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https://github.com/FlightControl-Master/MOOSE.git
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2959 lines
98 KiB
Lua
2959 lines
98 KiB
Lua
--- **Ops** - Legion Warehouse.
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--
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-- Parent class of Airwings, Brigades and Fleets.
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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--
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-- ===
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-- @module Ops.Legion
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-- @image OPS_Legion.png
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--- LEGION class.
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-- @type LEGION
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity of output.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table missionqueue Mission queue table.
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-- @field #table transportqueue Transport queue.
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-- @field #table cohorts Cohorts of this legion.
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-- @field Ops.Commander#COMMANDER commander Commander of this legion.
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-- @field Ops.Chief#CHIEF chief Chief of this legion.
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-- @extends Functional.Warehouse#WAREHOUSE
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--- *Per aspera ad astra.*
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--
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-- ===
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--
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-- # The LEGION Concept
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--
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-- The LEGION class contains all functions that are common for the AIRWING, BRIGADE and FLEET classes, which inherit the LEGION class.
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--
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-- An LEGION consists of multiple COHORTs. These cohorts "live" in a WAREHOUSE, i.e. a physical structure that can be destroyed or captured.
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--
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-- ** The LEGION class is not meant to be used directly. Use AIRWING, BRIGADE or FLEET instead! **
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--
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-- @field #LEGION
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LEGION = {
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ClassName = "LEGION",
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verbose = 0,
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lid = nil,
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missionqueue = {},
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transportqueue = {},
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cohorts = {},
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}
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--- LEGION class version.
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-- @field #string version
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LEGION.version="0.3.4"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- DONE: Create FLEED class.
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-- DONE: Relocate cohorts.
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-- DONE: Aircraft will not start hot on Alert5.
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-- DONE: OPS transport.
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-- DONE: Make general so it can be inherited by AIRWING and BRIGADE classes.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new LEGION class object.
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-- @param #LEGION self
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-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
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-- @param #string LegionName Name of the legion.
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-- @return #LEGION self
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function LEGION:New(WarehouseName, LegionName)
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-- Inherit everything from WAREHOUSE class.
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local self=BASE:Inherit(self, WAREHOUSE:New(WarehouseName, LegionName)) -- #LEGION
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-- Nil check.
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if not self then
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BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
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return nil
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end
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("LEGION %s | ", self.alias)
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-- Defaults:
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self:SetMarker(false)
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-- Dead and crash events are handled via opsgroups.
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self:UnHandleEvent(EVENTS.Crash)
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self:UnHandleEvent(EVENTS.Dead)
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "MissionRequest", "*") -- Add a (mission) request to the warehouse.
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self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
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self:AddTransition("*", "MissionAssign", "*") -- Recruit assets, add to queue and request immediately.
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self:AddTransition("*", "TransportRequest", "*") -- Add a (mission) request to the warehouse.
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self:AddTransition("*", "TransportCancel", "*") -- Cancel transport.
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self:AddTransition("*", "TransportAssign", "*") -- Recruit assets, add to queue and request immediately.
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self:AddTransition("*", "OpsOnMission", "*") -- An OPSGROUP was send on a Mission (AUFTRAG).
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self:AddTransition("*", "LegionAssetReturned", "*") -- An asset returned (from a mission) to the Legion warehouse.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the LEGION. Initializes parameters and starts event handlers.
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-- @function [parent=#LEGION] Start
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-- @param #LEGION self
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--- Triggers the FSM event "Start" after a delay. Starts the LEGION. Initializes parameters and starts event handlers.
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-- @function [parent=#LEGION] __Start
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the LEGION and all its event handlers.
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-- @param #LEGION self
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--- Triggers the FSM event "Stop" after a delay. Stops the LEGION and all its event handlers.
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-- @function [parent=#LEGION] __Stop
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "MissionCancel".
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-- @function [parent=#LEGION] MissionCancel
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "MissionAssign".
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-- @function [parent=#LEGION] MissionAssign
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @param #table Legions The legion(s) from which the mission assets are requested.
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--- Triggers the FSM event "MissionAssign" after a delay.
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-- @function [parent=#LEGION] __MissionAssign
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @param #table Legions The legion(s) from which the mission assets are requested.
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--- On after "MissionAssign" event.
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-- @function [parent=#LEGION] OnAfterMissionAssign
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @param #table Legions The legion(s) from which the mission assets are requested.
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--- Triggers the FSM event "MissionRequest".
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-- @function [parent=#LEGION] MissionRequest
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "MissionRequest" after a delay.
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-- @function [parent=#LEGION] __MissionRequest
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "MissionRequest" event.
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-- @function [parent=#LEGION] OnAfterMissionRequest
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "MissionCancel" after a delay.
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-- @function [parent=#LEGION] __MissionCancel
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "MissionCancel" event.
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-- @function [parent=#LEGION] OnAfterMissionCancel
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "TransportAssign".
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-- @function [parent=#LEGION] TransportAssign
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-- @param #LEGION self
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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-- @param #table Legions The legion(s) to which this transport is assigned.
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--- Triggers the FSM event "TransportAssign" after a delay.
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-- @function [parent=#LEGION] __TransportAssign
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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-- @param #table Legions The legion(s) to which this transport is assigned.
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--- On after "TransportAssign" event.
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-- @function [parent=#LEGION] OnAfterTransportAssign
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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-- @param #table Legions The legion(s) to which this transport is assigned.
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--- Triggers the FSM event "TransportRequest".
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-- @function [parent=#LEGION] TransportRequest
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-- @param #LEGION self
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- Triggers the FSM event "TransportRequest" after a delay.
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-- @function [parent=#LEGION] __TransportRequest
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- On after "TransportRequest" event.
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-- @function [parent=#LEGION] OnAfterTransportRequest
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- Triggers the FSM event "TransportCancel".
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-- @function [parent=#LEGION] TransportCancel
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-- @param #LEGION self
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- Triggers the FSM event "TransportCancel" after a delay.
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-- @function [parent=#LEGION] __TransportCancel
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- On after "TransportCancel" event.
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-- @function [parent=#LEGION] OnAfterTransportCancel
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- Triggers the FSM event "OpsOnMission".
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-- @function [parent=#LEGION] OpsOnMission
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-- @param #LEGION self
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "OpsOnMission" after a delay.
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-- @function [parent=#LEGION] __OpsOnMission
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "OpsOnMission" event.
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-- @function [parent=#LEGION] OnAfterOpsOnMission
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "LegionAssetReturned".
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-- @function [parent=#LEGION] LegionAssetReturned
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-- @param #LEGION self
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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--- Triggers the FSM event "LegionAssetReturned" after a delay.
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-- @function [parent=#LEGION] __LegionAssetReturned
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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--- On after "LegionAssetReturned" event. Triggered when an asset group returned to its Legion.
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-- @function [parent=#LEGION] OnAfterLegionAssetReturned
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set verbosity level.
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-- @param #LEGION self
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-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
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-- @return #LEGION self
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function LEGION:SetVerbosity(VerbosityLevel)
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self.verbose=VerbosityLevel or 0
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return self
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end
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--- Add a mission for the legion. It will pick the best available assets for the mission and lauch it when ready.
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission Mission for this legion.
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-- @return #LEGION self
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function LEGION:AddMission(Mission)
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-- Set status to QUEUED. This event is only allowed for the first legion that calls it.
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Mission:Queued()
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-- Set legion status.
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Mission:SetLegionStatus(self, AUFTRAG.Status.QUEUED)
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-- Add legion to mission.
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Mission:AddLegion(self)
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-- Set target for ALERT 5.
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if Mission.type==AUFTRAG.Type.ALERT5 then
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Mission:_TargetFromObject(self:GetCoordinate())
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end
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-- Add mission to queue.
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table.insert(self.missionqueue, Mission)
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-- Info text.
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local text=string.format("Added mission %s (type=%s). Starting at %s. Stopping at %s",
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tostring(Mission.name), tostring(Mission.type), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "INF")
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self:T(self.lid..text)
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return self
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end
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--- Remove mission from queue.
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
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-- @return #LEGION self
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function LEGION:RemoveMission(Mission)
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for i,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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if mission.auftragsnummer==Mission.auftragsnummer then
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mission:RemoveLegion(self)
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table.remove(self.missionqueue, i)
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break
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end
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end
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return self
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end
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--- Add transport assignment to queue.
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-- @param #LEGION self
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-- @param Ops.OpsTransport#OPSTRANSPORT OpsTransport Transport assignment.
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-- @return #LEGION self
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function LEGION:AddOpsTransport(OpsTransport)
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-- Is not queued at a legion.
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OpsTransport:Queued()
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-- Set legion status.
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OpsTransport:SetLegionStatus(self, AUFTRAG.Status.QUEUED)
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-- Add mission to queue.
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table.insert(self.transportqueue, OpsTransport)
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-- Add this legion to the transport.
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OpsTransport:AddLegion(self)
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-- Info text.
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local text=string.format("Added Transport %s. Starting at %s-%s",
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tostring(OpsTransport.uid), UTILS.SecondsToClock(OpsTransport.Tstart, true), OpsTransport.Tstop and UTILS.SecondsToClock(OpsTransport.Tstop, true) or "INF")
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self:T(self.lid..text)
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return self
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end
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--- Add cohort to cohort table of this legion.
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-- @param #LEGION self
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-- @param Ops.Cohort#COHORT Cohort The cohort to be added.
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-- @return #LEGION self
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function LEGION:AddCohort(Cohort)
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-- TODO: Check if this cohort is already part of the legion!
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-- Add cohort to legion.
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table.insert(self.cohorts, Cohort)
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return self
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end
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--- Remove cohort from cohor table of this legion.
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-- @param #LEGION self
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-- @param Ops.Cohort#COHORT Cohort The cohort to be added.
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-- @return #LEGION self
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function LEGION:DelCohort(Cohort)
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for i=#self.cohorts,1,-1 do
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local cohort=self.cohorts[i] --Ops.Cohort#COHORT
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if cohort.name==Cohort.name then
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self:T(self.lid..string.format("Removing Cohort %s", tostring(cohort.name)))
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table.remove(self.cohorts, i)
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end
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end
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return self
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end
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--- Relocate a cohort to another legion.
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-- Assets in stock are spawned and routed to the new legion.
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-- If assets are spawned, running missions will be cancelled.
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-- Cohort assets will not be available until relocation is finished.
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-- @param #LEGION self
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-- @param Ops.Cohort#COHORT Cohort The cohort to be relocated.
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-- @param Ops.Legion#LEGION Legion The legion where the cohort is relocated to.
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-- @param #number Delay Delay in seconds before relocation takes place. Default `nil`, *i.e.* ASAP.
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-- @param #number NcarriersMin Min number of transport carriers in case the troops should be transported. Default `nil` for no transport.
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-- @param #number NcarriersMax Max number of transport carriers.
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-- @param #table TransportLegions Legion(s) assigned for transportation. Default is that transport assets can only be recruited from this legion.
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-- @return #LEGION self
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function LEGION:RelocateCohort(Cohort, Legion, Delay, NcarriersMin, NcarriersMax, TransportLegions)
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if Delay and Delay>0 then
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self:ScheduleOnce(Delay, LEGION.RelocateCohort, self, Cohort, Legion, 0, NcarriersMin, NcarriersMax, TransportLegions)
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else
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-- Add cohort to legion.
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if Legion:IsCohort(Cohort.name) then
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self:E(self.lid..string.format("ERROR: Cohort %s is already part of new legion %s ==> CANNOT Relocate!", Cohort.name, Legion.alias))
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return self
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else
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table.insert(Legion.cohorts, Cohort)
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end
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-- Check that cohort is part of this legion
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if not self:IsCohort(Cohort.name) then
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self:E(self.lid..string.format("ERROR: Cohort %s is NOT part of this legion %s ==> CANNOT Relocate!", Cohort.name, self.alias))
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return self
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end
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-- Check that legions are different.
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if self.alias==Legion.alias then
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self:E(self.lid..string.format("ERROR: old legion %s is same as new legion %s ==> CANNOT Relocate!", self.alias, Legion.alias))
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return self
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end
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-- Trigger Relocate event.
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Cohort:Relocate()
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-- Create a relocation mission.
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local mission=AUFTRAG:_NewRELOCATECOHORT(Legion, Cohort)
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if false then
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--- Disabled for now.
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-- Add assets to mission.
|
|
mission:_AddAssets(Cohort.assets)
|
|
|
|
-- Debug info.
|
|
self:I(self.lid..string.format("Relocating Cohort %s [nassets=%d] to legion %s", Cohort.name, #Cohort.assets, Legion.alias))
|
|
|
|
-- Assign mission to this legion.
|
|
self:MissionAssign(mission, {self})
|
|
|
|
else
|
|
|
|
-- Assign cohort to mission.
|
|
mission:AssignCohort(Cohort)
|
|
|
|
-- All assets required.
|
|
mission:SetRequiredAssets(#Cohort.assets)
|
|
|
|
-- Set transportation.
|
|
if NcarriersMin and NcarriersMin>0 then
|
|
mission:SetRequiredTransport(Legion.spawnzone, NcarriersMin, NcarriersMax)
|
|
end
|
|
|
|
-- Assign transport legions.
|
|
if TransportLegions then
|
|
for _,legion in pairs(TransportLegions) do
|
|
mission:AssignTransportLegion(legion)
|
|
end
|
|
end
|
|
|
|
-- Set mission range very large. Mission designer should know...
|
|
mission:SetMissionRange(10000)
|
|
|
|
-- Add mission.
|
|
self:AddMission(mission)
|
|
end
|
|
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Get cohort by name.
|
|
-- @param #LEGION self
|
|
-- @param #string CohortName Name of the platoon.
|
|
-- @return Ops.Cohort#COHORT The Cohort object.
|
|
function LEGION:_GetCohort(CohortName)
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
if cohort.name==CohortName then
|
|
return cohort
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Check if cohort is part of this legion.
|
|
-- @param #LEGION self
|
|
-- @param #string CohortName Name of the platoon.
|
|
-- @return #boolean If `true`, cohort is part of this legion.
|
|
function LEGION:IsCohort(CohortName)
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
if cohort.name==CohortName then
|
|
return true
|
|
end
|
|
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Get cohort of an asset.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
|
|
-- @return Ops.Cohort#COHORT The Cohort object.
|
|
function LEGION:_GetCohortOfAsset(Asset)
|
|
local cohort=self:_GetCohort(Asset.squadname)
|
|
return cohort
|
|
end
|
|
|
|
|
|
--- Check if a BRIGADE class is calling.
|
|
-- @param #LEGION self
|
|
-- @return #boolean If true, this is a BRIGADE.
|
|
function LEGION:IsBrigade()
|
|
local is=self.ClassName==BRIGADE.ClassName
|
|
return is
|
|
end
|
|
|
|
--- Check if the AIRWING class is calling.
|
|
-- @param #LEGION self
|
|
-- @return #boolean If true, this is an AIRWING.
|
|
function LEGION:IsAirwing()
|
|
local is=self.ClassName==AIRWING.ClassName
|
|
return is
|
|
end
|
|
|
|
--- Check if the FLEET class is calling.
|
|
-- @param #LEGION self
|
|
-- @return #boolean If true, this is a FLEET.
|
|
function LEGION:IsFleet()
|
|
local is=self.ClassName==FLEET.ClassName
|
|
return is
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Start & Status
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Start LEGION FSM.
|
|
-- @param #LEGION self
|
|
function LEGION:onafterStart(From, Event, To)
|
|
|
|
-- Start parent Warehouse.
|
|
self:GetParent(self, LEGION).onafterStart(self, From, Event, To)
|
|
|
|
-- Info.
|
|
self:T3(self.lid..string.format("Starting LEGION v%s", LEGION.version))
|
|
|
|
end
|
|
|
|
--- Check mission queue and assign ONE mission.
|
|
-- @param #LEGION self
|
|
-- @return #boolean If `true`, a mission was found and requested.
|
|
function LEGION:CheckMissionQueue()
|
|
|
|
-- Number of missions.
|
|
local Nmissions=#self.missionqueue
|
|
|
|
-- Treat special cases.
|
|
if Nmissions==0 then
|
|
return nil
|
|
end
|
|
|
|
-- Loop over missions in queue.
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
if mission:IsNotOver() and mission:IsReadyToCancel() then
|
|
mission:Cancel()
|
|
end
|
|
end
|
|
|
|
-- Check that runway is operational and that carrier is not recovering.
|
|
if self:IsAirwing() then
|
|
if self:IsRunwayOperational()==false then
|
|
return nil
|
|
end
|
|
local airboss=self.airboss --Ops.Airboss#AIRBOSS
|
|
if airboss then
|
|
if not airboss:IsIdle() then
|
|
return nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Sort results table wrt prio and start time.
|
|
local function _sort(a, b)
|
|
local taskA=a --Ops.Auftrag#AUFTRAG
|
|
local taskB=b --Ops.Auftrag#AUFTRAG
|
|
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
|
|
end
|
|
table.sort(self.missionqueue, _sort)
|
|
|
|
-- Search min importance.
|
|
local vip=math.huge
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
if mission.importance and mission.importance<vip then
|
|
vip=mission.importance
|
|
end
|
|
end
|
|
|
|
-- Look for first task that is not accomplished.
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Firstly, check if mission is due?
|
|
if mission:IsQueued(self) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
|
|
|
|
-- Recruit best assets for the job.
|
|
local recruited, assets, legions=self:RecruitAssetsForMission(mission)
|
|
|
|
-- Did we find enough assets?
|
|
if recruited then
|
|
|
|
-- Reserve assets and add to mission.
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
mission:AddAsset(asset)
|
|
end
|
|
|
|
-- Recruit asset for escorting recruited mission assets.
|
|
local EscortAvail=self:RecruitAssetsForEscort(mission, assets)
|
|
|
|
-- Transport available (or not required).
|
|
local TransportAvail=true
|
|
|
|
-- Is escort required and available?
|
|
if EscortAvail then
|
|
|
|
-- Recruit carrier assets for transport.
|
|
local Transport=nil
|
|
if mission.NcarriersMin then
|
|
local Legions=mission.transportLegions or {self}
|
|
|
|
TransportAvail, Transport=self:AssignAssetsForTransport(Legions, assets, mission.NcarriersMin, mission.NcarriersMax, mission.transportDeployZone, mission.transportDisembarkZone)
|
|
end
|
|
|
|
-- Add opstransport to mission.
|
|
if TransportAvail and Transport then
|
|
mission.opstransport=Transport
|
|
end
|
|
|
|
end
|
|
|
|
if EscortAvail and TransportAvail then
|
|
-- Got a mission.
|
|
self:MissionRequest(mission)
|
|
return true
|
|
else
|
|
-- Recruited assets but no requested escort available. Unrecruit assets!
|
|
LEGION.UnRecruitAssets(assets, mission)
|
|
end
|
|
|
|
end -- recruited mission assets
|
|
|
|
end -- mission due?
|
|
end -- mission loop
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Check transport queue and assign ONE transport.
|
|
-- @param #LEGION self
|
|
-- @return #boolean If `true`, a transport was found and requested.
|
|
function LEGION:CheckTransportQueue()
|
|
|
|
-- Number of missions.
|
|
local Ntransports=#self.transportqueue
|
|
|
|
-- Treat special cases.
|
|
if Ntransports==0 then
|
|
return nil
|
|
end
|
|
|
|
-- TODO: Remove transports that are over!
|
|
|
|
-- Sort results table wrt prio and start time.
|
|
local function _sort(a, b)
|
|
local taskA=a --Ops.Auftrag#AUFTRAG
|
|
local taskB=b --Ops.Auftrag#AUFTRAG
|
|
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
|
|
end
|
|
table.sort(self.transportqueue, _sort)
|
|
|
|
-- Get the lowest importance value (lower means more important).
|
|
-- If a mission with importance 1 exists, mission with importance 2 will not be assigned. Missions with no importance (nil) can still be selected.
|
|
local vip=math.huge
|
|
for _,_transport in pairs(self.transportqueue) do
|
|
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
|
|
if transport.importance and transport.importance<vip then
|
|
vip=transport.importance
|
|
end
|
|
end
|
|
|
|
-- Look for first task that is not accomplished.
|
|
for _,_transport in pairs(self.transportqueue) do
|
|
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
|
|
|
|
-- Check if transport is still queued and ready.
|
|
if transport:IsQueued(self) and transport:IsReadyToGo() and (transport.importance==nil or transport.importance<=vip) then
|
|
|
|
-- Recruit assets for transport.
|
|
local recruited, assets, _=self:RecruitAssetsForTransport(transport)
|
|
|
|
-- Did we find enough assets?
|
|
if recruited then
|
|
|
|
-- Add asset to transport.
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
transport:AddAsset(asset)
|
|
end
|
|
|
|
-- Got transport ==> Request and return.
|
|
self:TransportRequest(transport)
|
|
return true
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- No transport found.
|
|
return nil
|
|
end
|
|
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- FSM Events
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after "MissionAssign" event. Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission already.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @param #table Legions The LEGIONs.
|
|
function LEGION:onafterMissionAssign(From, Event, To, Mission, Legions)
|
|
|
|
for _,_Legion in pairs(Legions) do
|
|
local Legion=_Legion --Ops.Legion#LEGION
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Assigning mission %s (%s) to legion %s", Mission.name, Mission.type, Legion.alias))
|
|
|
|
-- Add mission to legion.
|
|
Legion:AddMission(Mission)
|
|
|
|
-- Directly request the mission as the assets have already been selected.
|
|
Legion:MissionRequest(Mission)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
|
|
function LEGION:onafterMissionRequest(From, Event, To, Mission)
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("MissionRequest for mission %s [%s]", Mission:GetName(), Mission:GetType()))
|
|
|
|
-- Set mission status from QUEUED to REQUESTED.
|
|
Mission:Requested()
|
|
|
|
-- Set legion status. Ensures that it is not considered in the next selection.
|
|
Mission:SetLegionStatus(self, AUFTRAG.Status.REQUESTED)
|
|
|
|
---
|
|
-- Some assets might already be spawned and even on a different mission (orbit).
|
|
-- Need to dived to set into spawned and instock assets and handle the other
|
|
---
|
|
|
|
-- Assets to be requested.
|
|
local Assetlist={}
|
|
|
|
for _,_asset in pairs(Mission.assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Check that this asset belongs to this Legion warehouse.
|
|
if asset.wid==self.uid then
|
|
|
|
if asset.spawned then
|
|
|
|
---
|
|
-- Spawned Assets
|
|
---
|
|
|
|
if asset.flightgroup then
|
|
|
|
-- Add new mission.
|
|
asset.flightgroup:AddMission(Mission)
|
|
|
|
---
|
|
-- Special Missions
|
|
---
|
|
|
|
-- Get current mission.
|
|
local currM=asset.flightgroup:GetMissionCurrent()
|
|
|
|
if currM then
|
|
|
|
-- Cancel?
|
|
local cancel=false
|
|
-- Pause?
|
|
local pause=false
|
|
|
|
-- Check if mission is INTERCEPT and asset is currently on GCI mission. If so, GCI is paused.
|
|
if currM.type==AUFTRAG.Type.GCICAP and Mission.type==AUFTRAG.Type.INTERCEPT then
|
|
pause=true
|
|
elseif (currM.type==AUFTRAG.Type.ONGUARD or currM.type==AUFTRAG.Type.PATROLZONE) and (Mission.type==AUFTRAG.Type.ARTY or Mission.type==AUFTRAG.Type.GROUNDATTACK) then
|
|
pause=true
|
|
elseif currM.type==AUFTRAG.Type.NOTHING then
|
|
pause=true
|
|
end
|
|
|
|
-- Cancel current ALERT5 mission.
|
|
if currM.type==AUFTRAG.Type.ALERT5 then
|
|
cancel=true
|
|
end
|
|
|
|
-- Cancel current mission for relcation.
|
|
if Mission.type==AUFTRAG.Type.RELOCATECOHORT then
|
|
cancel=true
|
|
|
|
-- Get request ID.
|
|
local requestID=currM.requestID[self.alias]
|
|
|
|
-- Get request.
|
|
local request=self:GetRequestByID(requestID)
|
|
|
|
if request then
|
|
self:T2(self.lid.."Removing group from cargoset")
|
|
request.cargogroupset:Remove(asset.spawngroupname, true)
|
|
else
|
|
self:E(self.lid.."ERROR: no request for spawned asset!")
|
|
end
|
|
|
|
end
|
|
|
|
-- Cancel mission.
|
|
if cancel then
|
|
self:T(self.lid..string.format("Cancel current mission %s [%s] to send group on mission %s [%s]", currM.name, currM.type, Mission.name, Mission.type))
|
|
asset.flightgroup:MissionCancel(currM)
|
|
elseif pause then
|
|
self:T(self.lid..string.format("Pausing current mission %s [%s] to send group on mission %s [%s]", currM.name, currM.type, Mission.name, Mission.type))
|
|
asset.flightgroup:PauseMission()
|
|
end
|
|
|
|
-- Not reserved any more.
|
|
asset.isReserved=false
|
|
|
|
end
|
|
|
|
-- Trigger event.
|
|
self:__OpsOnMission(2, asset.flightgroup, Mission)
|
|
|
|
else
|
|
self:E(self.lid.."ERROR: OPSGROUP for asset does NOT exist but it seems to be SPAWNED (asset.spawned=true)!")
|
|
end
|
|
|
|
else
|
|
|
|
---
|
|
-- Stock Assets
|
|
---
|
|
|
|
-- These assets need to be requested and spawned.
|
|
table.insert(Assetlist, asset)
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Add request to legion warehouse.
|
|
if #Assetlist>0 then
|
|
|
|
--local text=string.format("Requesting assets for mission %s:", Mission.name)
|
|
for i,_asset in pairs(Assetlist) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Set asset to requested! Important so that new requests do not use this asset!
|
|
asset.requested=true
|
|
|
|
-- Spawned asset are not requested.
|
|
if asset.spawned then
|
|
asset.requested=false
|
|
end
|
|
|
|
-- Not reserved and more.
|
|
asset.isReserved=false
|
|
|
|
-- Set mission task so that the group is spawned with the right one.
|
|
if Mission.missionTask then
|
|
asset.missionTask=Mission.missionTask
|
|
end
|
|
|
|
-- Set takeoff type to parking for ALERT5 missions. We dont want them to take off without a proper mission if squadron start is hot.
|
|
if Mission.type==AUFTRAG.Type.ALERT5 then
|
|
asset.takeoffType=COORDINATE.WaypointType.TakeOffParking
|
|
end
|
|
|
|
end
|
|
|
|
-- Set assignment.
|
|
-- TODO: Get/set functions for assignment string.
|
|
local assignment=string.format("Mission-%d", Mission.auftragsnummer)
|
|
|
|
-- Add request to legion warehouse.
|
|
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, assignment)
|
|
|
|
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
|
|
Mission.requestID[self.alias]=self.queueid
|
|
|
|
-- Get request.
|
|
local request=self:GetRequestByID(self.queueid)
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Mission %s [%s] got Request ID=%d", Mission:GetName(), Mission:GetType(), self.queueid))
|
|
|
|
-- Request ship.
|
|
if request then
|
|
if self:IsShip() then
|
|
self:T(self.lid.."Warehouse physical structure is SHIP. Requestes assets will be late activated!")
|
|
request.lateActivation=true
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "TransportAssign" event. Transport is added to a LEGION transport queue and assets are requested from the LEGION warehouse.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
-- @param #table Legions The legion(s) to which the transport is assigned.
|
|
function LEGION:onafterTransportAssign(From, Event, To, Transport, Legions)
|
|
|
|
for _,_Legion in pairs(Legions) do
|
|
local Legion=_Legion --Ops.Legion#LEGION
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Assigning transport %d to legion %s", Transport.uid, Legion.alias))
|
|
|
|
-- Add mission to legion.
|
|
Legion:AddOpsTransport(Transport)
|
|
|
|
-- Directly request the mission as the assets have already been selected.
|
|
Legion:TransportRequest(Transport)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "TransportRequest" event. Performs a self request to the warehouse for the transport assets. Sets transport status to REQUESTED.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Opstransport The requested mission.
|
|
function LEGION:onafterTransportRequest(From, Event, To, OpsTransport)
|
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-- List of assets that will be requested.
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local AssetList={}
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--TODO: Find spawned assets on ALERT 5 mission OPSTRANSPORT.
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--local text=string.format("Requesting assets for mission %s:", Mission.name)
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for i,_asset in pairs(OpsTransport.assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Check that this asset belongs to this Legion warehouse.
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if asset.wid==self.uid then
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-- Set asset to requested! Important so that new requests do not use this asset!
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asset.requested=true
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asset.isReserved=false
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-- Set transport mission task.
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asset.missionTask=ENUMS.MissionTask.TRANSPORT
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-- Add asset to list.
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table.insert(AssetList, asset)
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end
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end
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if #AssetList>0 then
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-- Set mission status from QUEUED to REQUESTED.
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OpsTransport:Requested()
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-- Set legion status. Ensures that it is not considered in the next selection.
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OpsTransport:SetLegionStatus(self, OPSTRANSPORT.Status.REQUESTED)
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-- TODO: Get/set functions for assignment string.
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local assignment=string.format("Transport-%d", OpsTransport.uid)
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-- Add request to legion warehouse.
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self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, AssetList, #AssetList, nil, nil, OpsTransport.prio, assignment)
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-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
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OpsTransport.requestID[self.alias]=self.queueid
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end
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end
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--- On after "TransportCancel" event.
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport to be cancelled.
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function LEGION:onafterTransportCancel(From, Event, To, Transport)
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-- Info message.
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self:T(self.lid..string.format("Cancel transport UID=%d", Transport.uid))
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-- Set status to cancelled.
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Transport:SetLegionStatus(self, OPSTRANSPORT.Status.CANCELLED)
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for i=#Transport.assets, 1, -1 do
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local asset=Transport.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Asset should belong to this legion.
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if asset.wid==self.uid then
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local opsgroup=asset.flightgroup
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if opsgroup then
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opsgroup:TransportCancel(Transport)
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end
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-- Delete awaited transport.
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local cargos=Transport:GetCargoOpsGroups(false)
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for _,_cargo in pairs(cargos) do
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local cargo=_cargo --Ops.OpsGroup#OPSGROUP
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-- Remover my lift.
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cargo:_DelMyLift(Transport)
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-- Legion of cargo group
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local legion=cargo.legion
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-- Add asset back to legion.
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if legion then
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legion:T(self.lid..string.format("Adding cargo group %s back to legion", cargo:GetName()))
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legion:__AddAsset(0.1, cargo.group, 1)
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end
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end
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-- Remove asset from mission.
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Transport:DelAsset(asset)
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-- Not requested any more (if it was).
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asset.requested=nil
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asset.isReserved=nil
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end
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end
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-- Remove queued request (if any).
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if Transport.requestID[self.alias] then
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self:_DeleteQueueItemByID(Transport.requestID[self.alias], self.queue)
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end
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end
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--- On after "MissionCancel" event. Cancels the missions of all flightgroups. Deletes request from warehouse queue.
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission to be cancelled.
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function LEGION:onafterMissionCancel(From, Event, To, Mission)
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-- Info message.
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self:T(self.lid..string.format("Cancel mission %s", Mission.name))
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-- Set status to cancelled.
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Mission:SetLegionStatus(self, AUFTRAG.Status.CANCELLED)
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for i=#Mission.assets, 1, -1 do
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local asset=Mission.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Asset should belong to this legion.
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if asset.wid==self.uid then
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local opsgroup=asset.flightgroup
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if opsgroup then
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opsgroup:MissionCancel(Mission)
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end
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-- Remove asset from mission.
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Mission:DelAsset(asset)
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-- Not requested any more (if it was).
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asset.requested=nil
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asset.isReserved=nil
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end
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end
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-- Remove queued request (if any).
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if Mission.requestID[self.alias] then
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self:_DeleteQueueItemByID(Mission.requestID[self.alias], self.queue)
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end
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end
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--- On after "OpsOnMission".
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup Ops group on mission
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-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
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function LEGION:onafterOpsOnMission(From, Event, To, OpsGroup, Mission)
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-- Debug info.
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self:T2(self.lid..string.format("Group %s on mission %s [%s]", OpsGroup:GetName(), Mission:GetName(), Mission:GetType()))
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if self:IsAirwing() then
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-- Trigger event for Airwings.
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self:FlightOnMission(OpsGroup, Mission)
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elseif self:IsBrigade() then
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-- Trigger event for Brigades.
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self:ArmyOnMission(OpsGroup, Mission)
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else
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-- Trigger event for Fleets.
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self:NavyOnMission(OpsGroup, Mission)
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end
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-- Trigger event for chief.
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if self.chief then
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self.chief:OpsOnMission(OpsGroup, Mission)
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end
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-- Trigger event for commander.
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if self.commander then
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self.commander:OpsOnMission(OpsGroup, Mission)
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end
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end
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--- On after "NewAsset" event. Asset is added to the given cohort (asset assignment).
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that has just been added.
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-- @param #string assignment The (optional) assignment for the asset.
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function LEGION:onafterNewAsset(From, Event, To, asset, assignment)
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-- Call parent WAREHOUSE function first.
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self:GetParent(self, LEGION).onafterNewAsset(self, From, Event, To, asset, assignment)
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-- Debug text.
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local text=string.format("New asset %s with assignment %s and request assignment %s", asset.spawngroupname, tostring(asset.assignment), tostring(assignment))
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self:T(self.lid..text)
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-- Get cohort.
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local cohort=self:_GetCohort(asset.assignment)
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-- Check if asset is already part of the squadron. If an asset returns, it will be added again! We check that asset.assignment is also assignment.
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if cohort then
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if asset.assignment==assignment then
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---
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-- Asset is added to the COHORT for the first time
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---
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local nunits=#asset.template.units
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-- Debug text.
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local text=string.format("Adding asset to cohort %s: assignment=%s, type=%s, attribute=%s, nunits=%d ngroup=%s", cohort.name, assignment, asset.unittype, asset.attribute, nunits, tostring(cohort.ngrouping))
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self:T(self.lid..text)
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-- Adjust number of elements in the group.
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if cohort.ngrouping then
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local template=asset.template
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local N=math.max(#template.units, cohort.ngrouping)
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-- We need to recalc the total weight and cargo bay.
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asset.weight=0
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asset.cargobaytot=0
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-- Handle units.
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for i=1,N do
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-- Unit template.
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local unit = template.units[i]
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-- If grouping is larger than units present, copy first unit.
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if i>nunits then
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table.insert(template.units, UTILS.DeepCopy(template.units[1]))
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asset.cargobaytot=asset.cargobaytot+asset.cargobay[1]
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asset.weight=asset.weight+asset.weights[1]
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template.units[i].x=template.units[1].x+5*(i-nunits)
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template.units[i].y=template.units[1].y+5*(i-nunits)
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else
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if i<=cohort.ngrouping then
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asset.weight=asset.weight+asset.weights[i]
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asset.cargobaytot=asset.cargobaytot+asset.cargobay[i]
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end
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end
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-- Remove units if original template contains more than in grouping.
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if i>cohort.ngrouping then
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template.units[i]=nil
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end
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end
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-- Set number of units.
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asset.nunits=cohort.ngrouping
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-- Debug info.
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self:T(self.lid..string.format("After regrouping: Nunits=%d, weight=%.1f cargobaytot=%.1f kg", #asset.template.units, asset.weight, asset.cargobaytot))
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end
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-- Set takeoff type.
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asset.takeoffType=cohort.takeoffType~=nil and cohort.takeoffType or self.takeoffType
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-- Set parking IDs.
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asset.parkingIDs=cohort.parkingIDs
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-- Create callsign and modex (needs to be after grouping).
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cohort:GetCallsign(asset)
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cohort:GetModex(asset)
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-- Set spawn group name. This has to include "AID-" for warehouse.
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asset.spawngroupname=string.format("%s_AID-%d", cohort.name, asset.uid)
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-- Add asset to cohort.
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cohort:AddAsset(asset)
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else
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---
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-- Asset is returned to the COHORT
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---
|
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self:T(self.lid..string.format("Asset returned to legion ==> calling LegionAssetReturned event"))
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-- Set takeoff type in case it was overwritten for an ALERT5 mission.
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asset.takeoffType=cohort.takeoffType
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-- Trigger event.
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self:LegionAssetReturned(cohort, asset)
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end
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end
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end
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--- On after "LegionAssetReturned" event. Triggered when an asset group returned to its legion.
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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function LEGION:onafterLegionAssetReturned(From, Event, To, Cohort, Asset)
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-- Debug message.
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self:I(self.lid..string.format("Asset %s from Cohort %s returned! asset.assignment=\"%s\"", Asset.spawngroupname, Cohort.name, tostring(Asset.assignment)))
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|
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-- Stop flightgroup.
|
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if Asset.flightgroup and not Asset.flightgroup:IsStopped() then
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Asset.flightgroup:Stop()
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end
|
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|
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-- Return payload.
|
|
if Asset.flightgroup:IsFlightgroup() then
|
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self:ReturnPayloadFromAsset(Asset)
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end
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|
|
-- Return tacan channel.
|
|
if Asset.tacan then
|
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Cohort:ReturnTacan(Asset.tacan)
|
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end
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|
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-- Set timestamp.
|
|
Asset.Treturned=timer.getAbsTime()
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|
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end
|
|
|
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|
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--- On after "AssetSpawned" event triggered when an asset group is spawned into the cruel world.
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-- Creates a new flightgroup element and adds the mission to the flightgroup queue.
|
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-- @param #LEGION self
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-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
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-- @param Wrapper.Group#GROUP group The group spawned.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that was spawned.
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-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset.
|
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function LEGION:onafterAssetSpawned(From, Event, To, group, asset, request)
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self:T({From, Event, To, group:GetName(), asset.assignment, request.assignment})
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|
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-- Call parent warehouse function first.
|
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self:GetParent(self, LEGION).onafterAssetSpawned(self, From, Event, To, group, asset, request)
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|
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-- Get the COHORT of the asset.
|
|
local cohort=self:_GetCohortOfAsset(asset)
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|
|
-- Check if we have a cohort or if this was some other request.
|
|
if cohort then
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|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Cohort asset spawned %s", asset.spawngroupname))
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|
|
-- Create a flight group.
|
|
local flightgroup=self:_CreateFlightGroup(asset)
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|
|
|
---
|
|
-- Asset
|
|
---
|
|
|
|
-- Set asset flightgroup.
|
|
asset.flightgroup=flightgroup
|
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|
|
-- Not requested any more.
|
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asset.requested=nil
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|
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-- Did not return yet.
|
|
asset.Treturned=nil
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|
|
---
|
|
-- Cohort
|
|
---
|
|
|
|
-- Get TACAN channel.
|
|
local Tacan=cohort:FetchTacan()
|
|
if Tacan then
|
|
asset.tacan=Tacan
|
|
flightgroup:SwitchTACAN(Tacan, Morse, UnitName, Band)
|
|
end
|
|
|
|
-- Set radio frequency and modulation
|
|
local radioFreq, radioModu=cohort:GetRadio()
|
|
if radioFreq then
|
|
flightgroup:SwitchRadio(radioFreq, radioModu)
|
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end
|
|
|
|
if cohort.fuellow then
|
|
flightgroup:SetFuelLowThreshold(cohort.fuellow)
|
|
end
|
|
|
|
if cohort.fuellowRefuel then
|
|
flightgroup:SetFuelLowRefuel(cohort.fuellowRefuel)
|
|
end
|
|
|
|
-- Assignment.
|
|
local assignment=request.assignment
|
|
|
|
-- Set pathfinding for naval groups.
|
|
if self:IsFleet() then
|
|
flightgroup:SetPathfinding(self.pathfinding)
|
|
end
|
|
|
|
if string.find(assignment, "Mission-") then
|
|
|
|
---
|
|
-- Mission
|
|
---
|
|
|
|
local uid=UTILS.Split(assignment, "-")[2]
|
|
|
|
-- Get Mission (if any).
|
|
local mission=self:GetMissionByID(uid)
|
|
|
|
local despawnLanding=cohort.despawnAfterLanding~=nil and cohort.despawnAfterLanding or self.despawnAfterLanding
|
|
if despawnLanding then
|
|
flightgroup:SetDespawnAfterLanding()
|
|
end
|
|
|
|
local despawnHolding=cohort.despawnAfterHolding~=nil and cohort.despawnAfterHolding or self.despawnAfterHolding
|
|
if despawnHolding then
|
|
flightgroup:SetDespawnAfterHolding()
|
|
end
|
|
|
|
-- Add mission to flightgroup queue.
|
|
if mission then
|
|
|
|
if Tacan then
|
|
--mission:SetTACAN(Tacan, Morse, UnitName, Band)
|
|
end
|
|
|
|
-- Add mission to flightgroup queue. If mission has an OPSTRANSPORT attached, all added OPSGROUPS are added as CARGO for a transport.
|
|
flightgroup:AddMission(mission)
|
|
|
|
-- RTZ on out of ammo.
|
|
if self:IsBrigade() or self:IsFleet() then
|
|
flightgroup:SetReturnOnOutOfAmmo()
|
|
end
|
|
|
|
-- Trigger event.
|
|
self:__OpsOnMission(5, flightgroup, mission)
|
|
|
|
else
|
|
|
|
if Tacan then
|
|
--flightgroup:SwitchTACAN(Tacan, Morse, UnitName, Band)
|
|
end
|
|
|
|
end
|
|
|
|
-- Add group to the detection set of the CHIEF (INTEL).
|
|
local chief=self.chief or (self.commander and self.commander.chief or nil) --Ops.Chief#CHIEF
|
|
if chief then
|
|
self:T(self.lid..string.format("Adding group %s to agents of CHIEF", group:GetName()))
|
|
chief.detectionset:AddGroup(asset.flightgroup.group)
|
|
end
|
|
|
|
elseif string.find(assignment, "Transport-") then
|
|
|
|
---
|
|
-- Transport
|
|
---
|
|
|
|
local uid=UTILS.Split(assignment, "-")[2]
|
|
|
|
-- Get Mission (if any).
|
|
local transport=self:GetTransportByID(uid)
|
|
|
|
-- Add mission to flightgroup queue.
|
|
if transport then
|
|
flightgroup:AddOpsTransport(transport)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "AssetDead" event triggered when an asset group died.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that is dead.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset.
|
|
function LEGION:onafterAssetDead(From, Event, To, asset, request)
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterAssetDead(self, From, Event, To, asset, request)
|
|
|
|
-- Remove group from the detection set of the CHIEF (INTEL).
|
|
if self.commander and self.commander.chief then
|
|
self.commander.chief.detectionset:RemoveGroupsByName({asset.spawngroupname})
|
|
end
|
|
|
|
-- Remove asset from mission is done via Mission:AssetDead() call from flightgroup onafterFlightDead function
|
|
-- Remove asset from squadron same
|
|
end
|
|
|
|
--- On after "Destroyed" event. Remove assets from cohorts. Stop cohorts.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function LEGION:onafterDestroyed(From, Event, To)
|
|
|
|
-- Debug message.
|
|
self:T(self.lid.."Legion warehouse destroyed!")
|
|
|
|
-- Cancel all missions.
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
mission:Cancel()
|
|
end
|
|
|
|
-- Remove all cohort assets.
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
-- Stop Cohort. This also removes all assets.
|
|
cohort:Stop()
|
|
end
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterDestroyed(self, From, Event, To)
|
|
|
|
end
|
|
|
|
|
|
--- On after "Request" event.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Queueitem Request Information table of the request.
|
|
function LEGION:onafterRequest(From, Event, To, Request)
|
|
|
|
if Request.toself then
|
|
|
|
-- Assets
|
|
local assets=Request.cargoassets
|
|
|
|
-- Get Mission
|
|
local Mission=self:GetMissionByID(Request.assignment)
|
|
|
|
if Mission and assets then
|
|
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
-- This would be the place to modify the asset table before the asset is spawned.
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Call parent warehouse function after assets have been adjusted.
|
|
self:GetParent(self, LEGION).onafterRequest(self, From, Event, To, Request)
|
|
|
|
end
|
|
|
|
--- On after "SelfRequest" event.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request Pending self request.
|
|
function LEGION:onafterSelfRequest(From, Event, To, groupset, request)
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterSelfRequest(self, From, Event, To, groupset, request)
|
|
|
|
-- Get Mission
|
|
local mission=self:GetMissionByID(request.assignment)
|
|
|
|
for _,_asset in pairs(request.assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
end
|
|
|
|
for _,_group in pairs(groupset:GetSet()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "RequestSpawned" event.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem Request Information table of the request.
|
|
-- @param Core.Set#SET_GROUP CargoGroupSet Set of cargo groups.
|
|
-- @param Core.Set#SET_GROUP TransportGroupSet Set of transport groups if any.
|
|
function LEGION:onafterRequestSpawned(From, Event, To, Request, CargoGroupSet, TransportGroupSet)
|
|
|
|
-- Call parent warehouse function.
|
|
self:GetParent(self, LEGION).onafterRequestSpawned(self, From, Event, To, Request, CargoGroupSet, TransportGroupSet)
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Mission Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Create a new flight group after an asset was spawned.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset.
|
|
-- @return Ops.FlightGroup#FLIGHTGROUP The created flightgroup object.
|
|
function LEGION:_CreateFlightGroup(asset)
|
|
|
|
-- Create flightgroup.
|
|
local opsgroup=nil --Ops.OpsGroup#OPSGROUP
|
|
|
|
if self:IsAirwing() then
|
|
|
|
---
|
|
-- FLIGHTGROUP
|
|
---
|
|
|
|
opsgroup=FLIGHTGROUP:New(asset.spawngroupname)
|
|
|
|
elseif self:IsBrigade() then
|
|
|
|
---
|
|
-- ARMYGROUP
|
|
---
|
|
|
|
opsgroup=ARMYGROUP:New(asset.spawngroupname)
|
|
|
|
elseif self:IsFleet() then
|
|
|
|
---
|
|
-- NAVYGROUP
|
|
---
|
|
|
|
opsgroup=NAVYGROUP:New(asset.spawngroupname)
|
|
|
|
else
|
|
self:E(self.lid.."ERROR: not airwing or brigade!")
|
|
end
|
|
|
|
-- Set legion.
|
|
opsgroup:_SetLegion(self)
|
|
|
|
-- Set cohort.
|
|
opsgroup.cohort=self:_GetCohortOfAsset(asset)
|
|
|
|
-- Set home base.
|
|
opsgroup.homebase=self.airbase
|
|
|
|
-- Set home zone.
|
|
opsgroup.homezone=self.spawnzone
|
|
|
|
-- Set weapon data.
|
|
if opsgroup.cohort.weaponData then
|
|
local text="Weapon data for group:"
|
|
opsgroup.weaponData=opsgroup.weaponData or {}
|
|
for bittype,_weapondata in pairs(opsgroup.cohort.weaponData) do
|
|
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
|
|
opsgroup.weaponData[bittype]=UTILS.DeepCopy(weapondata) -- Careful with the units.
|
|
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bittype, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
|
|
end
|
|
self:T3(self.lid..text)
|
|
end
|
|
|
|
return opsgroup
|
|
end
|
|
|
|
|
|
--- Check if an asset is currently on a mission (STARTED or EXECUTING).
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset.
|
|
-- @param #table MissionTypes Types on mission to be checked. Default all.
|
|
-- @return #boolean If true, asset has at least one mission of that type in the queue.
|
|
function LEGION:IsAssetOnMission(asset, MissionTypes)
|
|
|
|
if MissionTypes then
|
|
if type(MissionTypes)~="table" then
|
|
MissionTypes={MissionTypes}
|
|
end
|
|
else
|
|
-- Check all possible types.
|
|
MissionTypes=AUFTRAG.Type
|
|
end
|
|
|
|
if asset.flightgroup and asset.flightgroup:IsAlive() then
|
|
|
|
-- Loop over mission queue.
|
|
for _,_mission in pairs(asset.flightgroup.missionqueue or {}) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
if mission:IsNotOver() then
|
|
|
|
-- Get flight status.
|
|
local status=mission:GetGroupStatus(asset.flightgroup)
|
|
|
|
-- Only if mission is started or executing.
|
|
if (status==AUFTRAG.GroupStatus.STARTED or status==AUFTRAG.GroupStatus.EXECUTING) and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
|
|
return true
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Get the current mission of the asset.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset.
|
|
-- @return Ops.Auftrag#AUFTRAG Current mission or *nil*.
|
|
function LEGION:GetAssetCurrentMission(asset)
|
|
|
|
if asset.flightgroup then
|
|
return asset.flightgroup:GetMissionCurrent()
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Count payloads in stock.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
|
|
-- @param #table UnitTypes Types of units.
|
|
-- @param #table Payloads Specific payloads to be counted only.
|
|
-- @return #number Count of available payloads in stock.
|
|
function LEGION:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads)
|
|
|
|
if MissionTypes then
|
|
if type(MissionTypes)=="string" then
|
|
MissionTypes={MissionTypes}
|
|
end
|
|
end
|
|
|
|
if UnitTypes then
|
|
if type(UnitTypes)=="string" then
|
|
UnitTypes={UnitTypes}
|
|
end
|
|
end
|
|
|
|
local function _checkUnitTypes(payload)
|
|
if UnitTypes then
|
|
for _,unittype in pairs(UnitTypes) do
|
|
if unittype==payload.aircrafttype then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
-- Unit type was not specified.
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
local function _checkPayloads(payload)
|
|
if Payloads then
|
|
for _,Payload in pairs(Payloads) do
|
|
if Payload.uid==payload.uid then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
-- Payload was not specified.
|
|
return nil
|
|
end
|
|
return false
|
|
end
|
|
|
|
local n=0
|
|
for _,_payload in pairs(self.payloads or {}) do
|
|
local payload=_payload --Ops.Airwing#AIRWING.Payload
|
|
|
|
for _,MissionType in pairs(MissionTypes) do
|
|
|
|
local specialpayload=_checkPayloads(payload)
|
|
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
|
|
|
|
local goforit = specialpayload or (specialpayload==nil and compatible)
|
|
|
|
if goforit and _checkUnitTypes(payload) then
|
|
|
|
if payload.unlimited then
|
|
-- Payload is unlimited. Return a BIG number.
|
|
return 999
|
|
else
|
|
n=n+payload.navail
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
return n
|
|
end
|
|
|
|
--- Count missions in mission queue.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
|
|
-- @return #number Number of missions that are not over yet.
|
|
function LEGION:CountMissionsInQueue(MissionTypes)
|
|
|
|
MissionTypes=MissionTypes or AUFTRAG.Type
|
|
|
|
local N=0
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Check if this mission type is requested.
|
|
if mission:IsNotOver() and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
|
|
N=N+1
|
|
end
|
|
|
|
end
|
|
|
|
return N
|
|
end
|
|
|
|
--- Count total number of assets of the legion.
|
|
-- @param #LEGION self
|
|
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
|
|
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
|
|
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
|
|
-- @return #number Amount of asset groups in stock.
|
|
function LEGION:CountAssets(InStock, MissionTypes, Attributes)
|
|
|
|
local N=0
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
N=N+cohort:CountAssets(InStock, MissionTypes, Attributes)
|
|
end
|
|
|
|
return N
|
|
end
|
|
|
|
--- Get OPSGROUPs that are spawned and alive.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes (Optional) Get only assest that can perform certain mission type(s). Default is all types.
|
|
-- @param #table Attributes (Optional) Get only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
|
|
-- @return Core.Set#SET_OPSGROUP The set of OPSGROUPs. Can be empty if no groups are spawned or alive!
|
|
function LEGION:GetOpsGroups(MissionTypes, Attributes)
|
|
|
|
local setLegion=SET_OPSGROUP:New()
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
local setcohort=cohort:GetOpsGroups(MissionTypes, Attributes)
|
|
setLegion:AddSet(setcohort)
|
|
end
|
|
|
|
return setLegion
|
|
end
|
|
|
|
--- Count total number of assets in LEGION warehouse stock that also have a payload.
|
|
-- @param #LEGION self
|
|
-- @param #boolean Payloads (Optional) Specifc payloads to consider. Default all.
|
|
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
|
|
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
|
|
-- @return #number Amount of asset groups in stock.
|
|
function LEGION:CountAssetsWithPayloadsInStock(Payloads, MissionTypes, Attributes)
|
|
|
|
-- Total number counted.
|
|
local N=0
|
|
|
|
-- Number of payloads in stock per aircraft type.
|
|
local Npayloads={}
|
|
|
|
-- First get payloads for aircraft types of squadrons.
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Npayloads[cohort.aircrafttype]==nil then
|
|
Npayloads[cohort.aircrafttype]=self:CountPayloadsInStock(MissionTypes, cohort.aircrafttype, Payloads)
|
|
self:T3(self.lid..string.format("Got Npayloads=%d for type=%s",Npayloads[cohort.aircrafttype], cohort.aircrafttype))
|
|
end
|
|
end
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
-- Number of assets in stock.
|
|
local n=cohort:CountAssets(true, MissionTypes, Attributes)
|
|
|
|
-- Number of payloads.
|
|
local p=Npayloads[cohort.aircrafttype] or 0
|
|
|
|
-- Only the smaller number of assets or paylods is really available.
|
|
local m=math.min(n, p)
|
|
|
|
-- Add up what we have. Could also be zero.
|
|
N=N+m
|
|
|
|
-- Reduce number of available payloads.
|
|
Npayloads[cohort.aircrafttype]=Npayloads[cohort.aircrafttype]-m
|
|
end
|
|
|
|
return N
|
|
end
|
|
|
|
--- Count assets on mission.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default all.
|
|
-- @param Ops.Cohort#COHORT Cohort Only count assets of this cohort. Default count assets of all cohorts.
|
|
-- @return #number Number of pending and queued assets.
|
|
-- @return #number Number of pending assets.
|
|
-- @return #number Number of queued assets.
|
|
function LEGION:CountAssetsOnMission(MissionTypes, Cohort)
|
|
|
|
local Nq=0
|
|
local Np=0
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Check if this mission type is requested.
|
|
if AUFTRAG.CheckMissionType(mission.type, MissionTypes or AUFTRAG.Type) then
|
|
|
|
for _,_asset in pairs(mission.assets or {}) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Ensure asset belongs to this letion.
|
|
if asset.wid==self.uid then
|
|
|
|
if Cohort==nil or Cohort.name==asset.squadname then
|
|
|
|
local request, isqueued=self:GetRequestByID(mission.requestID[self.alias])
|
|
|
|
if isqueued then
|
|
Nq=Nq+1
|
|
else
|
|
Np=Np+1
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return Np+Nq, Np, Nq
|
|
end
|
|
|
|
--- Count assets on mission.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default all.
|
|
-- @return #table Assets on pending requests.
|
|
function LEGION:GetAssetsOnMission(MissionTypes)
|
|
|
|
local assets={}
|
|
local Np=0
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Check if this mission type is requested.
|
|
if AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
|
|
|
|
for _,_asset in pairs(mission.assets or {}) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Ensure asset belongs to this legion.
|
|
if asset.wid==self.uid then
|
|
|
|
table.insert(assets, asset)
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
return assets
|
|
end
|
|
|
|
--- Get the unit types of this legion. These are the unit types of all assigned cohorts.
|
|
-- @param #LEGION self
|
|
-- @param #boolean onlyactive Count only the active ones.
|
|
-- @param #table cohorts Table of cohorts. Default all.
|
|
-- @return #table Table of unit types.
|
|
function LEGION:GetAircraftTypes(onlyactive, cohorts)
|
|
|
|
-- Get all unit types that can do the job.
|
|
local unittypes={}
|
|
|
|
-- Loop over all cohorts.
|
|
for _,_cohort in pairs(cohorts or self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
if (not onlyactive) or cohort:IsOnDuty() then
|
|
|
|
local gotit=false
|
|
for _,unittype in pairs(unittypes) do
|
|
if cohort.aircrafttype==unittype then
|
|
gotit=true
|
|
break
|
|
end
|
|
end
|
|
if not gotit then
|
|
table.insert(unittypes, cohort.aircrafttype)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
return unittypes
|
|
end
|
|
|
|
--- Count payloads of all cohorts for all unit types.
|
|
-- @param #LEGION self
|
|
-- @param #string MissionType Mission type.
|
|
-- @param #table Cohorts Cohorts included.
|
|
-- @param #table Payloads (Optional) Special payloads.
|
|
-- @return #table Table of payloads for each unit type.
|
|
function LEGION:_CountPayloads(MissionType, Cohorts, Payloads)
|
|
|
|
-- Number of payloads in stock per aircraft type.
|
|
local Npayloads={}
|
|
|
|
-- First get payloads for aircraft types of squadrons.
|
|
for _,_cohort in pairs(Cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
-- We only need that element once.
|
|
if Npayloads[cohort.aircrafttype]==nil then
|
|
|
|
-- Count number of payloads in stock for the cohort aircraft type.
|
|
Npayloads[cohort.aircrafttype]=cohort.legion:IsAirwing() and self:CountPayloadsInStock(MissionType, cohort.aircrafttype, Payloads) or 999
|
|
|
|
-- Debug info.
|
|
self:T2(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
|
|
end
|
|
end
|
|
|
|
return Npayloads
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Recruiting Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Recruit assets for a given mission.
|
|
-- @param #LEGION self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @return #boolean If `true` enough assets could be recruited.
|
|
-- @return #table Recruited assets.
|
|
-- @return #table Legions of recruited assets.
|
|
function LEGION:RecruitAssetsForMission(Mission)
|
|
|
|
-- Get required assets.
|
|
local NreqMin, NreqMax=Mission:GetRequiredAssets()
|
|
|
|
-- Target position vector.
|
|
local TargetVec2=Mission:GetTargetVec2()
|
|
|
|
-- Payloads.
|
|
local Payloads=Mission.payloads
|
|
|
|
-- Get special escort legions and/or cohorts.
|
|
local Cohorts={}
|
|
for _,_legion in pairs(Mission.specialLegions or {}) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
for _,_cohort in pairs(legion.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
end
|
|
for _,_cohort in pairs(Mission.specialCohorts or {}) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
|
|
-- No escort cohorts/legions given ==> take own cohorts.
|
|
if #Cohorts==0 then
|
|
Cohorts=self.cohorts
|
|
end
|
|
|
|
-- Recuit assets.
|
|
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads,
|
|
Mission.engageRange, Mission.refuelSystem, nil, nil, nil, Mission.attributes, Mission.properties, {Mission.engageWeaponType})
|
|
|
|
return recruited, assets, legions
|
|
end
|
|
|
|
--- Recruit assets for a given OPS transport.
|
|
-- @param #LEGION self
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
|
|
-- @return #boolean If `true`, enough assets could be recruited.
|
|
-- @return #table assets Recruited assets.
|
|
-- @return #table legions Legions of recruited assets.
|
|
function LEGION:RecruitAssetsForTransport(Transport)
|
|
|
|
-- Get all undelivered cargo ops groups.
|
|
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
|
|
|
|
local weightGroup=0
|
|
local TotalWeight=nil
|
|
|
|
-- At least one group should be spawned.
|
|
if #cargoOpsGroups>0 then
|
|
|
|
-- Calculate the max weight so we know which cohorts can provide carriers.
|
|
TotalWeight=0
|
|
for _,_opsgroup in pairs(cargoOpsGroups) do
|
|
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
|
|
local weight=opsgroup:GetWeightTotal()
|
|
if weight>weightGroup then
|
|
weightGroup=weight
|
|
end
|
|
TotalWeight=TotalWeight+weight
|
|
end
|
|
else
|
|
-- No cargo groups!
|
|
return false
|
|
end
|
|
|
|
|
|
-- TODO: Special transport cohorts/legions.
|
|
|
|
-- Target is the deploy zone.
|
|
local TargetVec2=Transport:GetDeployZone():GetVec2()
|
|
|
|
-- Number of required carriers.
|
|
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
|
|
|
|
|
|
-- Recruit assets and legions.
|
|
local recruited, assets, legions=LEGION.RecruitCohortAssets(self.cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, weightGroup, TotalWeight)
|
|
|
|
return recruited, assets, legions
|
|
end
|
|
|
|
--- Recruit assets performing an escort mission for a given asset.
|
|
-- @param #LEGION self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @param #table Assets Table of assets.
|
|
-- @return #boolean If `true`, enough assets could be recruited or no escort was required in the first place.
|
|
function LEGION:RecruitAssetsForEscort(Mission, Assets)
|
|
|
|
-- Is an escort requested in the first place?
|
|
if Mission.NescortMin and Mission.NescortMax and (Mission.NescortMin>0 or Mission.NescortMax>0) then
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Requested escort for mission %s [%s]. Required assets=%d-%d", Mission:GetName(), Mission:GetType(), Mission.NescortMin,Mission.NescortMax))
|
|
|
|
-- Get special escort legions and/or cohorts.
|
|
local Cohorts={}
|
|
for _,_legion in pairs(Mission.escortLegions or {}) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
for _,_cohort in pairs(legion.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
end
|
|
for _,_cohort in pairs(Mission.escortCohorts or {}) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
|
|
-- No escort cohorts/legions given ==> take own cohorts.
|
|
if #Cohorts==0 then
|
|
Cohorts=self.cohorts
|
|
end
|
|
|
|
-- Call LEGION function but provide COMMANDER as self.
|
|
local assigned=LEGION.AssignAssetsForEscort(self, Cohorts, Assets, Mission.NescortMin, Mission.NescortMax, Mission.escortMissionType, Mission.escortTargetTypes)
|
|
|
|
return assigned
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Recruiting and Optimization Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Recruit assets from Cohorts for the given parameters. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
|
|
-- @param #table Cohorts Cohorts included.
|
|
-- @param #string MissionTypeRecruit Mission type for recruiting the cohort assets.
|
|
-- @param #string MissionTypeOpt Mission type for which the assets are optimized. Default is the same as `MissionTypeRecruit`.
|
|
-- @param #number NreqMin Minimum number of required assets.
|
|
-- @param #number NreqMax Maximum number of required assets.
|
|
-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
|
|
-- @param #table Payloads Special payloads.
|
|
-- @param #number RangeMax Max range in meters.
|
|
-- @param #number RefuelSystem Refuelsystem.
|
|
-- @param #number CargoWeight Cargo weight for recruiting transport carriers.
|
|
-- @param #number TotalWeight Total cargo weight in kg.
|
|
-- @param #table Categories Group categories.
|
|
-- @param #table Attributes Group attributes. See `GROUP.Attribute.`
|
|
-- @param #table Properties DCS attributes.
|
|
-- @param #table WeaponTypes Bit of weapon types.
|
|
-- @return #boolean If `true` enough assets could be recruited.
|
|
-- @return #table Recruited assets. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
|
|
-- @return #table Legions of recruited assets.
|
|
function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt, NreqMin, NreqMax, TargetVec2, Payloads, RangeMax, RefuelSystem, CargoWeight, TotalWeight, Categories, Attributes, Properties, WeaponTypes)
|
|
|
|
-- The recruited assets.
|
|
local Assets={}
|
|
|
|
-- Legions of recruited assets.
|
|
local Legions={}
|
|
|
|
-- Set MissionTypeOpt to Recruit if nil.
|
|
if MissionTypeOpt==nil then
|
|
MissionTypeOpt=MissionTypeRecruit
|
|
end
|
|
|
|
--- Function to check category.
|
|
local function CheckCategory(_cohort)
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Categories and #Categories>0 then
|
|
for _,category in pairs(Categories) do
|
|
if category==cohort.category then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
return true
|
|
end
|
|
end
|
|
|
|
--- Function to check attribute.
|
|
local function CheckAttribute(_cohort)
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Attributes and #Attributes>0 then
|
|
for _,attribute in pairs(Attributes) do
|
|
if attribute==cohort.attribute then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
return true
|
|
end
|
|
end
|
|
|
|
--- Function to check property.
|
|
local function CheckProperty(_cohort)
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Properties and #Properties>0 then
|
|
for _,Property in pairs(Properties) do
|
|
for property,value in pairs(cohort.properties) do
|
|
if Property==property then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
else
|
|
return true
|
|
end
|
|
end
|
|
|
|
--- Function to check weapon type.
|
|
local function CheckWeapon(_cohort)
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if WeaponTypes and #WeaponTypes>0 then
|
|
for _,WeaponType in pairs(WeaponTypes) do
|
|
if WeaponType==ENUMS.WeaponFlag.Auto then
|
|
return true
|
|
else
|
|
for _,_weaponData in pairs(cohort.weaponData or {}) do
|
|
local weaponData=_weaponData --Ops.OpsGroup#OPSGROUP.WeaponData
|
|
if weaponData.BitType==WeaponType then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return false
|
|
else
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- Loops over cohorts.
|
|
for _,_cohort in pairs(Cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
-- Distance to target.
|
|
local TargetDistance=TargetVec2 and UTILS.VecDist2D(TargetVec2, cohort.legion:GetVec2()) or 0
|
|
|
|
-- Is in range?
|
|
local Rmax=cohort:GetMissionRange(WeaponTypes)
|
|
local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance
|
|
|
|
-- Has the requested refuelsystem?
|
|
local Refuel=RefuelSystem~=nil and (RefuelSystem==cohort.tankerSystem) or true
|
|
|
|
-- STRANGE: Why did the above line did not give the same result?! Above Refuel is always true!
|
|
local Refuel=true
|
|
if RefuelSystem then
|
|
if cohort.tankerSystem then
|
|
Refuel=RefuelSystem==cohort.tankerSystem
|
|
else
|
|
Refuel=false
|
|
end
|
|
end
|
|
|
|
-- Is capable of the mission type?
|
|
local Capable=AUFTRAG.CheckMissionCapability({MissionTypeRecruit}, cohort.missiontypes)
|
|
|
|
-- Can carry the cargo?
|
|
local CanCarry=CargoWeight and cohort.cargobayLimit>=CargoWeight or true
|
|
|
|
-- Right category.
|
|
local RightCategory=CheckCategory(cohort)
|
|
|
|
-- Right attribute.
|
|
local RightAttribute=CheckAttribute(cohort)
|
|
|
|
-- Right property (DCS attribute).
|
|
local RightProperty=CheckProperty(cohort)
|
|
|
|
-- Right weapon type.
|
|
local RightWeapon=CheckWeapon(cohort)
|
|
|
|
-- Cohort ready to execute mission.
|
|
local Ready=cohort:IsOnDuty()
|
|
if MissionTypeRecruit==AUFTRAG.Type.RELOCATECOHORT then
|
|
Ready=cohort:IsRelocating()
|
|
Capable=true
|
|
end
|
|
|
|
-- Debug info.
|
|
cohort:I(cohort.lid..string.format("State=%s: Capable=%s, InRange=%s, Refuel=%s, CanCarry=%s, Category=%s, Attribute=%s, Property=%s, Weapon=%s",
|
|
cohort:GetState(), tostring(Capable), tostring(InRange), tostring(Refuel), tostring(CanCarry), tostring(RightCategory), tostring(RightAttribute), tostring(RightProperty), tostring(RightWeapon)))
|
|
|
|
-- Check OnDuty, capable, in range and refueling type (if TANKER).
|
|
if Ready and Capable and InRange and Refuel and CanCarry and RightCategory and RightAttribute and RightProperty and RightWeapon then
|
|
|
|
-- Recruit assets from cohort.
|
|
local assets, npayloads=cohort:RecruitAssets(MissionTypeRecruit, 999)
|
|
|
|
-- Add assets to the list.
|
|
for _,asset in pairs(assets) do
|
|
table.insert(Assets, asset)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Now we have a long list with assets.
|
|
LEGION._OptimizeAssetSelection(Assets, MissionTypeOpt, TargetVec2, false)
|
|
|
|
|
|
-- Get payloads for air assets.
|
|
for _,_asset in pairs(Assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Only assets that have no payload. Should be only spawned assets!
|
|
if asset.legion:IsAirwing() and not asset.payload then
|
|
|
|
-- Fetch payload for asset. This can be nil!
|
|
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionTypeOpt, Payloads)
|
|
|
|
end
|
|
end
|
|
|
|
-- Remove assets that dont have a payload.
|
|
for i=#Assets,1,-1 do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if asset.legion:IsAirwing() and not asset.payload then
|
|
table.remove(Assets, i)
|
|
end
|
|
end
|
|
|
|
-- Now find the best asset for the given payloads.
|
|
LEGION._OptimizeAssetSelection(Assets, MissionTypeOpt, TargetVec2, true)
|
|
|
|
-- Number of assets. At most NreqMax.
|
|
local Nassets=math.min(#Assets, NreqMax)
|
|
|
|
if #Assets>=NreqMin then
|
|
|
|
---
|
|
-- Found enough assets
|
|
---
|
|
|
|
-- Add assets to mission.
|
|
local cargobay=0
|
|
for i=1,Nassets do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
asset.isReserved=true
|
|
|
|
Legions[asset.legion.alias]=asset.legion
|
|
|
|
if TotalWeight then
|
|
|
|
-- Number of
|
|
local N=math.floor(asset.cargobaytot/asset.nunits / CargoWeight)*asset.nunits
|
|
--env.info(string.format("cargobaytot=%d, cargoweight=%d ==> N=%d", asset.cargobaytot, CargoWeight, N))
|
|
|
|
cargobay=cargobay + N*CargoWeight
|
|
|
|
if cargobay>=TotalWeight then
|
|
--env.info(string.format("FF found enough assets to transport all cargo! N=%d [%d], cargobay=%.1f >= %.1f kg total weight", i, Nassets, cargobay, TotalWeight))
|
|
Nassets=i
|
|
break
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Return payloads of not needed assets.
|
|
for i=#Assets,Nassets+1,-1 do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if asset.legion:IsAirwing() and not asset.spawned then
|
|
asset.legion:T2(asset.legion.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
asset.legion:ReturnPayloadFromAsset(asset)
|
|
end
|
|
table.remove(Assets, i)
|
|
end
|
|
|
|
-- Found enough assets.
|
|
return true, Assets, Legions
|
|
else
|
|
|
|
---
|
|
-- NOT enough assets
|
|
---
|
|
|
|
-- Return payloads of assets.
|
|
for i=1,#Assets do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if asset.legion:IsAirwing() and not asset.spawned then
|
|
asset.legion:T2(asset.legion.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
asset.legion:ReturnPayloadFromAsset(asset)
|
|
end
|
|
end
|
|
|
|
-- Not enough assets found.
|
|
return false, {}, {}
|
|
end
|
|
|
|
return false, {}, {}
|
|
end
|
|
|
|
--- Unrecruit assets. Set `isReserved` to false, return payload to airwing and (optionally) remove from assigned mission.
|
|
-- @param #table Assets List of assets.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission (Optional) The mission from which the assets will be deleted.
|
|
function LEGION.UnRecruitAssets(Assets, Mission)
|
|
|
|
-- Return payloads of assets.
|
|
for i=1,#Assets do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
-- Not reserved any more.
|
|
asset.isReserved=false
|
|
-- Return payload.
|
|
if asset.legion:IsAirwing() and not asset.spawned then
|
|
asset.legion:T2(asset.legion.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
asset.legion:ReturnPayloadFromAsset(asset)
|
|
end
|
|
-- Remove from mission.
|
|
if Mission then
|
|
Mission:DelAsset(asset)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Recruit and assign assets performing an escort mission for a given asset list. Note that each asset gets an escort.
|
|
-- @param #LEGION self
|
|
-- @param #table Cohorts Cohorts for escorting assets.
|
|
-- @param #table Assets Table of assets to be escorted.
|
|
-- @param #number NescortMin Min number of escort groups required per escorted asset.
|
|
-- @param #number NescortMax Max number of escort groups required per escorted asset.
|
|
-- @param #string MissionType Mission type.
|
|
-- @param #string TargetTypes Types of targets that are engaged.
|
|
-- @param #number EngageRange EngageRange in Nautical Miles.
|
|
-- @return #boolean If `true`, enough assets could be recruited or no escort was required in the first place.
|
|
function LEGION:AssignAssetsForEscort(Cohorts, Assets, NescortMin, NescortMax, MissionType, TargetTypes, EngageRange)
|
|
|
|
-- Is an escort requested in the first place?
|
|
if NescortMin and NescortMax and (NescortMin>0 or NescortMax>0) then
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Requested escort for %d assets from %d cohorts. Required escort assets=%d-%d", #Assets, #Cohorts, NescortMin, NescortMax))
|
|
|
|
-- Escorts for each asset.
|
|
local Escorts={}
|
|
|
|
local EscortAvail=true
|
|
for _,_asset in pairs(Assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Target vector is the legion of the asset.
|
|
local TargetVec2=asset.legion:GetVec2()
|
|
|
|
-- We want airplanes for airplanes and helos for everything else.
|
|
local Categories={Group.Category.HELICOPTER}
|
|
local targetTypes={"Ground Units"}
|
|
if asset.category==Group.Category.AIRPLANE then
|
|
Categories={Group.Category.AIRPLANE}
|
|
targetTypes={"Air"}
|
|
end
|
|
|
|
TargetTypes=TargetTypes or targetTypes
|
|
|
|
-- Recruit escort asset for the mission asset.
|
|
local Erecruited, eassets, elegions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.ESCORT, MissionType, NescortMin, NescortMax, TargetVec2, nil, nil, nil, nil, nil, Categories)
|
|
|
|
if Erecruited then
|
|
Escorts[asset.spawngroupname]={EscortLegions=elegions, EscortAssets=eassets, ecategory=asset.category}
|
|
else
|
|
-- Could not find escort for this asset ==> Escort not possible ==> Break the loop.
|
|
EscortAvail=false
|
|
break
|
|
end
|
|
end
|
|
|
|
-- ALL escorts could be recruited.
|
|
if EscortAvail then
|
|
|
|
local N=0
|
|
for groupname,value in pairs(Escorts) do
|
|
|
|
local Elegions=value.EscortLegions
|
|
local Eassets=value.EscortAssets
|
|
local ecategory=value.ecategory
|
|
|
|
for _,_legion in pairs(Elegions) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
|
|
local OffsetVector=nil --DCS#Vec3
|
|
if ecategory==Group.Category.GROUND then
|
|
-- Overhead at 1000 ft.
|
|
OffsetVector={}
|
|
OffsetVector.x=0
|
|
OffsetVector.y=UTILS.FeetToMeters(1000)
|
|
OffsetVector.z=0
|
|
elseif MissionType==AUFTRAG.Type.SEAD then
|
|
-- Overhead slightly higher and right.
|
|
OffsetVector={}
|
|
OffsetVector.x=-100
|
|
OffsetVector.y= 500
|
|
OffsetVector.z= 500
|
|
end
|
|
|
|
-- Create and ESCORT mission for this asset.
|
|
local escort=AUFTRAG:NewESCORT(groupname, OffsetVector, EngageRange, TargetTypes)
|
|
|
|
-- For a SEAD mission, we also adjust the mission task.
|
|
if MissionType==AUFTRAG.Type.SEAD then
|
|
escort.missionTask=ENUMS.MissionTask.SEAD
|
|
end
|
|
|
|
-- Reserve assts and add to mission.
|
|
for _,_asset in pairs(Eassets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
escort:AddAsset(asset)
|
|
N=N+1
|
|
end
|
|
|
|
-- Assign mission to legion.
|
|
self:MissionAssign(escort, {legion})
|
|
end
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Recruited %d escort assets", N))
|
|
|
|
-- Yup!
|
|
return true
|
|
else
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Could not get at least one escort!"))
|
|
|
|
-- Could not get at least one escort. Unrecruit all recruited ones.
|
|
for groupname,value in pairs(Escorts) do
|
|
local Eassets=value.EscortAssets
|
|
LEGION.UnRecruitAssets(Eassets)
|
|
end
|
|
|
|
-- No,no!
|
|
return false
|
|
end
|
|
|
|
else
|
|
-- No escort required.
|
|
self:T(self.lid..string.format("No escort required! NescortMin=%s, NescortMax=%s", tostring(NescortMin), tostring(NescortMax)))
|
|
return true
|
|
end
|
|
|
|
end
|
|
|
|
--- Recruit and assign assets performing an OPSTRANSPORT for a given asset list.
|
|
-- @param #LEGION self
|
|
-- @param #table Legions Transport legions.
|
|
-- @param #table CargoAssets Weight of the heaviest cargo group to be transported.
|
|
-- @param #number NcarriersMin Min number of carrier assets.
|
|
-- @param #number NcarriersMax Max number of carrier assets.
|
|
-- @param Core.Zone#ZONE DeployZone Deploy zone.
|
|
-- @param Core.Zone#ZONE DisembarkZone (Optional) Disembark zone.
|
|
-- @return #boolean If `true`, enough assets could be recruited and an OPSTRANSPORT object was created.
|
|
-- @return Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes)
|
|
|
|
-- Is an escort requested in the first place?
|
|
if NcarriersMin and NcarriersMax and (NcarriersMin>0 or NcarriersMax>0) then
|
|
|
|
-- Cohorts.
|
|
local Cohorts={}
|
|
for _,_legion in pairs(Legions) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
|
|
-- Check that runway is operational.
|
|
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
|
|
|
|
if legion:IsRunning() and Runway then
|
|
|
|
-- Loops over cohorts.
|
|
for _,_cohort in pairs(legion.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
table.insert(Cohorts, cohort)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Get all legions and heaviest cargo group weight
|
|
local CargoLegions={} ; local CargoWeight=nil ; local TotalWeight=0
|
|
for _,_asset in pairs(CargoAssets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
CargoLegions[asset.legion.alias]=asset.legion
|
|
if CargoWeight==nil or asset.weight>CargoWeight then
|
|
CargoWeight=asset.weight
|
|
end
|
|
TotalWeight=TotalWeight+asset.weight
|
|
end
|
|
|
|
-- Target is the deploy zone.
|
|
local TargetVec2=DeployZone:GetVec2()
|
|
|
|
-- Recruit assets and legions.
|
|
local TransportAvail, CarrierAssets, CarrierLegions=
|
|
LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes)
|
|
|
|
if TransportAvail then
|
|
|
|
-- Create and OPSTRANSPORT assignment.
|
|
local Transport=OPSTRANSPORT:New(nil, nil, DeployZone)
|
|
if DisembarkZone then
|
|
Transport:SetDisembarkZone(DisembarkZone)
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Transport available with %d carrier assets", #CarrierAssets))
|
|
|
|
-- Add cargo assets to transport.
|
|
for _,_legion in pairs(CargoLegions) do
|
|
local legion=_legion --Ops.Legion#LEGION
|
|
|
|
-- Set pickup zone to spawn zone or airbase if the legion has one that is operational.
|
|
local pickupzone=legion.spawnzone
|
|
if legion.airbase and legion:IsRunwayOperational() then
|
|
--pickupzone=ZONE_AIRBASE:New(legion.airbasename, 4000)
|
|
end
|
|
|
|
-- Add TZC from legion spawn zone to deploy zone.
|
|
local tpz=Transport:AddTransportZoneCombo(nil, pickupzone, Transport:GetDeployZone())
|
|
tpz.PickupAirbase=legion:IsRunwayOperational() and legion.airbase or nil
|
|
Transport:SetEmbarkZone(legion.spawnzone, tpz)
|
|
|
|
|
|
-- Add cargo assets to transport.
|
|
for _,_asset in pairs(CargoAssets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if asset.legion.alias==legion.alias then
|
|
Transport:AddAssetCargo(asset, tpz)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Add carrier assets.
|
|
for _,_asset in pairs(CarrierAssets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
Transport:AddAsset(asset)
|
|
end
|
|
|
|
-- Assign TRANSPORT to legions. This also sends the request for the assets.
|
|
self:TransportAssign(Transport, CarrierLegions)
|
|
|
|
-- Got transport.
|
|
return true, Transport
|
|
else
|
|
-- Uncrecruit transport assets.
|
|
LEGION.UnRecruitAssets(CarrierAssets)
|
|
return false, nil
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
-- No transport requested in the first place.
|
|
return true, nil
|
|
end
|
|
|
|
|
|
--- Calculate the mission score of an asset.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
|
|
-- @param #string MissionType Mission type for which the best assets are desired.
|
|
-- @param DCS#Vec2 TargetVec2 Target 2D vector.
|
|
-- @param #boolean IncludePayload If `true`, include the payload in the calulation if the asset has one attached.
|
|
-- @return #number Mission score.
|
|
function LEGION.CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
|
|
|
|
-- Mission score.
|
|
local score=0
|
|
|
|
-- Prefer highly skilled assets.
|
|
if asset.skill==AI.Skill.AVERAGE then
|
|
score=score+0
|
|
elseif asset.skill==AI.Skill.GOOD then
|
|
score=score+10
|
|
elseif asset.skill==AI.Skill.HIGH then
|
|
score=score+20
|
|
elseif asset.skill==AI.Skill.EXCELLENT then
|
|
score=score+30
|
|
end
|
|
|
|
-- Add mission performance to score.
|
|
score=score+asset.cohort:GetMissionPeformance(MissionType)
|
|
|
|
-- Add payload performance to score.
|
|
local function scorePayload(Payload, MissionType)
|
|
for _,Capability in pairs(Payload.capabilities) do
|
|
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
|
|
if capability.MissionType==MissionType then
|
|
return capability.Performance
|
|
end
|
|
end
|
|
return 0
|
|
end
|
|
|
|
if IncludePayload and asset.payload then
|
|
score=score+scorePayload(asset.payload, MissionType)
|
|
end
|
|
|
|
-- Origin: We take the OPSGROUP position or the one of the legion.
|
|
local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or asset.legion:GetVec2()
|
|
|
|
-- Distance factor.
|
|
local distance=0
|
|
if TargetVec2 and OrigVec2 then
|
|
-- Distance in NM.
|
|
distance=UTILS.MetersToNM(UTILS.VecDist2D(OrigVec2, TargetVec2))
|
|
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
|
|
distance=UTILS.Round(distance/10, 0)
|
|
end
|
|
|
|
-- Reduce score for legions that are futher away.
|
|
score=score-distance
|
|
|
|
-- Check for spawned assets.
|
|
if asset.spawned and asset.flightgroup and asset.flightgroup:IsAlive() then
|
|
|
|
-- Get current mission.
|
|
local currmission=asset.flightgroup:GetMissionCurrent()
|
|
|
|
if currmission then
|
|
|
|
if currmission.type==AUFTRAG.Type.ALERT5 and currmission.alert5MissionType==MissionType then
|
|
-- Prefer assets that are on ALERT5 for this mission type.
|
|
score=score+25
|
|
elseif currmission.type==AUFTRAG.Type.GCICAP and MissionType==AUFTRAG.Type.INTERCEPT then
|
|
-- Prefer assets that are on GCICAP to perform INTERCEPTS
|
|
score=score+25
|
|
elseif (currmission.type==AUFTRAG.Type.ONGUARD or currmission.type==AUFTRAG.Type.PATROLZONE) and (MissionType==AUFTRAG.Type.ARTY or MissionType==AUFTRAG.Type.GROUNDATTACK) then
|
|
score=score+25
|
|
elseif currmission.type==AUFTRAG.Type.NOTHING then
|
|
score=score+25
|
|
end
|
|
|
|
end
|
|
|
|
if MissionType==AUFTRAG.Type.OPSTRANSPORT or MissionType==AUFTRAG.Type.AMMOSUPPLY or MissionType==AUFTRAG.Type.AWACS or MissionType==AUFTRAG.Type.FUELSUPPLY or MissionType==AUFTRAG.Type.TANKER then
|
|
-- TODO: need to check for missions that do not require ammo like transport, recon, awacs, tanker etc.
|
|
-- We better take a fresh asset. Sometimes spawned assets to something else, which is difficult to check.
|
|
score=score-10
|
|
else
|
|
-- Combat mission.
|
|
if asset.flightgroup:IsOutOfAmmo() then
|
|
-- Assets that are out of ammo are not considered.
|
|
score=score-1000
|
|
end
|
|
end
|
|
end
|
|
|
|
-- TRANSPORT specific.
|
|
if MissionType==AUFTRAG.Type.OPSTRANSPORT then
|
|
-- Add 1 score point for each 10 kg of cargo bay.
|
|
score=score+UTILS.Round(asset.cargobaymax/10, 0)
|
|
end
|
|
|
|
-- TODO: This could be vastly improved. Need to gather ideas during testing.
|
|
-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
|
|
-- Max speed of assets.
|
|
-- Fuel amount?
|
|
-- Range of assets?
|
|
|
|
if asset.legion and asset.legion.verbose>=2 then
|
|
asset.legion:I(asset.legion.lid..string.format("Asset %s [spawned=%s] score=%d", asset.spawngroupname, tostring(asset.spawned), score))
|
|
end
|
|
|
|
return score
|
|
end
|
|
|
|
--- Optimize chosen assets for the mission at hand.
|
|
-- @param #table assets Table of (unoptimized) assets.
|
|
-- @param #string MissionType Mission type.
|
|
-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
|
|
-- @param #boolean IncludePayload If `true`, include the payload in the calulation if the asset has one attached.
|
|
function LEGION._OptimizeAssetSelection(assets, MissionType, TargetVec2, IncludePayload)
|
|
|
|
-- Calculate the mission score of all assets.
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
asset.score=LEGION.CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
|
|
end
|
|
|
|
--- Sort assets wrt to their mission score. Higher is better.
|
|
local function optimize(a, b)
|
|
local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
-- Higher score wins. If equal score ==> closer wins.
|
|
return (assetA.score>assetB.score)
|
|
end
|
|
table.sort(assets, optimize)
|
|
|
|
-- Remove distance parameter.
|
|
if LEGION.verbose>0 then
|
|
local text=string.format("Optimized %d assets for %s mission/transport (payload=%s):", #assets, MissionType, tostring(IncludePayload))
|
|
for i,Asset in pairs(assets) do
|
|
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
|
|
asset.score=nil
|
|
end
|
|
env.info(text)
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Misc Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Returns the mission for a given mission ID (Autragsnummer).
|
|
-- @param #LEGION self
|
|
-- @param #number mid Mission ID (Auftragsnummer).
|
|
-- @return Ops.Auftrag#AUFTRAG Mission table.
|
|
function LEGION:GetMissionByID(mid)
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
if mission.auftragsnummer==tonumber(mid) then
|
|
return mission
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the mission for a given ID.
|
|
-- @param #LEGION self
|
|
-- @param #number uid Transport UID.
|
|
-- @return Ops.OpsTransport#OPSTRANSPORT Transport assignment.
|
|
function LEGION:GetTransportByID(uid)
|
|
|
|
for _,_transport in pairs(self.transportqueue) do
|
|
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
|
|
|
|
if transport.uid==tonumber(uid) then
|
|
return transport
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the mission for a given request ID.
|
|
-- @param #LEGION self
|
|
-- @param #number RequestID Unique ID of the request.
|
|
-- @return Ops.Auftrag#AUFTRAG Mission table or *nil*.
|
|
function LEGION:GetMissionFromRequestID(RequestID)
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
local mid=mission.requestID[self.alias]
|
|
if mid and mid==RequestID then
|
|
return mission
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
--- Returns the mission for a given request.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Queueitem Request The warehouse request.
|
|
-- @return Ops.Auftrag#AUFTRAG Mission table or *nil*.
|
|
function LEGION:GetMissionFromRequest(Request)
|
|
return self:GetMissionFromRequestID(Request.uid)
|
|
end
|
|
|
|
--- Fetch a payload from the airwing resources for a given unit and mission type.
|
|
-- The payload with the highest priority is preferred.
|
|
-- @param #LEGION self
|
|
-- @param #string UnitType The type of the unit.
|
|
-- @param #string MissionType The mission type.
|
|
-- @param #table Payloads Specific payloads only to be considered.
|
|
-- @return Ops.Airwing#AIRWING.Payload Payload table or *nil*.
|
|
function LEGION:FetchPayloadFromStock(UnitType, MissionType, Payloads)
|
|
-- Polymorphic. Will return something when called by airwing.
|
|
return nil
|
|
end
|
|
|
|
--- Return payload from asset back to stock.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The squadron asset.
|
|
function LEGION:ReturnPayloadFromAsset(asset)
|
|
-- Polymorphic.
|
|
return nil
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|