-- @param #boolean OnOffSwitch If `true` or `nil`, invisible is on. If `false`, invisible is off.
-- @return #AUFTRAG self
function AUFTRAG:SetInvisible(OnOffSwitch)
if OnOffSwitch==nil then
self.optionInvisible=true
else
self.optionInvisible=OnOffSwitch
end
return self
end
--- Set immortality setting for this mission.
-- @param #AUFTRAG self
-- @param #boolean OnOffSwitch If `true` or `nil`, immortal is on. If `false`, immortal is off.
-- @return #AUFTRAG self
function AUFTRAG:SetImmortal(OnOffSwitch)
if OnOffSwitch==nil then
self.optionImmortal=true
else
self.optionImmortal=OnOffSwitch
end
return self
end
--- Set formation for this mission.
-- @param #AUFTRAG self
-- @param #number Formation Formation.
-- @return #AUFTRAG self
function AUFTRAG:SetFormation(Formation)
self.optionFormation=Formation
return self
end
--- Set radio frequency and modulation for this mission.
-- @param #AUFTRAG self
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Radio modulation. Default 0=AM.
-- @return #AUFTRAG self
function AUFTRAG:SetRadio(Frequency, Modulation)
self.radio={}
self.radio.Freq=Frequency
self.radio.Modu=Modulation
return self
end
--- Set TACAN beacon channel and Morse code for this mission.
-- @param #AUFTRAG self
-- @param #number Channel TACAN channel.
-- @param #string Morse Morse code. Default "XXX".
-- @param #string UnitName Name of the unit in the group for which acts as TACAN beacon. Default is the first unit in the group.
-- @param #string Band Tacan channel mode ("X" or "Y"). Default is "X" for ground/naval and "Y" for aircraft.
-- @return #AUFTRAG self
function AUFTRAG:SetTACAN(Channel, Morse, UnitName, Band)
self.tacan={}
self.tacan.Channel=Channel
self.tacan.Morse=Morse or "XXX"
self.tacan.UnitName=UnitName
self.tacan.Band=Band
return self
end
--- Set ICLS beacon channel and Morse code for this mission.
-- @param #AUFTRAG self
-- @param #number Channel ICLS channel.
-- @param #string Morse Morse code. Default "XXX".
-- @param #string UnitName Name of the unit in the group for which acts as ICLS beacon. Default is the first unit in the group.
-- @return #AUFTRAG self
function AUFTRAG:SetICLS(Channel, Morse, UnitName)
self.icls={}
self.icls.Channel=Channel
self.icls.Morse=Morse or "XXX"
self.icls.UnitName=UnitName
return self
end
--- Set time interval between mission done and success/failure evaluation.
-- @param #AUFTRAG self
-- @param #number Teval Time in seconds before the mission result is evaluated. Default depends on mission type.
-- @return #AUFTRAG self
function AUFTRAG:SetEvaluationTime(Teval)
self.dTevaluate=Teval or 60
return self
end
--- Get mission type.
-- @param #AUFTRAG self
-- @return #string Mission type, e.g. "BAI".
function AUFTRAG:GetType()
return self.type
end
--- Get mission name.
-- @param #AUFTRAG self
-- @return #string Mission name, e.g. "Auftrag Nr.1".
function AUFTRAG:GetName()
return self.name
end
--- Get number of required assets.
-- @param #AUFTRAG self
-- @return #number Numer of required assets.
function AUFTRAG:GetNumberOfRequiredAssets()
return self.Nassets or self.NassetsMin
end
--- Get mission priority.
-- @param #AUFTRAG self
-- @return #number Priority. Smaller is higher.
function AUFTRAG:GetPriority()
return self.prio
end
--- Get casualties, *i.e.* number of own units that died during this mission.
-- @param #AUFTRAG self
-- @return #number Number of dead units.
function AUFTRAG:GetCasualties()
return self.Ncasualties or 0
end
--- Get kills, i.e. number of units that were destroyed by assets of this mission.
-- @param #AUFTRAG self
-- @return #number Number of units destroyed.
function AUFTRAG:GetKills()
return self.Nkills or 0
end
--- Check if mission is "urgent".
-- @param #AUFTRAG self
-- @return #boolean If `true`, mission is "urgent".
function AUFTRAG:IsUrgent()
return self.urgent
end
--- Get mission importance.
-- @param #AUFTRAG self
-- @return #number Importance. Smaller is higher.
function AUFTRAG:GetImportance()
return self.importance
end
--- Add start condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction Function that needs to be true before the mission can be started. Must return a #boolean.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionStart(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionStart, condition)
return self
end
--- Add success condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction If this function returns `true`, the mission is cancelled.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionSuccess(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionSuccess, condition)
self.conditionSuccessSet = true
return self
end
--- Add failure condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction If this function returns `true`, the mission is cancelled.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionFailure(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionFailure, condition)
self.conditionFailureSet = true
return self
end
--- Add push condition.
-- @param #AUFTRAG self
-- @param #function ConditionFunction If this function returns `true`, the mission is executed.
-- @param ... Condition function arguments if any.
-- @return #AUFTRAG self
function AUFTRAG:AddConditionPush(ConditionFunction, ...)
local condition={} --#AUFTRAG.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionPush, condition)
return self
end
--- Add a required payload for this mission. Only these payloads will be used for this mission. If they are not available, the mission cannot start. Only available for use with an AIRWING.
-- @param #AUFTRAG self
-- @param Ops.Airwing#AIRWING.Payload Payload Required payload.
-- @return #AUFTRAG self
function AUFTRAG:AddRequiredPayload(Payload)
self.payloads=self.payloads or {}
table.insert(self.payloads, Payload)
return self
end
--- Add a Ops group to the mission.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPSGROUP object.
-- @return #AUFTRAG self
function AUFTRAG:AddOpsGroup(OpsGroup)
self:T(self.lid..string.format("Adding Ops group %s", OpsGroup.groupname))
local groupdata={} --#AUFTRAG.GroupData
groupdata.opsgroup=OpsGroup
groupdata.status=AUFTRAG.GroupStatus.SCHEDULED
groupdata.waypointcoordinate=nil
groupdata.waypointindex=nil
groupdata.waypointtask=nil
self.groupdata[OpsGroup.groupname]=groupdata
-- Add ops transport to new group.
if self.opstransport then
for _,_tzc in pairs(self.opstransport.tzCombos) do
local tzc=_tzc --Ops.OpsTransport#OPSTRANSPORT.TransportZoneCombo
if tzc.assetsCargo and tzc.assetsCargo[OpsGroup:GetName()] then
self.opstransport:AddCargoGroups(OpsGroup, tzc)
end
end
end
return self
end
--- Remove an Ops group from the mission.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPSGROUP object.
-- @return #AUFTRAG self
function AUFTRAG:DelOpsGroup(OpsGroup)
self:T(self.lid..string.format("Removing OPS group %s", OpsGroup and OpsGroup.groupname or "nil (ERROR)!"))
if OpsGroup then
-- Remove mission form queue.
OpsGroup:RemoveMission(self)
self.groupdata[OpsGroup.groupname]=nil
end
return self
end
--- Check if mission is PLANNED.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is in the planning state.
function AUFTRAG:IsPlanned()
return self.status==AUFTRAG.Status.PLANNED
end
--- Check if mission is QUEUED at a LEGION mission queue.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion (Optional) Check if mission is queued at this legion.
-- @return #boolean If true, mission is queued.
function AUFTRAG:IsQueued(Legion)
local is=self.status==AUFTRAG.Status.QUEUED
if Legion then
is=self:GetLegionStatus(Legion)==AUFTRAG.Status.QUEUED
end
return is
end
--- Check if mission is REQUESTED. The mission request out to the WAREHOUSE.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion (Optional) Check if mission is requested at this legion.
-- @return #boolean If true, mission is requested.
function AUFTRAG:IsRequested(Legion)
local is=self.status==AUFTRAG.Status.REQUESTED
if Legion then
is=self:GetLegionStatus(Legion)==AUFTRAG.Status.REQUESTED
end
return is
end
--- Check if mission is SCHEDULED. The first OPSGROUP has been assigned.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is queued.
function AUFTRAG:IsScheduled()
return self.status==AUFTRAG.Status.SCHEDULED
end
--- Check if mission is STARTED. The first OPSGROUP is on its way to the mission execution waypoint.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is started.
function AUFTRAG:IsStarted()
return self.status==AUFTRAG.Status.STARTED
end
--- Check if mission is EXECUTING. The first OPSGROUP has reached the mission execution waypoint and is not executing the mission task.
-- @param #AUFTRAG self
-- @param #boolean AllGroups (Optional) Check that all groups are currently executing the mission.
-- @return #boolean If true, mission is currently executing.
function AUFTRAG:IsExecuting(AllGroups)
local isExecuting=self.status==AUFTRAG.Status.EXECUTING
if AllGroups and isExecuting then
-- Number of groups executing.
local n=self:CountOpsGroupsInStatus(AUFTRAG.GroupStatus.EXECUTING)
local N
if self.Nassigned then
N=self.Nassigned-self.Ndead
else
N=self:CountOpsGroups()
end
if n==N then
return true
else
return false
end
end
return isExecuting
end
--- Check if mission was cancelled.
-- @param #AUFTRAG self
-- @return #boolean If true, mission was cancelled.
function AUFTRAG:IsCancelled()
return self.status==AUFTRAG.Status.CANCELLED
end
--- Check if mission is done.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is done.
function AUFTRAG:IsDone()
return self.status==AUFTRAG.Status.DONE
end
--- Check if mission was a success.
-- @param #AUFTRAG self
-- @return #boolean If true, mission was successful.
function AUFTRAG:IsSuccess()
return self.status==AUFTRAG.Status.SUCCESS
end
--- Check if mission is over. This could be state DONE, CANCELLED, SUCCESS, FAILED.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is over.
function AUFTRAG:IsOver()
local over = self.status==AUFTRAG.Status.DONE or self.status==AUFTRAG.Status.CANCELLED or self.status==AUFTRAG.Status.SUCCESS or self.status==AUFTRAG.Status.FAILED
return over
end
--- Check if mission is NOT over.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is NOT over yet.
function AUFTRAG:IsNotOver()
return not self:IsOver()
end
--- Check if mission is for aircarft (airplanes and/or helicopters).
-- @param #AUFTRAG self
-- @return #boolean If `true`, mission is for aircraft.
function AUFTRAG:IsAircraft()
for _,category in pairs(self.categories) do
if category==AUFTRAG.Category.AIRCRAFT or category==AUFTRAG.Category.AIRPLANE or category==AUFTRAG.Category.HELICOPTER then
return true
end
end
return false
end
--- Check if mission is for airplanes.
-- @param #AUFTRAG self
-- @return #boolean If `true`, mission is for airplanes.
function AUFTRAG:IsAirplane()
for _,category in pairs(self.categories) do
if category==AUFTRAG.Category.AIRPLANE then
return true
end
end
return false
end
--- Check if mission is for helicopters.
-- @param #AUFTRAG self
-- @return #boolean If `true`, mission is for helicopters.
function AUFTRAG:IsHelicopters()
for _,category in pairs(self.categories) do
if category==AUFTRAG.Category.HELICOPTER then
return true
end
end
return false
end
--- Check if mission is for ground units.
-- @param #AUFTRAG self
-- @return #boolean If `true`, mission is for ground units.
function AUFTRAG:IsGround()
for _,category in pairs(self.categories) do
if category==AUFTRAG.Category.GROUND then
return true
end
end
return false
end
--- Check if mission is for naval units.
-- @param #AUFTRAG self
-- @return #boolean If `true`, mission is for naval units.
function AUFTRAG:IsNaval()
for _,category in pairs(self.categories) do
if category==AUFTRAG.Category.NAVAL then
return true
end
end
return false
end
--- Check if mission is ready to be started.
-- * Mission start time passed.
-- * Mission stop time did not pass already.
-- * All start conditions are true.
-- @param #AUFTRAG self
-- @return #boolean If true, mission can be started.
function AUFTRAG:IsReadyToGo()
local Tnow=timer.getAbsTime()
-- Start time did not pass yet.
if self.Tstart and Tnow<self.Tstart then
return false
end
-- Stop time already passed.
if self.Tstop and Tnow>self.Tstop then
return false
end
-- All start conditions true?
local startme=self:EvalConditionsAll(self.conditionStart)
if not startme then
return false
end
-- We're good to go!
return true
end
--- Check if mission is ready to be cancelled.
-- * Mission stop already passed.
-- * Any stop condition is true.
-- @param #AUFTRAG self
-- @return #boolean If true, mission should be cancelled.
function AUFTRAG:IsReadyToCancel()
local Tnow=timer.getAbsTime()
-- Stop time already passed.
if self.Tstop and Tnow>=self.Tstop then
return true
end
-- Evaluate failure condition. One is enough.
local failure=self:EvalConditionsAny(self.conditionFailure)
if failure then
self.failurecondition=true
return true
end
-- Evaluate success consitions. One is enough.
local success=self:EvalConditionsAny(self.conditionSuccess)
if success then
self.successcondition=true
return true
end
-- No criterion matched.
return false
end
--- Check if mission is ready to be pushed.
-- * Mission push time already passed.
-- * **All** push conditions are true.
-- @param #AUFTRAG self
-- @return #boolean If true, mission groups can push.
function AUFTRAG:IsReadyToPush()
local Tnow=timer.getAbsTime()
-- Push time passed?
if self.Tpush and Tnow<=self.Tpush then
return false
end
-- Evaluate push condition(s) if any. All need to be true.
local push=self:EvalConditionsAll(self.conditionPush)
return push
end
--- Check if all given condition are true.
-- @param #AUFTRAG self
-- @param #table Conditions Table of conditions.
-- @return #boolean If true, all conditions were true. Returns false if at least one condition returned false.
function AUFTRAG:EvalConditionsAll(Conditions)
-- Any stop condition must be true.
for _,_condition in pairs(Conditions or {}) do
local condition=_condition --#AUFTRAG.Condition
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any false will return false.
if not istrue then
return false
end
end
-- All conditions were true.
return true
end
--- Check if any of the given conditions is true.
-- @param #AUFTRAG self
-- @param #table Conditions Table of conditions.
-- @return #boolean If true, at least one condition is true.
function AUFTRAG:EvalConditionsAny(Conditions)
-- Any stop condition must be true.
for _,_condition in pairs(Conditions or {}) do
local condition=_condition --#AUFTRAG.Condition
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any true will return true.
if istrue then
return true
end
end
-- No condition was true.
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Mission Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Status" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterStatus(From, Event, To)
-- Current abs. mission time.
local Tnow=timer.getAbsTime()
-- ESCORT: Check if only the group NAME of an escort had been specified.
if self.escortGroupName then
-- Try to find the group.
local group=GROUP:FindByName(self.escortGroupName)
if group and group:IsAlive() then
-- Debug info.
self:T(self.lid..string.format("ESCORT group %s is now alive. Updating DCS task and adding group to TARGET", tostring(self.escortGroupName)))
-- Add TARGET object.
self.engageTarget:AddObject(group)
-- Update DCS task with the known group ID.
self.DCStask=self:GetDCSMissionTask()
-- Set value to nil so we do not do this again in the next cycle.
self.escortGroupName=nil
end
end
-- Number of alive mission targets.
local Ntargets=self:CountMissionTargets()
local Ntargets0=self:GetTargetInitialNumber()
-- Number of alive groups attached to this mission.
local Ngroups=self:CountOpsGroups()
local Nassigned=self.Nassigned and self.Nassigned-self.Ndead or 0
-- check conditions if set
local conditionDone=false
if self.conditionFailureSet then
conditionDone = self:EvalConditionsAny(self.conditionFailure)
end
if self.conditionSuccessSet and not conditionDone then
conditionDone = self:EvalConditionsAny(self.conditionSuccess)
end
-- Check if mission is not OVER yet.
if self:IsNotOver() then
if self:CheckGroupsDone() then
-- All groups have reported MISSON DONE.
self:Done()
elseif (self.Tstop and Tnow>self.Tstop+10) then
-- Cancel mission if stop time passed.
self:Cancel()
elseif conditionDone then
-- Cancel mission if conditions were met.
self:Cancel()
elseif self.durationExe and self.Texecuting and Tnow-self.Texecuting>self.durationExe then
-- Backup repeat values
local Nrepeat=self.Nrepeat
local NrepeatS=self.NrepeatSuccess
local NrepeatF=self.NrepeatFailure
-- Cancel mission if stop time passed.
self:Cancel()
self.Nrepeat=Nrepeat
self.NrepeatSuccess=NrepeatS
self.NrepeatFailure=NrepeatF
elseif (Ntargets0>0 and Ntargets==0) then
-- Cancel mission if mission targets are gone (if there were any in the beginning).
-- TODO: I commented this out for some reason but I forgot why...
self:T(self.lid.."No targets left cancelling mission!")
self:Cancel()
elseif self:IsExecuting() and self:_IsNotReinforcing() then
-- env.info("Mission Done:")
-- env.info(string.format("Nreinforce= %d", self.reinforce or 0))
-- env.info(string.format("Nassigned = %d", self.Nassigned))
-- env.info(string.format("Ndead = %d", self.Ndead))
-- env.info(string.format("Nass-Ndead= %d", Nassigned))
-- Had the case that mission was in state Executing but all assigned groups were dead.
-- TODO: might need to loop over all assigned groups
if Ngroups==0 then
self:Done()
else
local done=true
for groupname,data in pairs(self.groupdata or {}) do
local groupdata=data --#AUFTRAG.GroupData
local opsgroup=groupdata.opsgroup
if opsgroup:IsAlive() then
done=false
end
end
if done then
self:Done()
end
end
end
end
-- Current FSM state.
local fsmstate=self:GetState()
-- Check for error.
if fsmstate~=self.status then
self:T(self.lid..string.format("ERROR: FSM state %s != %s mission status!", fsmstate, self.status))
end
-- General info.
if self.verbose>=1 then
-- Mission start stop time.
local Cstart=UTILS.SecondsToClock(self.Tstart, true)
local Cstop=self.Tstop and UTILS.SecondsToClock(self.Tstop, true) or "INF"
local targetname=self:GetTargetName() or "unknown"
local Nlegions=#self.legions
local commander=self.commander and self.statusCommander or "N/A"
local chief=self.chief and self.statusChief or "N/A"
-- Info message.
self:T(self.lid..string.format("Status %s: Target=%s, T=%s-%s, assets=%d, groups=%d, targets=%d, legions=%d, commander=%s, chief=%s",
self.status, targetname, Cstart, Cstop, #self.assets, Ngroups, Ntargets, Nlegions, commander, chief))
end
-- Group info.
if self.verbose>=2 then
-- Data on assigned groups.
local text="Group data:"
for groupname,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
text=text..string.format("\n- %s: status mission=%s opsgroup=%s", groupname, groupdata.status, groupdata.opsgroup and groupdata.opsgroup:GetState() or "N/A")
end
self:I(self.lid..text)
end
-- Group info.
if self.verbose>=3 then
-- Data on assigned groups.
local text=string.format("Assets [N=%d,Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
for i,_asset in pairs(self.assets or {}) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
text=text..string.format("\n[%d] %s: spawned=%s, requested=%s, reserved=%s", i, asset.spawngroupname, tostring(asset.spawned), tostring(asset.requested), tostring(asset.reserved))
end
self:I(self.lid..text)
end
-- Ready to evaluate mission outcome?
local ready2evaluate=self.Tover and Tnow-self.Tover>=self.dTevaluate or false
-- Check if mission is OVER (done or cancelled) and enough time passed to evaluate the result.
if self:IsOver() and ready2evaluate then
-- Evaluate success or failure of the mission.
self:Evaluate()
else
self:__Status(-30)
end
-- Update F10 marker.
if self.markerOn then
self:UpdateMarker()
end
end
--- Evaluate mission outcome - success or failure.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:Evaluate()
-- Assume success and check if any failed condition applies.
local failed=false
-- Target damage in %.
local targetdamage=self:GetTargetDamage()
-- Own damage in %.
local owndamage=self.Ncasualties/self.Nelements*100
-- Current number of mission targets.
local Ntargets=self:CountMissionTargets()
local Ntargets0=self:GetTargetInitialNumber()
local Life=self:GetTargetLife()
local Life0=self:GetTargetInitialLife()
if Ntargets0>0 then
---
-- Mission had targets
---
-- Check if failed.
if self.type==AUFTRAG.Type.TROOPTRANSPORT or self.type==AUFTRAG.Type.ESCORT then
-- Transported or escorted groups have to survive.
if Ntargets<Ntargets0 then
failed=true
end
elseif self.type==AUFTRAG.Type.CARGOTRANSPORT then
-- Get zone and cargo.
local zone=self.DCStask.params.zone --Core.Zone#ZONE
local cargo=self.DCStask.params.cargo --Wrapper.Static#STATIC
--Check that cargo is in drop zone.
if cargo and zone then
failed=not cargo:IsInZone(zone)
else
failed=true
end
elseif self.type==AUFTRAG.Type.RESCUEHELO then
-- Rescue helo has to survive.
if self.Nelements==self.Ncasualties then
failed=true
end
else
-- Still targets left.
if Ntargets>0 then
failed=true
end
end
else
---
-- Mission had NO targets
---
-- No targets and everybody died ==> mission failed. Well, unless success condition is true.
if self.Nelements==self.Ncasualties then
failed=true
end
end
-- Any success condition true?
local successCondition=self:EvalConditionsAny(self.conditionSuccess)
-- Any failure condition true?
local failureCondition=self:EvalConditionsAny(self.conditionFailure)
if failureCondition then
failed=true
elseif successCondition then
failed=false
end
-- Debug text.
if self.verbose > 0 then
local text=string.format("Evaluating mission:\n")
text=text..string.format("Own casualties = %d/%d\n", self.Ncasualties, self.Nelements)
text=text..string.format("Own losses = %.1f %%\n", owndamage)
text=text..string.format("Killed units = %d\n", self.Nkills)
text=text..string.format("--------------------------\n")
text=text..string.format("Targets left = %d/%d\n", Ntargets, Ntargets0)
text=text..string.format("Targets life = %.1f/%.1f\n", Life, Life0)
text=text..string.format("Enemy losses = %.1f %%\n", targetdamage)
text=text..string.format("--------------------------\n")
text=text..string.format("Success Cond = %s\n", tostring(successCondition))
text=text..string.format("Failure Cond = %s\n", tostring(failureCondition))
text=text..string.format("--------------------------\n")
text=text..string.format("Final Success = %s\n", tostring(not failed))
text=text..string.format("=========================")
self:I(self.lid..text)
end
-- Trigger events.
if failed then
self:I(self.lid..string.format("Mission %d [%s] failed!", self.auftragsnummer, self.type))
if self.chief then
self.chief.Nfailure=self.chief.Nfailure+1
end
self:Failed()
else
self:I(self.lid..string.format("Mission %d [%s] success!", self.auftragsnummer, self.type))
if self.chief then
self.chief.Nsuccess=self.chief.Nsuccess+1
end
self:Success()
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Asset Data
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get all OPS groups.
-- @param #AUFTRAG self
-- @return #table Table of Ops.OpsGroup#OPSGROUP or {}.
function AUFTRAG:GetOpsGroups()
local opsgroups={}
for _,_groupdata in pairs(self.groupdata or {}) do
local groupdata=_groupdata --#AUFTRAG.GroupData
table.insert(opsgroups, groupdata.opsgroup)
end
return opsgroups
end
--- Get asset data table.
-- @param #AUFTRAG self
-- @param #string AssetName Name of the asset.
-- @return #AUFTRAG.GroupData Group data or *nil* if OPS group does not exist.
function AUFTRAG:GetAssetDataByName(AssetName)
return self.groupdata[tostring(AssetName)]
end
--- Get flight data table.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @return #AUFTRAG.GroupData Flight data or nil if opsgroup does not exist.
function AUFTRAG:GetGroupData(opsgroup)
if opsgroup and self.groupdata then
return self.groupdata[opsgroup.groupname]
end
return nil
end
--- Set opsgroup mission status.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The flight group.
-- @param #string status New status.
-- @return #AUFTRAG self
function AUFTRAG:SetGroupStatus(opsgroup, status)
-- Current status.
local oldstatus=self:GetGroupStatus(opsgroup)
-- Debug info.
self:T(self.lid..string.format("Setting OPSGROUP %s to status %s-->%s", opsgroup and opsgroup.groupname or "nil", tostring(oldstatus), tostring(status)))
if oldstatus==AUFTRAG.GroupStatus.CANCELLED and status==AUFTRAG.GroupStatus.DONE then
-- Do not overwrite a CANCELLED status with a DONE status.
else
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.status=status
else
self:T(self.lid.."WARNING: Could not SET flight data for flight group. Setting status to DONE")
end
end
-- Check if mission is NOT over.
local isNotOver=self:IsNotOver()
-- Check if all assigned groups are done.
local groupsDone=self:CheckGroupsDone()
-- Debug info.
self:T2(self.lid..string.format("Setting OPSGROUP %s status to %s. IsNotOver=%s CheckGroupsDone=%s", opsgroup.groupname, self:GetGroupStatus(opsgroup), tostring(self:IsNotOver()), tostring(groupsDone)))
-- Check if ALL flights are done with their mission.
if isNotOver and groupsDone then
self:T3(self.lid.."All assigned OPSGROUPs done ==> mission DONE!")
self:Done()
else
self:T3(self.lid.."Mission NOT DONE yet!")
end
return self
end
--- Get ops group mission status.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @return #string The group status.
function AUFTRAG:GetGroupStatus(opsgroup)
self:T3(self.lid..string.format("Trying to get Flight status for flight group %s", opsgroup and opsgroup.groupname or "nil"))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.status
else
self:T(self.lid..string.format("WARNING: Could not GET groupdata for opsgroup %s. Returning status DONE.", opsgroup and opsgroup.groupname or "nil"))
return AUFTRAG.GroupStatus.DONE
end
end
--- Add LEGION to mission.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #AUFTRAG self
function AUFTRAG:AddLegion(Legion)
-- Debug info.
self:T(self.lid..string.format("Adding legion %s", Legion.alias))
-- Add legion to table.
table.insert(self.legions, Legion)
return self
end
--- Remove LEGION from mission.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #AUFTRAG self
function AUFTRAG:RemoveLegion(Legion)
-- Loop over legions
for i=#self.legions,1,-1 do
local legion=self.legions[i] --Ops.Legion#LEGION
if legion.alias==Legion.alias then
-- Debug info.
self:T(self.lid..string.format("Removing legion %s", Legion.alias))
table.remove(self.legions, i)
-- Set legion status to nil.
self.statusLegion[Legion.alias]=nil
return self
end
end
self:T(self.lid..string.format("ERROR: Legion %s not found and could not be removed!", Legion.alias))
return self
end
--- Set LEGION mission status.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @param #string Status New status.
-- @return #AUFTRAG self
function AUFTRAG:SetLegionStatus(Legion, Status)
-- Old status
local status=self:GetLegionStatus(Legion)
-- Debug info.
self:T(self.lid..string.format("Setting LEGION %s to status %s-->%s", Legion.alias, tostring(status), tostring(Status)))
-- New status.
self.statusLegion[Legion.alias]=Status
return self
end
--- Get LEGION mission status.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion.
-- @return #string status Current status.
function AUFTRAG:GetLegionStatus(Legion)
-- New status.
local status=self.statusLegion[Legion.alias] or "unknown"
return status
end
--- Set mission (ingress) waypoint coordinate for OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @param Core.Point#COORDINATE coordinate Waypoint Coordinate.
-- @return #AUFTRAG self
function AUFTRAG:SetGroupWaypointCoordinate(opsgroup, coordinate)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointcoordinate=coordinate
end
return self
end
--- [Air] Set mission (ingress) waypoint coordinate for FLIGHT group.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE coordinate Waypoint Coordinate.
-- @return #AUFTRAG self
function AUFTRAG:SetIngressCoordinate(coordinate)
self.missionIngressCoord = coordinate
self.missionIngressCoordAlt = UTILS.MetersToFeet(coordinate.y) or 10000
return self
end
--- Get mission (ingress) waypoint coordinate of OPS group
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @return Core.Point#COORDINATE Waypoint Coordinate.
function AUFTRAG:GetGroupWaypointCoordinate(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointcoordinate
end
end
--- Set mission waypoint task for OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @param Ops.OpsGroup#OPSGROUP.Task task Waypoint task.
function AUFTRAG:SetGroupWaypointTask(opsgroup, task)
self:T2(self.lid..string.format("Setting waypoint task %s", task and task.description or "WTF"))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointtask=task
end
end
--- Get mission waypoint task of OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @return Ops.OpsGroup#OPSGROUP.Task task Waypoint task. Waypoint task.
function AUFTRAG:GetGroupWaypointTask(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointtask
end
end
--- Set mission (ingress) waypoint UID for OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @param #number waypointindex Waypoint UID.
-- @return #AUFTRAG self
function AUFTRAG:SetGroupWaypointIndex(opsgroup, waypointindex)
self:T2(self.lid..string.format("Setting Mission waypoint UID=%d", waypointindex))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointindex=waypointindex
end
return self
end
--- Get mission (ingress) waypoint UID of OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @return #number Waypoint UID.
function AUFTRAG:GetGroupWaypointIndex(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointindex
end
end
--- Set Egress waypoint UID for OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @param #number waypointindex Waypoint UID.
-- @return #AUFTRAG self
function AUFTRAG:SetGroupEgressWaypointUID(opsgroup, waypointindex)
self:T2(self.lid..string.format("Setting Egress waypoint UID=%d", waypointindex))
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
groupdata.waypointEgressUID=waypointindex
end
return self
end
--- Get Egress waypoint UID of OPS group.
-- @param #AUFTRAG self
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group.
-- @return #number Waypoint UID.
function AUFTRAG:GetGroupEgressWaypointUID(opsgroup)
local groupdata=self:GetGroupData(opsgroup)
if groupdata then
return groupdata.waypointEgressUID
end
end
--- Check if all groups are done with their mission (or dead).
-- @param #AUFTRAG self
-- @return #boolean If `true`, all groups are done with the mission.
function AUFTRAG:CheckGroupsDone()
local fsmState = self:GetState()
-- Check status of all OPS groups.
for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData
if groupdata then
if not (groupdata.status==AUFTRAG.GroupStatus.DONE or groupdata.status==AUFTRAG.GroupStatus.CANCELLED) then
-- At least this group is not DONE or CANCELLED.
self:T2(self.lid..string.format("CheckGroupsDone: OPSGROUP %s is not DONE or CANCELLED but in state %s. Mission NOT DONE!", groupdata.opsgroup.groupname, groupdata.status:upper()))
return false
end
end
end
-- Check status of all LEGIONs.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
local status=self:GetLegionStatus(legion)
if not status==AUFTRAG.Status.CANCELLED then
-- At least one LEGION has not CANCELLED.
self:T2(self.lid..string.format("CheckGroupsDone: LEGION %s is not CANCELLED but in state %s. Mission NOT DONE!", legion.alias, status))
return false
end
end
-- Check commander status.
if self.commander then
if not self.statusCommander==AUFTRAG.Status.CANCELLED then
self:T2(self.lid..string.format("CheckGroupsDone: COMMANDER is not CANCELLED but in state %s. Mission NOT DONE!", self.statusCommander))
return false
end
end
-- Check chief status.
if self.chief then
if not self.statusChief==AUFTRAG.Status.CANCELLED then
self:T2(self.lid..string.format("CheckGroupsDone: CHIEF is not CANCELLED but in state %s. Mission NOT DONE!", self.statusChief))
return false
end
end
-- These are early stages, where we might not even have a opsgroup defined to be checked. If there were any groups, we checked above.
if self:IsPlanned() or self:IsQueued() or self:IsRequested() then
self:T2(self.lid..string.format("CheckGroupsDone: Mission is still in state %s [FSM=%s] (PLANNED or QUEUED or REQUESTED). Mission NOT DONE!", self.status, self:GetState()))
return false
end
-- Check if there is still reinforcement to be expected.
if self:IsExecuting() and self:_IsReinforcing() then
self:T2(self.lid..string.format("CheckGroupsDone: Mission is still in state %s [FSM=%s] and reinfoce=%d. Mission NOT DONE!", self.status, self:GetState(), self.reinforce))
return false
end
-- It could be that all groups were destroyed on the way to the mission execution waypoint.
-- TODO: would be better to check if everybody is dead by now.
if self:IsStarted() and self:CountOpsGroups()==0 then
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] but count of alive OPSGROUP is zero. Mission DONE!", self.status, self:GetState()))
return true
end
if (self:IsStarted() or self:IsExecuting()) and (fsmState == AUFTRAG.Status.STARTED or fsmState == AUFTRAG.Status.EXECUTING) and self:CountOpsGroups()>0 then
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] and count of alive OPSGROUP > zero. Mission NOT DONE!", self.status, self:GetState()))
return false
end
return true
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- EVENT Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Unit lost event.
-- @param #AUFTRAG self
-- @param Core.Event#EVENTDATA EventData Event data.
function AUFTRAG:OnEventUnitLost(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.opsgroup and groupdata.opsgroup.groupname==EventData.IniGroupName then
self:T(self.lid..string.format("UNIT LOST event for opsgroup %s unit %s", groupdata.opsgroup.groupname, EventData.IniUnitName))
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Planned" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterPlanned(From, Event, To)
self.status=AUFTRAG.Status.PLANNED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Queue" event. Mission is added to the mission queue of a LEGION.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterQueued(From, Event, To, Airwing)
self.status=AUFTRAG.Status.QUEUED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Requested" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterRequested(From, Event, To)
self.status=AUFTRAG.Status.REQUESTED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Assign" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterAssign(From, Event, To)
self.status=AUFTRAG.Status.ASSIGNED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Schedule" event. Mission is added to the mission queue of an OPSGROUP.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterScheduled(From, Event, To)
self.status=AUFTRAG.Status.SCHEDULED
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Start" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterStarted(From, Event, To)
self.status=AUFTRAG.Status.STARTED
self.Tstarted=timer.getAbsTime()
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "Execute" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterExecuting(From, Event, To)
self.status=AUFTRAG.Status.EXECUTING
self.Texecuting=timer.getAbsTime()
self:T(self.lid..string.format("New mission status=%s", self.status))
end
--- On after "ElementDestroyed" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The ops group to which the element belongs.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The element that got destroyed.
function AUFTRAG:onafterElementDestroyed(From, Event, To, OpsGroup, Element)
-- Increase number of own casualties.
self.Ncasualties=self.Ncasualties+1
end
--- On after "GroupDead" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP OpsGroup The ops group that is dead now.
function AUFTRAG:onafterGroupDead(From, Event, To, OpsGroup)
local asset=self:GetAssetByName(OpsGroup.groupname)
if asset then
self:AssetDead(asset)
end
-- Number of dead groups.
self.Ndead=self.Ndead+1
end
--- On after "AssetDead" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
function AUFTRAG:onafterAssetDead(From, Event, To, Asset)
-- Number of groups alive.
local N=self:CountOpsGroups()
local notreinforcing=self:_IsNotReinforcing()
self:T(self.lid..string.format("Asset %s dead! Number of ops groups remaining %d (reinforcing=%s)", tostring(Asset.spawngroupname), N, tostring(not notreinforcing)))
-- All assets dead?
if N==0 and notreinforcing then
if self:IsNotOver() then
-- Cancel mission. Wait for next mission update to evaluate SUCCESS or FAILURE.
self:Cancel()
else
--self:E(self.lid.."ERROR: All assets are dead not but mission was already over... Investigate!")
-- Now this can happen, because when a opsgroup dies (sometimes!), the mission is DONE
end
end
-- Delete asset from mission.
self:DelAsset(Asset)
end
--- On after "Cancel" event. Cancells the mission.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterCancel(From, Event, To)
-- Number of OPSGROUPS assigned and alive.
local Ngroups = self:CountOpsGroups()
-- Debug info.
self:T(self.lid..string.format("CANCELLING mission in status %s. Will wait for %d groups to report mission DONE before evaluation", self.status, Ngroups))
-- Time stamp.
self.Tover=timer.getAbsTime()
-- No more repeats.
self.Nrepeat=self.repeated
self.NrepeatFailure=self.repeatedFailure
self.NrepeatSuccess=self.repeatedSuccess
-- Not necessary to delay the evaluaton?!
self.dTevaluate=0
if self.chief then
-- Debug info.
self:T(self.lid..string.format("CHIEF will cancel the mission. Will wait for mission DONE before evaluation!"))
-- CHIEF will cancel the mission.
self.chief:MissionCancel(self)
elseif self.commander then
-- Debug info.
self:T(self.lid..string.format("COMMANDER will cancel the mission. Will wait for mission DONE before evaluation!"))
-- COMMANDER will cancel the mission.
self.commander:MissionCancel(self)
elseif self.legions and #self.legions>0 then
-- Loop over all LEGIONs.
for _,_legion in pairs(self.legions or {}) do
local legion=_legion --Ops.Legion#LEGION
-- Debug info.
self:T(self.lid..string.format("LEGION %s will cancel the mission. Will wait for mission DONE before evaluation!", legion.alias))
-- Legion will cancel all group's missions and remove queued request from warehouse queue.
legion:MissionCancel(self)
end
else
-- Debug info.
self:T(self.lid..string.format("No legion, commander or chief. Attached groups will cancel the mission on their own. Will wait for mission DONE before evaluation!"))
-- Loop over all groups.
for _,_groupdata in pairs(self.groupdata or {}) do
local groupdata=_groupdata --#AUFTRAG.GroupData
groupdata.opsgroup:MissionCancel(self)
end
end
-- Special mission states.
if self:IsPlanned() or self:IsQueued() or self:IsRequested() or Ngroups==0 then
self:T(self.lid..string.format("Cancelled mission was in %s stage with %d groups assigned and alive. Call it done!", self.status, Ngroups))
self:Done()
end
end
--- On after "Done" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterDone(From, Event, To)
self.status=AUFTRAG.Status.DONE
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set time stamp.
self.Tover=timer.getAbsTime()
-- Not executing any more.
self.Texecuting=nil
-- Set status for CHIEF.
self.statusChief=AUFTRAG.Status.DONE
-- Set status for COMMANDER.
self.statusCommander=AUFTRAG.Status.DONE
-- Set status for LEGIONs.
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, AUFTRAG.Status.DONE)
-- Remove pending request from legion queue.
if self.type==AUFTRAG.Type.RELOCATECOHORT then
-- Get request ID
local requestid=self.requestID[Legion.alias]
if requestid then
-- Debug info.
self:T(self.lid.."Removing request from pending queue")
-- Remove request from pending queue.
Legion:_DeleteQueueItemByID(requestid, Legion.pending)
-- Remove cohort from old legion.
local Cohort=self.DCStask.params.cohort --Ops.Cohort#COHORT
Legion:DelCohort(Cohort)
else
self:E(self.lid.."WARNING: Could NOT remove relocation request from from pending queue (all assets were spawned?)")
end
end
end
-- Trigger relocated event.
if self.type==AUFTRAG.Type.RELOCATECOHORT then
local cohort=self.DCStask.params.cohort --Ops.Cohort#COHORT
cohort:Relocated()
end
end
--- On after "Success" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterSuccess(From, Event, To)
self.status=AUFTRAG.Status.SUCCESS
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=self.status
self.statusCommander=self.status
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, self.status)
end
local repeatme=self.repeatedSuccess<self.NrepeatSuccess or self.repeated<self.Nrepeat
if repeatme then
-- Increase counter.
self.repeatedSuccess=self.repeatedSuccess+1
-- Number of repeats.
local N=math.max(self.NrepeatSuccess, self.Nrepeat)
-- Repeat mission.
self:T(self.lid..string.format("Mission SUCCESS! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N))
self:__Repeat(self.repeatDelay)
else
-- Stop mission.
self:T(self.lid..string.format("Mission SUCCESS! Number of max repeats %d reached ==> Stopping mission!", self.repeated+1))
self:Stop()
end
end
--- On after "Failed" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterFailed(From, Event, To)
self.status=AUFTRAG.Status.FAILED
self:T(self.lid..string.format("New mission status=%s", self.status))
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=self.status
self.statusCommander=self.status
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, self.status)
end
local repeatme=self.repeatedFailure<self.NrepeatFailure or self.repeated<self.Nrepeat
if repeatme then
-- Increase counter.
self.repeatedFailure=self.repeatedFailure+1
-- Number of repeats.
local N=math.max(self.NrepeatFailure, self.Nrepeat)
-- Repeat mission.
self:T(self.lid..string.format("Mission FAILED! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N))
self:__Repeat(self.repeatDelay)
else
-- Stop mission.
self:T(self.lid..string.format("Mission FAILED! Number of max repeats %d reached ==> Stopping mission!", self.repeated+1))
self:Stop()
end
end
--- On before "Repeat" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onbeforeRepeat(From, Event, To)
if not (self.chief or self.commander or #self.legions>0) then
self:E(self.lid.."ERROR: Mission can only be repeated by a CHIEF, COMMANDER or LEGION! Stopping AUFTRAG")
self:Stop()
return false
end
return true
end
--- On after "Repeat" event.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterRepeat(From, Event, To)
-- Set mission status to PLANNED.
self.status=AUFTRAG.Status.PLANNED
-- Debug info.
self:T(self.lid..string.format("New mission status=%s (on Repeat)", self.status))
-- Set status for CHIEF, COMMANDER and LEGIONs
self.statusChief=self.status
self.statusCommander=self.status
for _,_legion in pairs(self.legions) do
local Legion=_legion --Ops.Legion#LEGION
self:SetLegionStatus(Legion, self.status)
end
-- Increase repeat counter.
self.repeated=self.repeated+1
if self.chief then
-- Set status for chief.
self.statusChief=AUFTRAG.Status.PLANNED
-- Remove mission from wingcommander because Chief will assign it again.
if self.commander then
self.statusCommander=AUFTRAG.Status.PLANNED
end
-- Remove mission from legions because commander will assign it again but maybe to different legion(s).
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
end
elseif self.commander then
-- Set status for commander.
self.statusCommander=AUFTRAG.Status.PLANNED
-- Remove mission from legion(s) because commander will assign it again but maybe to different legion(s).
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
self:SetLegionStatus(legion, AUFTRAG.Status.PLANNED)
end
elseif #self.legions>0 then
-- Remove mission from airwing because WC will assign it again but maybe to a different wing.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
self:SetLegionStatus(legion, AUFTRAG.Status.PLANNED)
legion:AddMission(self)
end
else
self:E(self.lid.."ERROR: Mission can only be repeated by a CHIEF, COMMANDER or LEGION! Stopping AUFTRAG")
self:Stop()
return
end
-- No mission assets.
self.assets={}
-- Remove OPS groups. This also removes the mission from the OPSGROUP mission queue.
for groupname,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
local opsgroup=groupdata.opsgroup
if opsgroup then
self:DelOpsGroup(opsgroup)
end
end
-- No group data.
self.groupdata={}
-- Reset casualties and units assigned.
self.Ncasualties=0
self.Nelements=0
self.Ngroups=0
self.Nassigned=nil
self.Ndead=0
-- Update DCS mission task. Could be that the initial task (e.g. for bombing) was destroyed. Then we need to update the coordinate.
self.DCStask=self:GetDCSMissionTask()
-- Call status again.
self:__Status(-30)
end
--- On after "Stop" event. Remove mission from LEGION and OPSGROUP mission queues.
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AUFTRAG:onafterStop(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("STOPPED mission in status=%s. Removing missions from queues. Stopping CallScheduler!", self.status))
-- TODO: Mission should be OVER! we dont want to remove running missions from any queues.
-- Remove mission from CHIEF queue.
if self.chief then
self.chief:RemoveMission(self)
end
-- Remove mission from WINGCOMMANDER queue.
if self.commander then
self.commander:RemoveMission(self)
end
-- Remove mission from LEGION queues.
if #self.legions>0 then
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
legion:RemoveMission(self)
end
end
-- Remove mission from OPSGROUP queue
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
groupdata.opsgroup:RemoveMission(self)
end
-- No mission assets.
self.assets={}
-- No group data.
self.groupdata={}
-- Clear pending scheduler calls.
self.CallScheduler:Clear()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Target Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create target data from a given object.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Object The target GROUP, UNIT, STATIC.
function AUFTRAG:_TargetFromObject(Object)
if not self.engageTarget then
if Object and Object:IsInstanceOf("TARGET") then
self.engageTarget=Object
else --if Object then
self.engageTarget=TARGET:New(Object)
end
else
-- Target was already specified elsewhere.
end
-- Debug info.
--self:T2(self.lid..string.format("Mission Target %s Type=%s, Ntargets=%d, Lifepoints=%d", self.engageTarget.lid, self.engageTarget.lid, self.engageTarget.N0, self.engageTarget:GetLife()))
return self
end
--- Count alive mission targets.
-- @param #AUFTRAG self
-- @return #number Number of alive target units.
function AUFTRAG:CountMissionTargets()
local N=0
-- Count specific coalitions.
local Coalitions=self.coalition and UTILS.GetCoalitionEnemy(self.coalition, true) or nil
if self.engageTarget then
N=self.engageTarget:CountTargets(Coalitions)
end
return N
end
--- Get initial number of targets.
-- @param #AUFTRAG self
-- @return #number Number of initial life points when mission was planned.
function AUFTRAG:GetTargetInitialNumber()
local target=self:GetTargetData()
if target then
return target.N0
else
return 0
end
end
--- Get target life points.
-- @param #AUFTRAG self
-- @return #number Number of initial life points when mission was planned.
function AUFTRAG:GetTargetInitialLife()
local target=self:GetTargetData()
if target then
return target.life0
else
return 0
end
end
--- Get target damage.
-- @param #AUFTRAG self
-- @return #number Damage in percent.
function AUFTRAG:GetTargetDamage()
local target=self:GetTargetData()
if target then
return target:GetDamage()
else
return 0
end
end
--- Get target life points.
-- @param #AUFTRAG self
-- @return #number Life points of target.
function AUFTRAG:GetTargetLife()
local target=self:GetTargetData()
if target then
return target:GetLife()
else
return 0
end
end
--- Get target.
-- @param #AUFTRAG self
-- @return Ops.Target#TARGET The target object. Could be many things.
function AUFTRAG:GetTargetData()
return self.engageTarget
end
--- Get mission objective object. Could be many things depending on the mission type.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE RefCoordinate (Optional) Reference coordinate from which the closest target is determined.
-- @param #table Coalitions (Optional) Only consider targets of the given coalition(s).
-- @return Wrapper.Positionable#POSITIONABLE The target object. Could be many things.
function AUFTRAG:GetObjective(RefCoordinate, Coalitions)
local objective=self:GetTargetData():GetObject(RefCoordinate, Coalitions)
return objective
end
--- Get type of target.
-- @param #AUFTRAG self
-- @return #string The target type.
function AUFTRAG:GetTargetType()
local target=self.engageTarget
if target then
local to=target:GetObjective()
if to then
return to.Type
else
return "Unknown"
end
else
return "Unknown"
end
end
--- Get 2D vector of target.
-- @param #AUFTRAG self
-- @return DCS#VEC2 The target 2D vector or *nil*.
function AUFTRAG:GetTargetVec2()
local coord=self:GetTargetCoordinate()
if coord then
local vec2=coord:GetVec2()
return vec2
end
return nil
end
--- Get coordinate of target.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE The target coordinate or *nil*.
function AUFTRAG:GetTargetCoordinate()
if self.transportPickup then
-- Special case where we defined a
return self.transportPickup
elseif self.missionZoneSet and self.type == AUFTRAG.Type.RECON then
return self.missionZoneSet:GetAverageCoordinate()
elseif self.engageTarget then
local coord=self.engageTarget:GetCoordinate()
return coord
elseif self.type==AUFTRAG.Type.ALERT5 then
-- For example, COMMANDER will not assign a coordiante. This will be done later, when the mission is assigned to an airwing.
return nil
else
self:T(self.lid.."ERROR: Cannot get target coordinate!")
end
return nil
end
--- Get heading of target.
-- @param #AUFTRAG self
-- @return #number Heading of target in degrees.
function AUFTRAG:GetTargetHeading()
if self.engageTarget then
local heading=self.engageTarget:GetHeading()
return heading
end
return nil
end
--- Get name of the target.
-- @param #AUFTRAG self
-- @return #string Name of the target or "N/A".
function AUFTRAG:GetTargetName()
if self.engageTarget then
local name=self.engageTarget:GetName()
return name
end
return "N/A"
end
--- Get distance to target.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE FromCoord The coordinate from which the distance is measured.
-- @return #number Distance in meters or 0.
function AUFTRAG:GetTargetDistance(FromCoord)
local TargetCoord=self:GetTargetCoordinate()
if TargetCoord and FromCoord then
return TargetCoord:Get2DDistance(FromCoord)
else
self:T(self.lid.."ERROR: TargetCoord or FromCoord does not exist in AUFTRAG:GetTargetDistance() function! Returning 0")
end
return 0
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add asset to mission.
-- @param #AUFTRAG self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset to be added to the mission.
-- @return #AUFTRAG self
function AUFTRAG:AddAsset(Asset)
-- Debug info
self:T(self.lid..string.format("Adding asset \"%s\" to mission", tostring(Asset.spawngroupname)))
-- Add to table.
self.assets=self.assets or {}
-- Get asset if it was already added.
local asset=self:GetAssetByName(Asset.spawngroupname)
-- Only add an asset is not already in.
if not asset then
-- Add to table.
table.insert(self.assets, Asset)
self.Nassigned=self.Nassigned or 0
self.Nassigned=self.Nassigned+1
end
return self
end
--- Add assets to mission.
-- @param #AUFTRAG self
-- @param #table Assets List of assets.
-- @return #AUFTRAG self
function AUFTRAG:_AddAssets(Assets)
for _,asset in pairs(Assets) do
self:AddAsset(asset)
end
return self
end
--- Delete asset from mission.
-- @param #AUFTRAG self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset to be removed.
-- @return #AUFTRAG self
function AUFTRAG:DelAsset(Asset)
for i,_asset in pairs(self.assets or {}) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.uid==Asset.uid then
self:T(self.lid..string.format("Removing asset \"%s\" from mission", tostring(Asset.spawngroupname)))
table.remove(self.assets, i)
return self
end
end
return self
end
--- Get asset by its spawn group name.
-- @param #AUFTRAG self
-- @param #string Name Asset spawn group name.
-- @return Functional.Warehouse#WAREHOUSE.Assetitem Asset.
function AUFTRAG:GetAssetByName(Name)
for i,_asset in pairs(self.assets or {}) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.spawngroupname==Name then
return asset
end
end
return nil
end
--- Count alive OPS groups assigned for this mission.
-- @param #AUFTRAG self
-- @return #number Number of alive OPS groups.
function AUFTRAG:CountOpsGroups()
local N=0
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.opsgroup and groupdata.opsgroup:IsAlive() and not groupdata.opsgroup:IsDead() then
N=N+1
end
end
return N
end
--- Count OPS groups in a certain status.
-- @param #AUFTRAG self
-- @param #string Status Status of group, e.g. `AUFTRAG.GroupStatus.EXECUTING`.
-- @return #number Number of alive OPS groups.
function AUFTRAG:CountOpsGroupsInStatus(Status)
local N=0
for _,_groupdata in pairs(self.groupdata) do
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.status==Status then
N=N+1
end
end
return N
end
--- Get coordinate of target. First unit/group of the set is used.
-- @param #AUFTRAG self
-- @param #table MissionTypes A table of mission types.
-- @return #string Comma separated list of mission types.
function AUFTRAG:GetMissionTypesText(MissionTypes)
local text=""
for _,missiontype in pairs(MissionTypes) do
text=text..string.format("%s, ", missiontype)
end
return text
end
--- [NON-AIR] Set the mission waypoint coordinate from where the mission is executed. Note that altitude is set via `:SetMissionAltitude`.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Coordinate where the mission is executed.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionWaypointCoord(Coordinate)
-- Obviously a zone was passed. We get the coordinate.
if Coordinate:IsInstanceOf("ZONE_BASE") then
Coordinate=Coordinate:GetCoordinate()
end
self.missionWaypointCoord=Coordinate
return self
end
--- Set randomization of the mission waypoint coordinate. Each assigned group will get a random ingress coordinate, where the mission is executed.
-- @param #AUFTRAG self
-- @param #number Radius Distance in meters. Default `#nil`.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionWaypointRandomization(Radius)
self.missionWaypointRadius=Radius
return self
end
--- Set the mission egress coordinate. This is the coordinate where the assigned group will go once the mission is finished.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Egrees coordinate.
-- @param #number Altitude (Optional) Altitude in feet. Default is y component of coordinate.
-- @param #number Speed (Optional) Speed in knots to reach this waypoint. Defaults to mission speed.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionEgressCoord(Coordinate, Altitude, Speed)
-- Obviously a zone was passed. We get the coordinate.
if Coordinate:IsInstanceOf("ZONE_BASE") then
Coordinate=Coordinate:GetCoordinate()
end
self.missionEgressCoord=Coordinate
if Altitude then
self.missionEgressCoord.y=UTILS.FeetToMeters(Altitude)
self.missionEgressCoordAlt = UTILS.FeetToMeters(Altitude)
end
self.missionEgressCoordSpeed=Speed and Speed or nil
return self
end
--- [Air] Set the mission ingress coordinate. This is the coordinate where the assigned group will fly before the actual mission coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Ingrees coordinate.
-- @param #number Altitude (Optional) Altitude in feet. Default is y component of coordinate.
-- @param #number Speed (Optional) Speed in knots to reach this waypoint. Defaults to mission speed.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionIngressCoord(Coordinate, Altitude, Speed)
-- Obviously a zone was passed. We get the coordinate.
if Coordinate:IsInstanceOf("ZONE_BASE") then
Coordinate=Coordinate:GetCoordinate()
end
self.missionIngressCoord=Coordinate
if Altitude then
self.missionIngressCoord.y=UTILS.FeetToMeters(Altitude)
self.missionIngressCoordAlt = UTILS.FeetToMeters(Altitude or 10000)
end
self.missionIngressCoordSpeed=Speed and Speed or nil
return self
end
--- [Air] Set the mission holding coordinate. This is the coordinate where the assigned group will fly before the actual mission execution starts. Do not forget to add a push condition, too!
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Coordinate Holding coordinate.
-- @param #number Altitude (Optional) Altitude in feet. Default is y component of coordinate.
-- @param #number Speed (Optional) Speed in knots to reach this waypoint and hold there. Defaults to mission speed.
-- @param #number Duration (Optional) Duration in seconds on how long to hold, defaults to 15 minutes. Mission continues if either a push condition is met or the time is up.
-- @return #AUFTRAG self
function AUFTRAG:SetMissionHoldingCoord(Coordinate, Altitude, Speed, Duration)
-- Obviously a zone was passed. We get the coordinate.
if Coordinate:IsInstanceOf("ZONE_BASE") then
Coordinate=Coordinate:GetCoordinate()
end
self.missionHoldingCoord=Coordinate
self.missionHoldingDuration=Duration or 900
if Altitude then
self.missionHoldingCoord.y=UTILS.FeetToMeters(Altitude)
self.missionHoldingCoordAlt = UTILS.FeetToMeters(Altitude or 10000)
end
self.missionHoldingCoordSpeed=Speed and Speed or nil
return self
end
--- Get the mission egress coordinate if this was defined.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE Coordinate Coordinate or nil.
function AUFTRAG:GetMissionEgressCoord()
return self.missionEgressCoord
end
--- Get the mission ingress coordinate if this was defined.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE Coordinate Coordinate or nil.
function AUFTRAG:GetMissionIngressCoord()
return self.missionIngressCoord
end
--- Get the mission holding coordinate if this was defined.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE Coordinate Coordinate or nil.
function AUFTRAG:GetMissionHoldingCoord()
return self.missionHoldingCoord
end
--- Get coordinate which was set as mission waypoint coordinate.
-- @param #AUFTRAG self
-- @return Core.Point#COORDINATE Coordinate where the mission is executed or `#nil`.
function AUFTRAG:_GetMissionWaypointCoordSet()
-- Check if a coord has been explicitly set.
if self.missionWaypointCoord then
local coord=self.missionWaypointCoord
if self.missionAltitude then
coord.y=self.missionAltitude
end
return coord
end
end
--- Get coordinate of target. First unit/group of the set is used.
-- @param #AUFTRAG self
-- @param Wrapper.Group#GROUP group Group.
-- @param #number randomradius Random radius in meters.
-- @param #table surfacetypes Surface types of random zone.
-- @return Core.Point#COORDINATE Coordinate where the mission is executed.
function AUFTRAG:GetMissionWaypointCoord(group, randomradius, surfacetypes)
-- Check if a coord has been explicitly set.
if self.missionWaypointCoord then
local coord=self.missionWaypointCoord
if self.missionAltitude then
coord.y=self.missionAltitude
end
return coord
end
local coord=group:GetCoordinate()
-- Check if an ingress or holding coord has been explicitly set.
if self.missionHoldingCoord then
coord=self.missionHoldingCoord
if self.missionHoldingCoorddAlt then
coord:SetAltitude(self.missionHoldingCoordAlt, true)
end
end
if self.missionIngressCoord then
coord=self.missionIngressCoord
if self.missionIngressCoordAlt then
coord:SetAltitude(self.missionIngressCoordAlt, true)
end
end
-- Create waypoint coordinate half way between us and the target.
local waypointcoord=COORDINATE:New(0,0,0)
if coord then
waypointcoord=coord:GetIntermediateCoordinate(self:GetTargetCoordinate(), self.missionFraction)
else
self:E(self.lid..string.format("ERROR: Cannot get coordinate of group %s (alive=%s)!", tostring(group:GetName()), tostring(group:IsAlive())))
end
local alt=waypointcoord.y
-- Add some randomization.
if randomradius then
waypointcoord=ZONE_RADIUS:New("Temp", waypointcoord:GetVec2(), randomradius):GetRandomCoordinate(nil, nil, surfacetypes):SetAltitude(alt, false)
end
-- Set altitude of mission waypoint.
if self.missionAltitude then
waypointcoord:SetAltitude(self.missionAltitude, true)
end
return waypointcoord
end
--- Set log ID string.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:_SetLogID()
self.lid=string.format("Auftrag #%d %s | ", self.auftragsnummer, tostring(self.type))
return self
end
--- Get request ID from legion this mission requested assets from
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion from which to get the request ID.
-- @return #number Request ID (if any).
function AUFTRAG:_GetRequestID(Legion)
local requestid=nil
local name=nil
if type(Legion)=="string" then
name=Legion
else
name=Legion.alias
end
if name then
requestid=self.requestID[name]
end
return nil
end
--- Get request from legion this mission requested assets from.
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion from which to get the request ID.
-- @return Functional.Warehouse#WAREHOUSE.PendingItem Request.
function AUFTRAG:_GetRequest(Legion)
local request=nil
local requestID=self:_GetRequestID(Legion)
if requestID then
request=Legion:GetRequestByID(requestID)
end
return request
end
--- Set request ID from legion this mission requested assets from
-- @param #AUFTRAG self
-- @param Ops.Legion#LEGION Legion The legion from which to get the request ID.
-- @param #number RequestID Request ID.
-- @return #AUFTRAG self
function AUFTRAG:_SetRequestID(Legion, RequestID)
local requestid=nil
local name=nil
if type(Legion)=="string" then
name=Legion
else
name=Legion.alias
end
if name then
if self.requestID[name] then
self:I(self.lid..string.format("WARNING: Mission already has a request ID=%d!", self.requestID[name]))
end
self.requestID[name]=RequestID
end
return self
end
--- Check if reinforcement is done.
-- @param #AUFTRAG self
-- @return #boolean If `true`, reinforcing is over.
function AUFTRAG:_IsNotReinforcing()
-- Number of assigned assets that are still alive.
local Nassigned=self.Nassigned and self.Nassigned-self.Ndead or 0
-- Not reinforcing?
local notreinforcing=((not self.reinforce) or (self.reinforce==0 and Nassigned<=0))
return notreinforcing
end
--- Check if reinforcement is still ongoing.
-- @param #AUFTRAG self
-- @return #boolean If `true`, reinforcing is ongoing.
function AUFTRAG:_IsReinforcing()
local reinforcing=not self:_IsNotReinforcing()
return reinforcing
end
--- Update mission F10 map marker.
-- @param #AUFTRAG self
-- @return #AUFTRAG self
function AUFTRAG:UpdateMarker()
-- Marker text.
local text=string.format("%s %s: %s", self.name, self.type:upper(), self.status:upper())
text=text..string.format("\n%s", self:GetTargetName())
text=text..string.format("\nTargets %d/%d, Life Points=%d/%d", self:CountMissionTargets(), self:GetTargetInitialNumber(), self:GetTargetLife(), self:GetTargetInitialLife())
text=text..string.format("\nOpsGroups %d/%d", self:CountOpsGroups(), self:GetNumberOfRequiredAssets())
if not self.marker then
-- Get target coordinates. Can be nil!
local targetcoord=self:GetTargetCoordinate()
if targetcoord then
if self.markerCoaliton and self.markerCoaliton>=0 then
self.marker=MARKER:New(targetcoord, text):ReadOnly():ToCoalition(self.markerCoaliton)
else
self.marker=MARKER:New(targetcoord, text):ReadOnly():ToAll()
end
end
else
if self.marker:GetText()~=text then
self.marker:UpdateText(text)
end
end
return self
end
--- Get DCS task table for the given mission.
-- @param #AUFTRAG self
-- @return DCS#Task The DCS task table. If multiple tasks are necessary, this is returned as a combo task.
function AUFTRAG:GetDCSMissionTask()
local DCStasks={}
-- Create DCS task based on current self.
if self.type==AUFTRAG.Type.ANTISHIP then
----------------------
-- ANTISHIP Mission --
----------------------
-- Add enroute anti-ship task.
local DCStask=CONTROLLABLE.EnRouteTaskAntiShip(nil)
table.insert(self.enrouteTasks, DCStask)
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.AWACS then
-------------------
-- AWACS Mission --
-------------------
local DCStask=CONTROLLABLE.EnRouteTaskAWACS(nil)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.BAI then
-----------------
-- BAI Mission --
-----------------
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.BOMBING then
---------------------
-- BOMBING Mission --
---------------------
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, self.optionDivebomb)
table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.STRAFING then
----------------------
-- STRAFING Mission --
----------------------
local DCStask=CONTROLLABLE.TaskStrafing(nil,self:GetTargetVec2(), self.engageQuantity, self.engageLength,self.engageWeaponType,self.engageWeaponExpend,self.engageDirection,self.engageAsGroup)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.BOMBRUNWAY then
------------------------
-- BOMBRUNWAY Mission --
------------------------
local DCStask=CONTROLLABLE.TaskBombingRunway(nil, self.engageTarget:GetObject(), self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAsGroup)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.BOMBCARPET then
------------------------
-- BOMBCARPET Mission --
------------------------
local DCStask=CONTROLLABLE.TaskCarpetBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, self.engageLength)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.CAP then
-----------------
-- CAP Mission --
-----------------
local Vec2 = self.engageZone:GetVec2()
local Radius
if self.engageZone:IsInstanceOf("COORDINATE") then
Radius = UTILS.NMToMeters(20)
else
Radius = self.engageZone:GetRadius()
end
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, Vec2, Radius, self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.CAS then
-----------------
-- CAS Mission --
-----------------
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.ESCORT then
--------------------
-- ESCORT Mission --
--------------------
local DCStask=CONTROLLABLE.TaskEscort(nil, self.engageTarget:GetObject(), self.escortVec3, nil, self.engageMaxDistance, self.engageTargetTypes)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.GROUNDESCORT then
--------------------
-- GROUNDESCORT Mission --
--------------------
local DCSTask=CONTROLLABLE.TaskGroundEscort(nil,self.engageTarget:GetObject(),nil,self.orbitDistance,self.engageTargetTypes)
table.insert(DCStasks, DCSTask)
elseif self.type==AUFTRAG.Type.FACA then
------------------
-- AFAC Mission --
------------------
local DCStask=CONTROLLABLE.TaskFAC_AttackGroup(nil, self.engageTarget:GetObject(), self.engageWeaponType, self.facDesignation, self.facDatalink, self.facFreq, self.facModu, CallsignName, CallsignNumber)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.FAC then
-----------------
-- FAC Mission --
-----------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.PATROLZONE
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
param.altitude=self.missionAltitude
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
DCStask.params=param
table.insert(DCStasks, DCStask)
-- Enroute task FAC
local DCSenroute=CONTROLLABLE.EnRouteTaskFAC(self, self.facFreq, self.facModu)
table.insert(self.enrouteTasks, DCSenroute)
elseif self.type==AUFTRAG.Type.FERRY then
-------------------
-- FERRY Mission --
-------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.FERRY
-- We create a "fake" DCS task.
local param={}
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.RELOCATECOHORT then
----------------------
-- RELOCATE Mission --
----------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.RELOCATECOHORT
-- We create a "fake" DCS task.
local param={}
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.INTERCEPT then
-----------------------
-- INTERCEPT Mission --
-----------------------
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
elseif self.type==AUFTRAG.Type.ORBIT then
-------------------
-- ORBIT Mission --
-------------------
-- Done below as also other mission types use the orbit task.
elseif self.type==AUFTRAG.Type.GCICAP then
--------------------
-- GCICAP Mission --
--------------------
-- Done below as also other mission types use the orbit task.
elseif self.type==AUFTRAG.Type.RECON then
-------------------
-- RECON Mission --
-------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.RECON
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.target=self.engageTarget
param.altitude=self.missionAltitude
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
param.lastindex=nil
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.SEAD then
------------------
-- SEAD Mission --
------------------
-- Add enroute task SEAD. Disabled that here because the group enganges everything on its route.
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.TargetType)
--table.insert(self.enrouteTasks, DCStask)
if self.engageZone then
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.engageTargetTypes)
--table.insert(self.enrouteTasks, DCStask)
self.engageZone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
local ScanUnitSet = self.engageZone:GetScannedSetUnit()
local SeadUnitSet = SET_UNIT:New()
for _,_unit in pairs (ScanUnitSet.Set) do
local unit = _unit -- Wrapper.Unit#UNTI
if unit and unit:IsAlive() and unit:HasSEAD() then
self:T("Adding UNIT for SEAD: "..unit:GetName())
local task = CONTROLLABLE.TaskAttackUnit(nil,unit,GroupAttack,AI.Task.WeaponExpend.ALL,1,Direction,self.engageAltitude,2956984318)
table.insert(DCStasks, task)
SeadUnitSet:AddUnit(unit)
end
end
self.engageTarget = TARGET:New(SeadUnitSet)
--local OrbitTask = CONTROLLABLE.TaskOrbitCircle(nil,self.engageAltitude,self.missionSpeed,self.engageZone:GetCoordinate())
--local Point = self.engageZone:GetVec2()
--local OrbitTask = CONTROLLABLE.TaskOrbitCircleAtVec2(nil,Point,self.engageAltitude,self.missionSpeed)
--table.insert(DCStasks, OrbitTask)
else
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
end
elseif self.type==AUFTRAG.Type.STRIKE then
--------------------
-- STRIKE Mission --
--------------------
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then
--------------------
-- TANKER Mission --
--------------------
local DCStask=CONTROLLABLE.EnRouteTaskTanker(nil)
table.insert(self.enrouteTasks, DCStask)
elseif self.type==AUFTRAG.Type.TROOPTRANSPORT then
----------------------------
-- TROOPTRANSPORT Mission --
----------------------------
-- Task to embark the troops at the pick up point.
local TaskEmbark=CONTROLLABLE.TaskEmbarking(TaskControllable, self.transportPickup, self.transportGroupSet, self.transportWaitForCargo)
-- Task to disembark the troops at the drop off point.
local TaskDisEmbark=CONTROLLABLE.TaskDisembarking(TaskControllable, self.transportDropoff, self.transportGroupSet)
table.insert(DCStasks, TaskEmbark)
table.insert(DCStasks, TaskDisEmbark)
elseif self.type==AUFTRAG.Type.OPSTRANSPORT then
--------------------------
-- OPSTRANSPORT Mission --
--------------------------
local DCStask={}
DCStask.id="OpsTransport"
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.CARGOTRANSPORT then
----------------------------
-- CARGOTRANSPORT Mission --
----------------------------
-- Task to transport cargo.
local TaskCargoTransportation={
id = "CargoTransportation",
params = {}
}
table.insert(DCStasks, TaskCargoTransportation)
elseif self.type==AUFTRAG.Type.RESCUEHELO then
-------------------------
-- RESCUE HELO Mission --
-------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.FORMATION
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.unitname=self:GetTargetName()
param.offsetX=200
param.offsetZ=240
param.altitude=70
param.dtFollow=1.0
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.ARTY then
------------------
-- ARTY Mission --
------------------
if self.artyShots==1 or self.artyRadius<10 or true then
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, self:GetTargetVec2(), self.artyRadius, self.artyShots, self.engageWeaponType, self.artyAltitude)
table.insert(DCStasks, DCStask)
else
local Vec2=self:GetTargetVec2()
local zone=ZONE_RADIUS:New("temp", Vec2, self.artyRadius)
for i=1,self.artyShots do
local vec2=zone:GetRandomVec2()
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, vec2, 0, 1, self.engageWeaponType, self.artyAltitude)
table.insert(DCStasks, DCStask)
end
end
elseif self.type==AUFTRAG.Type.BARRAGE then
---------------------
-- BARRAGE Mission --
---------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.BARRAGE
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
param.altitude=self.artyAltitude
param.radius=self.artyRadius
param.heading=self.artyHeading
param.angle=self.artyAngle
param.shots=self.artyShots
param.weaponTypoe=self.engageWeaponType
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.PATROLZONE then
-------------------------
-- PATROL ZONE Mission --
-------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.PATROLZONE
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
param.altitude=self.missionAltitude
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.CAPTUREZONE then
--------------------------
-- CAPTURE ZONE Mission --
--------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.CAPTUREZONE
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.CASENHANCED then
-------------------------
-- CAS ENHANCED Mission --
-------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.PATROLZONE
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
param.altitude=self.missionAltitude
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.GROUNDATTACK then
---------------------------
-- GROUND ATTACK Mission --
---------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.GROUNDATTACK
-- We create a "fake" DCS task and pass the parameters to the ARMYGROUP.
local param={}
param.target=self:GetTargetData()
param.action="Wedge"
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.AMMOSUPPLY then
-------------------------
-- AMMO SUPPLY Mission --
-------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.AMMOSUPPLY
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.FUELSUPPLY then
-------------------------
-- FUEL SUPPLY Mission --
-------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.FUELSUPPLY
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.REARMING then
----------------------
-- REARMING Mission --
----------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.REARMING
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.ALERT5 then
---------------------
-- ALERT 5 Mission --
---------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.ALERT5
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.NOTHING then
---------------------
-- NOTHING Mission --
---------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.NOTHING
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.PATROLRACETRACK then
---------------------
-- Enhanced Orbit Racetrack --
---------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.PATROLRACETRACK
local param={}
-- ONTROLLABLE:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation, Delay)
param.TrackAltitude = self.TrackAltitude
param.TrackSpeed = self.TrackSpeed
param.TrackPoint1 = self.TrackPoint1
param.TrackPoint2 = self.TrackPoint2
param.missionSpeed = self.missionSpeed
param.missionAltitude = self.missionAltitude
param.TrackFormation = self.TrackFormation
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.HOVER then
---------------------
-- HOVER Mission --
---------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.HOVER
local param={}
param.hoverAltitude=self.hoverAltitude
param.hoverTime = self.hoverTime
param.missionSpeed = self.missionSpeed
param.missionAltitude = self.missionAltitude
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.LANDATCOORDINATE then
---------------------
-- LANDATCOORDINATE Mission
---------------------
local DCStask={}
local Vec2 = self.stayAt:GetVec2()
local DCStask = CONTROLLABLE.TaskLandAtVec2(nil,Vec2,self.stayTime, self.combatLand, self.directionAfter)
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.ONGUARD or self.type==AUFTRAG.Type.ARMOREDGUARD then
----------------------
-- ON GUARD Mission --
----------------------
local DCStask={}
DCStask.id= self.type==AUFTRAG.Type.ONGUARD and AUFTRAG.SpecialTask.ONGUARD or AUFTRAG.SpecialTask.ARMOREDGUARD
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.coordinate=self:GetObjective()
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.AIRDEFENSE then
------------------------
-- AIRDEFENSE Mission --
------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.AIRDEFENSE
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.EWR then
-----------------
-- EWR Mission --
-----------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.EWR
-- We create a "fake" DCS task and pass the parameters to the OPSGROUP.
local param={}
param.zone=self:GetObjective()
DCStask.params=param
table.insert(DCStasks, DCStask)
-- EWR is an enroute task
local Enroutetask=CONTROLLABLE.EnRouteTaskEWR()
table.insert(self.enrouteTasks, Enroutetask)
else
self:T(self.lid..string.format("ERROR: Unknown mission task!"))
return nil
end
-- Set ORBIT task. Also applies to other missions: AWACS, TANKER, CAP, CAS.
if self.type==AUFTRAG.Type.ORBIT or
self.type==AUFTRAG.Type.CAP or
self.type==AUFTRAG.Type.CAS or
self.type==AUFTRAG.Type.GCICAP or
self.type==AUFTRAG.Type.AWACS or
self.type==AUFTRAG.Type.TANKER or
self.type==AUFTRAG.Type.RECOVERYTANKER then
-------------------
-- ORBIT Mission --
-------------------
-- Get/update orbit vector.
self.orbitVec2=self:GetTargetVec2()
if self.orbitVec2 then
-- Heading of the target.
self.targetHeading=self:GetTargetHeading()
local OffsetVec2=nil --DCS#Vec2
if (self.orbitOffsetVec2~=nil) then
OffsetVec2=UTILS.DeepCopy(self.orbitOffsetVec2)
end
if OffsetVec2 then
if self.orbitOffsetVec2.r then
-- Polar coordinates
local r=self.orbitOffsetVec2.r
local phi=(self.orbitOffsetVec2.phi or 0) + self.targetHeading
OffsetVec2.x=r*math.cos(math.rad(phi))
OffsetVec2.y=r*math.sin(math.rad(phi))
else
-- Cartesian coordinates
OffsetVec2.x=self.orbitOffsetVec2.x
OffsetVec2.y=self.orbitOffsetVec2.y
end
end
-- Actual orbit position with possible offset.
local orbitVec2=OffsetVec2 and UTILS.Vec2Add(self.orbitVec2, OffsetVec2) or self.orbitVec2
-- Check for race-track pattern.
local orbitRaceTrack=nil --DCS#Vec2
if self.orbitLeg then
-- Default heading is due North.
local heading=0
-- Check if specific heading was specified.
if self.orbitHeading then
-- Is heading realtive to target?
if self.orbitHeadingRel then
-- Relative heading wrt target.
heading=self.targetHeading+self.orbitHeading
else
-- Take given heading.
heading=self.orbitHeading
end
else
-- Not specific heading specified ==> Take heading of target.
heading=self.targetHeading or 0
end
-- Race-track vector.
orbitRaceTrack=UTILS.Vec2Translate(orbitVec2, self.orbitLeg, heading)
end
local orbitRaceTrackCoord = nil
if orbitRaceTrack then
orbitRaceTrackCoord = COORDINATE:NewFromVec2(orbitRaceTrack)
end
-- Create orbit task.
local DCStask=CONTROLLABLE.TaskOrbit(nil, COORDINATE:NewFromVec2(orbitVec2), self.orbitAltitude, self.orbitSpeed, orbitRaceTrackCoord)
-- Add DCS task.
table.insert(DCStasks, DCStask)
end
end
-- Debug info.
self:T3({missiontask=DCStasks})
-- Return the task.
if #DCStasks==1 then
return DCStasks[1]
else
return CONTROLLABLE.TaskCombo(nil, DCStasks)
end
end
--- Get DCS task table for an attack group or unit task.
-- @param #AUFTRAG self
-- @param Ops.Target#TARGET Target Target data.
-- @param #table DCStasks DCS DCS tasks table to which the task is added.
-- @return DCS#Task The DCS task table.
function AUFTRAG:_GetDCSAttackTask(Target, DCStasks)
DCStasks=DCStasks or {}
for _,_target in pairs(Target.targets) do
local target=_target --Ops.Target#TARGET.Object
if target.Type==TARGET.ObjectType.GROUP then
local DCStask=CONTROLLABLE.TaskAttackGroup(nil, target.Object, self.engageWeaponType, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageAsGroup)
table.insert(DCStasks, DCStask)
elseif target.Type==TARGET.ObjectType.UNIT or target.Type==TARGET.ObjectType.STATIC then
local DCStask=CONTROLLABLE.TaskAttackUnit(nil, target.Object, self.engageAsGroup, self.WeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask)
end
end
return DCStasks
end
--- Get DCS task table for an attack group or unit task.
-- @param #AUFTRAG self
-- @param #string MissionType Mission (AUFTAG) type.
-- @return #string DCS mission task for the auftrag type.
function AUFTRAG:GetMissionTaskforMissionType(MissionType)
local mtask=ENUMS.MissionTask.NOTHING
if MissionType==AUFTRAG.Type.ANTISHIP then
mtask=ENUMS.MissionTask.ANTISHIPSTRIKE
elseif MissionType==AUFTRAG.Type.AWACS then
mtask=ENUMS.MissionTask.AWACS
elseif MissionType==AUFTRAG.Type.BAI then
mtask=ENUMS.MissionTask.GROUNDATTACK
elseif MissionType==AUFTRAG.Type.BOMBCARPET then
mtask=ENUMS.MissionTask.GROUNDATTACK
elseif MissionType==AUFTRAG.Type.BOMBING then
mtask=ENUMS.MissionTask.GROUNDATTACK
elseif MissionType==AUFTRAG.Type.BOMBRUNWAY then
mtask=ENUMS.MissionTask.RUNWAYATTACK
elseif MissionType==AUFTRAG.Type.CAP then
mtask=ENUMS.MissionTask.CAP
elseif MissionType==AUFTRAG.Type.GCICAP then
mtask=ENUMS.MissionTask.CAP
elseif MissionType==AUFTRAG.Type.CAS then
mtask=ENUMS.MissionTask.CAS
elseif MissionType==AUFTRAG.Type.PATROLZONE then
mtask=ENUMS.MissionTask.CAS
elseif MissionType==AUFTRAG.Type.CASENHANCED then
mtask=ENUMS.MissionTask.CAS
elseif MissionType==AUFTRAG.Type.ESCORT then
mtask=ENUMS.MissionTask.ESCORT
elseif MissionType==AUFTRAG.Type.FACA then
mtask=ENUMS.MissionTask.AFAC
elseif MissionType==AUFTRAG.Type.FAC then
mtask=ENUMS.MissionTask.AFAC
elseif MissionType==AUFTRAG.Type.FERRY then
mtask=ENUMS.MissionTask.NOTHING
elseif MissionType==AUFTRAG.Type.GROUNDESCORT then
mtask=ENUMS.MissionTask.GROUNDESCORT
elseif MissionType==AUFTRAG.Type.INTERCEPT then
mtask=ENUMS.MissionTask.INTERCEPT
elseif MissionType==AUFTRAG.Type.RECON then
mtask=ENUMS.MissionTask.RECONNAISSANCE
elseif MissionType==AUFTRAG.Type.SEAD then
mtask=ENUMS.MissionTask.SEAD
elseif MissionType==AUFTRAG.Type.STRIKE then
mtask=ENUMS.MissionTask.GROUNDATTACK
elseif MissionType==AUFTRAG.Type.TANKER then
mtask=ENUMS.MissionTask.REFUELING
elseif MissionType==AUFTRAG.Type.TROOPTRANSPORT then
mtask=ENUMS.MissionTask.TRANSPORT
elseif MissionType==AUFTRAG.Type.CARGOTRANSPORT then
mtask=ENUMS.MissionTask.TRANSPORT
elseif MissionType==AUFTRAG.Type.ARMORATTACK then
mtask=ENUMS.MissionTask.NOTHING
elseif MissionType==AUFTRAG.Type.HOVER then
mtask=ENUMS.MissionTask.NOTHING
elseif MissionType==AUFTRAG.Type.PATROLRACETRACK then
mtask=ENUMS.MissionTask.CAP
end
return mtask
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Global Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Checks if a mission type is contained in a table of possible types.
-- @param #string MissionType The requested mission type.
-- @param #table PossibleTypes A table with possible mission types.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionType(MissionType, PossibleTypes)
if type(PossibleTypes)=="string" then
PossibleTypes={PossibleTypes}
end
for _,canmission in pairs(PossibleTypes) do
if canmission==MissionType then
return true
end
end
return false
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`.
-- @param #boolean All If `true`, given mission type must be includedin ALL capabilities. If `false` or `nil`, it must only match one.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, All)
-- Ensure table.
if type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
for _,cap in pairs(Capabilities) do
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
for _,MissionType in pairs(MissionTypes) do
if All==true then
if capability.MissionType~=MissionType then
return false
end
else
if capability.MissionType==MissionType then
return true
end
end
end
end
if All==true then
return true
else
return false
end
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionCapabilityAny(MissionTypes, Capabilities)
local res=AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, false)
return res
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionCapabilityAll(MissionTypes, Capabilities)
local res=AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, true)
return res
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------