funkyfranky a2aa482bc1 WH
2018-08-09 16:23:35 +02:00

1263 lines
46 KiB
Lua

--- **Functional** - (R2.4) - Manages assets of an airbase and transportation to other airbases upon request.
--
--
-- Features:
--
-- * Holds (virtual) assests such as intrantry groups in stock.
-- * Manages requests of assets from other airbases or warehouses.
-- * Take care of transportation to other airbases.
-- * Different means of automatic transportation (planes, helicopters, selfpropelled).
--
-- # QUICK START GUIDE
--
-- ===
--
-- ### Authors: **funkyfranky**
--
-- @module Functional.Warehouse
-- @image Warehouse.JPG
--- WAREHOUSE class.
-- @type WAREHOUSE
-- @field #string ClassName Name of the class.
-- @field #boolean Debug If true, send debug messages to all.
-- @field #boolean Report If true, send status messages to coalition.
-- @field DCS#Coalition coalition Coalition the warehouse belongs to.
-- @field Wrapper.Airbase#AIRBASE homebase Airbase the warehouse belongs to.
-- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship.
-- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse.
-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
-- @field #number markerid ID of the warehouse marker at the airbase.
-- @field #number assetid Unique id of asset items in stock. Essentially a running number starting at one and incremented when a new asset is added.
-- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Stockitem}.
-- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}.
-- @extends Core.Fsm#FSM
--- Manages ground assets of an airbase and offers the possibility to transport them to another airbase or warehouse.
--
-- ===
--
-- # Demo Missions
--
-- ### None.
--
-- ===
--
-- # YouTube Channel
--
-- ### None.
--
-- ===
--
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Main.JPG)
--
-- # What is a warehouse?
-- A warehouse is an abstract object that can hold virtual assets in stock. It is usually associated with a particular airbase.
-- If another airbase or warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor.
--
-- ## What assets can be stored?
-- Any kind of ground or airborn asset can be stored. Ships not supported at the moment due to the fact that airbases are bound to airbases which are
-- normally not located near the sea.
--
--
--
-- ===
--
-- # USAGE GUIDE
--
--
--
-- @field #WAREHOUSE
WAREHOUSE = {
ClassName = "WAREHOUSE",
Debug = false,
Report = true,
coalition = nil,
homebase = nil,
category = nil,
coordinate = nil,
spawnzone = nil,
wid = nil,
markerid = nil,
assetid = 0,
queueid = 0,
stock = {},
queue = {},
}
--- Item of the warehouse stock table.
-- @type WAREHOUSE.Stockitem
-- @field #number id Unique id of the asset.
-- @field #string templatename Name of the template group.
-- @field DCS#Group.Category category Category of the group.
-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
--- Item of the warehouse queue table.
-- queueitem={uid=self.qid, prio=Prio, airbase=Airbase, assetdesc=AssetDescriptor, assetdescval=AssetDescriptorValue, nasset=nAsset, transporttype=TransportType, ntransport=nTransport}
-- @type WAREHOUSE.Queueitem
-- @field #number uid Unique id of the queue item.
-- @field #number prio Priority of the request.
-- @field Wrapper.Airbase#AIRBASE airbase Requesting airbase.
-- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship.
-- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset.
-- @field assetdescval Value of the asset descriptor. Type depends on descriptor.
-- @field #number nasset Number of asset groups requested.
-- @field #WAREHOUSE.TransportType transporttype Transport unit type.
-- @field #number ntransport Number of transport units requested.
--- Descriptors enumerator describing the type of the asset in stock.
-- @type WAREHOUSE.Descriptor
WAREHOUSE.Descriptor = {
ID="id",
TEMPLATENAME="templatename",
CATEGORY="category",
UNITTYPE="unittype",
ATTRIBUTE="attribute",
}
--- Warehouse generalited categories.
-- @type WAREHOUSE.Attribute
-- @field #string TRANSPORT_PLANE Airplane with transport capability. Usually bigger.
-- @field #string TRANSPORT_HELO Helicopter with transport capability.
WAREHOUSE.Attribute = {
TRANSPORT_PLANE="Transport_Plane",
TRANSPORT_HELO="Transport_Helo",
TRANSPORT_APC="Transport_APC",
FIGHTER="Fighter",
TANKER="Tanker",
AWACS="AWACS",
ARTILLERY="Artillery",
ATTACKHELICOPTER="Attackhelicopter",
INFANTRY="Infantry",
BOMBER="Bomber",
TANK="Tank",
TRUCK="Truck",
TRAIN="Train",
SHIP="Ship",
OTHER="Other",
}
--- Cargo transport type.
-- @type WAREHOUSE.TransportType
WAREHOUSE.TransportType = {
AIRPLANE = "Transport_Plane",
HELICOPTER = "Transport_Helo",
APC = "Transport_APC",
SHIP = "Ship",
TRAIN = "Train",
SELFPROPELLED = "Selfporpelled",
}
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehuse todo list.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add event handlers.
-- DONE: Add AI_CARGO_AIRPLANE
-- DONE: Add AI_CARGO_APC
-- DONE: Add AI_CARGO_HELICOPTER
-- TODO: Write documentation.
-- TODO: Put active groups into the warehouse, e.g. when they were transported to this warehouse.
-- TODO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested.
-- TODO: Handle cases with immobile units.
-- DONE: Add queue.
-- TODO: How to handle multiple units in a transport group?
-- DONE: Switch to AI_CARGO_XXX_DISPATCHER
-- TODO: Add phyical object, if destroyed asssets are gone.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- WAREHOUSE constructor. Creates a new WAREHOUSE object accociated with an airbase.
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE airbase The airbase at which the warehouse is constructed.
-- @return #WAREHOUSE self
function WAREHOUSE:NewAirbase(airbase)
BASE:E({airbase=airbase:GetName()})
-- Print version.
env.info(string.format("Adding warehouse v%s for airbase %s", WAREHOUSE.version, airbase:GetName()))
-- Inherit everthing from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #WAREHOUSE
-- Set some string id for output to DCS.log file.
self.wid=string.format("WAREHOUSE %s | ", airbase:GetName())
-- Set some variables.
self.homebase=airbase
self.coordinate=airbase:GetCoordinate()
self.coalition=airbase:GetCoalition()
self.category=airbase:GetDesc().category
-- Get the closest point on road.
local _road=self.coordinate:GetClosestPointToRoad():GetVec2()
-- Define the default spawn zone.
self.spawnzone=ZONE_RADIUS:New("Spawnzone",_road, 200)
-- Add FSM transitions.
self:AddTransition("*", "Start", "Running")
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Request", "*")
self:AddTransition("*", "Delivered", "*")
--- Triggers the FSM event "Start". Starts the warehouse.
-- @function [parent=#WAREHOUSE] Start
-- @param #WAREHOUSE self
--- Triggers the FSM event "Start" after a delay. Starts the warehouse.
-- @function [parent=#WAREHOUSE] __Start
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status". Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] Status
-- @param #WAREHOUSE self
--- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] __Status
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Request". Executes a request if possible.
-- @function [parent=#WAREHOUSE] Request
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Request" after a delay. Executes a request if possible.
-- @function [parent=#WAREHOUSE] __Request
-- @param #WAREHOUSE self
-- @param #number Delay Delay in seconds.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Delivered". A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] Delivered
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group Group that was delivered.
--- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] __Delivered
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Wrapper.Group#GROUP group Group that was delivered.
return self
end
--- Set a zone where the (ground) assets of the warehouse are spawned once requested.
-- @param #WAREHOUSE self
-- @param Core.Zone#ZONE zone The spawn zone.
-- @return #WAREHOUSE self
function WAREHOUSE:SetSpawnZone(zone)
self.spawnzone=zone
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Warehouse
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStart(From, Event, To)
self:E(self.wid..string.format("Starting warehouse at airbase %s, category %d, coalition %d.", self.homebase:GetName(), self.category, self.coalition))
-- Debug mark spawn zone.
self.spawnzone:BoundZone(60,country.id.GERMANY)
self.spawnzone:GetCoordinate():MarkToAll("Spawnzone of warehouse "..self.homebase:GetName())
-- handle events
-- event takeoff
-- event landing
-- event crash/dead
-- event base captured ==> change coalition ==> add assets to other coalition
self:__Status(5)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Warehouse
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStatus(From, Event, To)
self:E(self.wid..string.format("Checking warehouse status of airbase %s", self.homebase:GetName()))
-- Create a mark with the current assets in stock.
if self.markerid~=nil then
trigger.action.removeMark(self.markerid)
end
local marktext="Warehouse stock:\n"
local text="Warehouse stock:\n"
local _data=self:GetStockInfo(self.stock)
for _attribute,_count in pairs(_data) do
marktext=marktext..string.format("%s=%d, ", _attribute,_count) -- Dont use \n because too many make DCS crash!
text=text..string.format("%s = %d\n", _attribute,_count)
end
self.markerid=self.coordinate:MarkToCoalition(marktext, self.coalition, true)
-- Debug output.
self:E(self.wid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Display complete list of stock itmes.
if self.Debug then
--self:_DisplayStockItems(self.stock)
end
-- Print queue.
self:_PrintQueue()
-- Check queue and handle requests if possible.
local request=self:_CheckQueue()
-- Execute the request. If the request is really executed, it is also deleted from the queue.
if request then
self:Request(request)
end
-- Call status again in 30 sec.
self:__Status(10)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On before "Request" event. Checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE Airbase airbase requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
function WAREHOUSE:AddRequest(airbase, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio)
nAsset=nAsset or 1
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
nTransport=nTransport or 1
Prio=Prio or 50
--TODO: check that
-- if warehouse or requestor is a FARP, plane asset and transport not possible
-- if requestor or warehouse is a SHIP, APC transport not possible, SELFPROPELLED only for AIR/SHIP
-- etc. etc...
local request_category=airbase:GetDesc().category
if self.category==Airbase.Category.HELIPAD or request_category==Airbase.Category.HELIPAD then
if TransportType==WAREHOUSE.TransportType.AIRPLANE then
self:E("ERROR: incorrect request. Warehouse or requestor is FARP. No transport by plane possible!")
return
end
end
-- Increase id.
self.queueid=self.queueid+1
-- Request queue table item.
local request={uid=self.queueid, prio=Prio, airbase=airbase, category=request_category, assetdesc=AssetDescriptor, assetdescval=AssetDescriptorValue, nasset=nAsset, transporttype=TransportType, ntransport=nTransport}
-- Add request to queue.
table.insert(self.queue, request)
end
---Sorts the queue and checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @return #WAREHOUSE.Queueitem Chosen request.
function WAREHOUSE:_CheckQueue()
-- Sort queue wrt to first prio and then qid.
self:_SortQueue()
---@param #WAREHOUSE.Queueitem qitem
--@return #boolean True if request is okay.
local function checkrequest(qitem)
local okay=true
-- Check if number of requested assets is in stock.
local _instock=#self:_FilterStock(self.stock, qitem.assetdesc, qitem.assetdescval)
if qitem.nasset > _instock then
okay=false
end
-- Check if enough transport units are in stock.
_instock=#self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, qitem.transporttype)
if qitem.ntransport > _instock then
okay=false
end
return okay
end
-- Search for a request we can execute.
local request=nil --#WAREHOUSE.Queueitem
for _,_qitem in ipairs(self.queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
local okay=checkrequest(qitem)
if okay==true then
request=qitem
break
end
end
-- Execute request.
return request
end
--- On before "Request" event. Checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
-- @return #boolean If true, request is granted.
function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
--env.info(self.wid..string.format("Airbase %s requesting asset %s = %s.", Airbase:GetName(), tostring(AssetDescriptor), tostring(AssetDescriptorValue)))
-- Distance from warehouse to requesting airbase.
local distance=self.coordinate:Get2DDistance(Request.airbase:GetCoordinate())
-- Filter the requested assets.
local _stockrequest=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval)
-- Asset is not in stock ==> request denied.
if #_stockrequest < Request.nasset then
local text=string.format("Request denied! Not enough assets currently in stock. Requested %d < %d in stock.", Request.nasset, #_stockrequest)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
-- Get the attibute of the requested asset.
local _stockitem=_stockrequest[1] --#WAREHOUSE.Stockitem
local _assetattribute=self:_GetAttribute(_stockitem.templatename)
-- Check that a transport unit is available.
if Request.transporttype~=WAREHOUSE.TransportType.SELFPROPELLED then
local _instock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype)
if #_instock==0 then
local text=string.format("Request denied! No transport unit currently available.")
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
end
-- TODO: For aircraft check that a parking spot is available.
return true
end
--- Get the proper terminal type based on generalized attribute of the group.
--@param #WAREHOUSE self
--@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit.
function WAREHOUSE:_GetTerminal(_attribute)
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.FIGHTER then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.BOMBER or _attribute==WAREHOUSE.Attribute.TRANSPORT_PLANE or _attribute==WAREHOUSE.Attribute.TANKER or _attribute==WAREHOUSE.Attribute.AWACS then
-- Bigger aircraft.
_terminal=AIRBASE.TerminalType.OpenBig
elseif _attribute==WAREHOUSE.Attribute.TRANSPORT_HELO or _attribute==WAREHOUSE.Attribute.ATTACKHELICOPTER then
-- Helicopter.
_terminal=AIRBASE.TerminalType.HelicopterUsable
end
end
--- On after "Request" event. Initiates the transport of the assets to the requesting airbase.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
function WAREHOUSE:onafterRequest(From, Event, To, Request)
--env.info(self.wid..string.format("Airbase %s requesting asset %s = %s.", Airbase:GetName(), tostring(AssetDescriptor), tostring(AssetDescriptorValue)))
------------------------------------------------------------------------------------------------------------------------------------
-- Cargo assets.
------------------------------------------------------------------------------------------------------------------------------------
-- New empty cargo set in case we need it.
local CargoGroups = SET_CARGO:New()
--TODO: make nearradius depended on transport type and asset type.
local _loadradius=5000
local _nearradius=35
-- Filter the requested assets.
local _assetstock=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval)
-- General type and category (GROUND,...)
local _cargotype=_assetstock[1].attribute --#WAREHOUSE.Attribute
local _cargocategory=_assetstock[1].category --DCS#Group.Category
--_cargotype.
-- Spawn the assets.
local _delid={}
local _spawngroups={}
local _cargotype
local _cargocategory
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
-- Count total number of units that will be spawned.
local ntotal=0
for i=1,Request.ntransport do
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local group=GROUP:FindByName(_assetitem.templatename)
ntotal=ntotal + #group:GetUnits()
end
-- All spots are based on the same template group which must not be the case.
-- But I cant think of a better way to fetch all parking spots in advance.
local group=GROUP:FindByName(_assetstock[1].templatename)
local terminaltype=self:_GetTerminal(_assetstock[1].attribute)
local allspots=self.homebase:FindFreeParkingSpotForAircraft(group, terminaltype, 50, true, true, false, false, ntotal)
env.info("FF allspots = "..#allspots)
env.info("FF notal = "..ntotal)
-- No rearrange them again for each asset
local k=1
for i=1,Request.ntransport do
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local spots={}
local nunits=#GROUP:FindByName(_assetitem.templatename):GetUnits()
for j=1,nunits do
table.insert(spots,allspots[k])
k=k+1
end
table.insert(Parking, spots)
end
end
-- Loop over cargo requests.
for i=1,Request.nasset do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Find a random point within the spawn zone.
local spawncoord=self.spawnzone:GetRandomCoordinate()
-- Alias of the group. Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_AssetID-%04d_RequestID-%04d", _assetitem.templatename,_assetitem.id,Request.uid)
local _spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias)
local _group=nil --Wrapper.Group#GROUP
-- Set a marker for the spawned group.
spawncoord:MarkToAll(string.format("Spawnpoint %s",_alias))
local _attribute=_assetitem.attribute
if _assetitem.category==Group.Category.GROUND then
-- Spawn ground troops.
_group=_spawn:SpawnFromCoordinate(spawncoord)
env.info(string.format("FF spawning group %s", _alias))
elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then
-- Spawn air units.
local _takeoff=SPAWN.Takeoff.Cold
_group=_spawn:InitUnControlled(true):SpawnAtAirbase(self.homebase,_takeoff, nil, nil, true, Parking[i])
elseif _assetitem.category==Group.Category.TRAIN then
-- Spawn train.
local _railroad=self.coordinate:GetClosestPointToRoad(true)
if _railroad then
_group=_spawn:SpawnFromCoordinate(_railroad)
end
end
if _group then
_spawngroups[i]=_group
table.insert(_delid,_assetitem.id)
-- Add groups to cargo.
if Request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then
local cargogroup = CARGO_GROUP:New(_group, _alias, _alias, _loadradius, _nearradius)
CargoGroups:AddCargo(cargogroup)
end
else
self:E(self.wid.."ERROR: cargo asset could not be spawned!")
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
------------------------------------------------------------------------------------------------------------------------------------
-- Self propelled assets.
------------------------------------------------------------------------------------------------------------------------------------
-- No transport unit requested. Assets go by themselfes.
if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
for _i,_spawngroup in pairs(_spawngroups) do
local group=_spawngroup --Wrapper.Group#GROUP
local ToCoordinate=Request.airbase:GetZone():GetRandomCoordinate()
-- Route cargo to their destination.
if _cargocategory==Group.Category.GROUND then
self:_RouteGround(group, ToCoordinate)
elseif _cargocategory==Group.Category.AIRPLANE then
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.HELICOPTER then
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.SHIP then
self:E("ERROR: self propelled ship not implemented yet!")
elseif _cargocategory==Group.Category.TRAIN then
self:_RouteTrain(group, ToCoordinate)
end
end
-- Delete request from queue.
self:_DeleteQueueItem(Request.uid)
-- No cargo transport necessary.
return
end
------------------------------------------------------------------------------------------------------------------------------------
-- Transport assets and dispachers
------------------------------------------------------------------------------------------------------------------------------------
env.info("FF cargo set name(s) = "..CargoGroups:GetObjectNames())
----------------------------------------------------------------
local TransportSet = SET_GROUP:New()
-- Pickup and deploy zones/bases.
local PickupAirbaseSet = SET_AIRBASE:New():AddAirbase(self.homebase)
local DeployAirbaseSet = SET_AIRBASE:New():AddAirbase(Request.airbase)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.airbase:GetZone())
-- Cargo dispatcher.
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
-- Filter the requested transport assets.
local _assetstock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype)
-- Dependent on transport type, spawn the transports and set up the dispatchers.
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
-- Now we try to find all parking spots for all transport groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
for i=1,Request.ntransport do
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local group=GROUP:FindByName(_assetitem.templatename)
local spots=self.homebase:FindFreeParkingSpotForAircraft(group, AIRBASE.TerminalType.OpenBig)
table.insert(Parking, spots)
end
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local _parking=Parking[i]
-- Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
-- Spawn plane at airport in uncontrolled state.
local _takeoff=SPAWN.Takeoff.Cold
local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitUnControlled(true):SpawnAtAirbase(self.homebase,_takeoff, nil, nil, false, _parking)
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.id)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
-- Now we try to find all parking spots for all transport groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
-- Note that not all assest need to be of the same type. Therefore, do
local Parking={}
for i=1,Request.ntransport do
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local group=GROUP:FindByName(_assetitem.templatename)
local spots=self.homebase:FindFreeParkingSpotForAircraft(group, AIRBASE.TerminalType.HelicopterUsable)
table.insert(Parking, spots)
end
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
local _parking=Parking[i]
-- Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
-- Spawn helo at airport.
local _takeoff=SPAWN.Takeoff.Hot
local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitUnControlled(false):SpawnAtAirbase(self.homebase,_takeoff, nil, nil, false, _parking)
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.id)
else
env.info("FF error spawngroup helo transport does not exist!")
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, DeployZoneSet)
-- Home zone.
CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
-- Spawn plane at airport in uncontrolled state.
local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):SpawnFromCoordinate(self.spawnzone:GetRandomCoordinate())
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.id)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_APC:NewWithZones(TransportSet, CargoGroups, DeployZoneSet, 0)
elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then
self:E(self.wid.."ERROR: transport by train not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
self:E(self.wid.."ERROR: transport by ship not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!")
return
else
self:E(self.wid.."ERROR: unknown transport type!")
return
end
--- Function called when cargo has arrived and was unloaded.
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo)
env.info("FF: OnAfterUnloaded")
self:E({From=From})
self:E({Event=Event})
self:E({To=To})
self:E({Carrier=Carrier})
self:E({Cargo=Cargo})
-- Get group obejet.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Trigger Delivered event.
warehouse:__Delivered(1, group)
end
-- Start dispatcher.
CargoTransport:__Start(5)
-- Delete request from queue.
self:_DeleteQueueItem(Request.uid)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Warehouse
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group The group that was delivered.
function WAREHOUSE:onafterDelivered(From, Event, To, Group)
env.info("FF warehouse cargo delivered! Croutine to closest point on road")
local road=Group:GetCoordinate():GetClosestPointToRoad()
local speed=Group:GetSpeedMax()*0.6
Group:RouteGroundTo(road, speed, "Off Road")
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an airplane group to the warehouse stock.
-- @param #WAREHOUSE self
-- @param #string templategroupname Name of the late activated template group as defined in the mission editor.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
-- @return #WAREHOUSE self
function WAREHOUSE:AddAsset(templategroupname, ngroups)
-- Set default.
local n=ngroups or 1
local group=GROUP:FindByName(templategroupname)
if group then
local DCSgroup=group:GetDCSObject()
local DCSunit=DCSgroup:getUnit(1)
local DCSdesc=DCSunit:getDesc()
local DCSdisplay=DCSunit:getDesc().displayName
local DCScategory=DCSgroup:getCategory()
local DCStype=DCSunit:getTypeName()
env.info(string.format("group name = %s", group:GetName()))
env.info(string.format("display name = %s", DCSdisplay))
env.info(string.format("category = %s", DCScategory))
env.info(string.format("type = %s", DCStype))
self:E({desc=DCSdesc})
local attribute=self:_GetAttribute(templategroupname)
-- Add this n times to the table.
for i=1,n do
local stockitem={} --#WAREHOUSE.Stockitem
self.assetid=self.assetid+1
stockitem.id=self.assetid
stockitem.templatename=templategroupname
stockitem.category=DCScategory
stockitem.unittype=DCStype
stockitem.attribute=attribute
table.insert(self.stock, stockitem)
end
else
-- Group name does not exist!
self:E(string.format("ERROR: Template group name not defined in the mission editor. Check the spelling! templategroupname=%s",tostring(templategroupname)))
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Route ground units to destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Group The ground group.
-- @param Core.Point#COORDINATE Coordinate of the destination.
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
function WAREHOUSE:_RouteGround(Group, Coordinate, Speed)
if Group and Group:IsAlive() then
local _speed=Speed or Group:GetSpeedMax()*0.6
-- Create a
local Waypoints = Group:TaskGroundOnRoad(Coordinate, _speed, "Off Road", true)
-- Task function triggering the arrived event.
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
-- Put task function on last waypoint.
local Waypoint = Waypoints[#Waypoints]
Group:SetTaskWaypoint( Waypoint, TaskFunction )
-- Route group to destination.
Group:Route(Waypoints, 1)
end
end
--- Task function for last waypoint. Triggering the Delivered event.
-- @param Wrapper.Group#GROUP Group The group that arrived.
-- @param #WAREHOUSE self
function WAREHOUSE._Arrived(Group, self)
--Trigger delivered event.
self:__Delivered(1, Group)
end
--- Route the airplane from one airbase another.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
-- @param Wrapper.Airbase#AIRBASE ToAirbase Destination airbase.
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
function WAREHOUSE:_RouteAir(Aircraft, ToAirbase, Speed)
if Aircraft and Aircraft:IsAlive() then
-- Set takeoff type.
local Takeoff = SPAWN.Takeoff.Cold
-- Get template of group.
local Template = Aircraft:GetTemplate()
-- Nil check
if Template==nil then
return
end
-- Waypoints of the route.
local Points={}
-- To point.
local AirbasePointVec2 = ToAirbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
Speed or Aircraft:GetSpeedMax()*0.8
)
ToWaypoint["airdromeId"] = ToAirbase:GetID()
ToWaypoint["speed_locked"] = true
-- Aibase id and category.
local AirbaseID = ToAirbase:GetID()
local AirbaseCategory = ToAirbase:GetDesc().category
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
ToWaypoint.linkUnit = AirbaseID
ToWaypoint.helipadId = AirbaseID
ToWaypoint.airdromeId = nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then
ToWaypoint.airdromeId = AirbaseID
ToWaypoint.helipadId = nil
ToWaypoint.linkUnit = nil
end
-- Task function triggering the arrived event.
local Task = Aircraft:TaskFunction("WAREHOUSE._Arrived", self)
-- or
--ToWaypoint.task=Aircraft:TaskCombo({Task})
ToWaypoint.task={Task}
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
Template.route.points[2] = ToWaypoint
-- Respawn group at the current airbase.
Aircraft:RespawnAtCurrentAirbase(Template, Takeoff, false)
end
end
--- Route trains to their destination - or at least to the closest point on rail of the desired final destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Group The train group.
-- @param Core.Point#COORDINATE Coordinate of the destination. Tail will be routed to the closest point
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
function WAREHOUSE:_RouteTrain(Group, Coordinate, Speed)
if Group and Group:IsAlive() then
local _speed=Speed or Group:GetSpeedMax()*0.6
-- Create a
local Waypoints = Group:TaskGroundOnRailRoads(Coordinate, Speed)
-- Task function triggering the arrived event.
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
-- Put task function on last waypoint.
local Waypoint = Waypoints[#Waypoints]
Group:SetTaskWaypoint( Waypoint, TaskFunction )
-- Route group to destination.
Group:Route(Waypoints, 1)
end
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}.
-- @param #string item Descriptor
-- @param value Value of the descriptor.
-- @return #table Filtered stock items table.
function WAREHOUSE:_FilterStock(stock, item, value)
-- Filtered array.
local filtered={}
-- Loop over stock items.
for _i,_stock in ipairs(stock) do
if _stock[item]==value then
_stock.pos=_i
table.insert(filtered, _stock)
end
end
return filtered
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}.
function WAREHOUSE:_DisplayStockItems(stock)
local text=self.wid..string.format("Warehouse %s stock assets:\n", self.homebase:GetName())
for _,_stock in pairs(stock) do
local mystock=_stock --#WAREHOUSE.Stockitem
text=text..string.format("template = %s, category = %d, unittype = %s, attribute = %s\n", mystock.templatename, mystock.category, mystock.unittype, mystock.attribute)
end
env.info(text)
MESSAGE:New(text, 10):ToAll()
end
--- Check if a group has a generalized attribute.
-- @param #WAREHOUSE self
-- @param #string groupname Name of the group.
-- @param #WAREHOUSE.Attribute attribute Attribute to check.
-- @return #boolean True if group has the specified attribute.
function WAREHOUSE:_HasAttribute(groupname, attribute)
local group=GROUP:FindByName(groupname)
if group then
local groupattribute=self:_HasAttribute(groupname,attribute)
return groupattribute==attribute
end
return false
end
--- Get the generalized attribute of a group.
-- @param #WAREHOUSE self
-- @param #string groupname Name of the group.
-- @return #WAREHOUSE.Attribute Generalized attribute of the group.
function WAREHOUSE:_GetAttribute(groupname)
local group=GROUP:FindByName(groupname)
local attribute=WAREHOUSE.Attribute.OTHER --#WAREHOUSE.Attribute
if group then
-- Get generalized attributes.
-- Transports: Helos, planes and APCs
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local transporthelo=group:HasAttribute("Transport helicopters")
local transportapc=group:HasAttribute("Infantry carriers")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters")
local tanker=group:HasAttribute("Tankers")
local awacs=group:HasAttribute("AWACS")
local artillery=group:HasAttribute("Artillery")
local infantry=group:HasAttribute("Infantry")
local attackhelicopter=group:HasAttribute("Attack helicopters")
local bomber=group:HasAttribute("Bombers")
local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks")
local truck=group:HasAttribute("Trucks") and not group:GetCategory()==Group.Category.TRAIN
local train=group:GetCategory()==Group.Category.TRAIN
-- Debug output.
--[[
env.info(string.format("transport pane = %s", tostring(transportplane)))
env.info(string.format("transport helo = %s", tostring(transporthelo)))
env.info(string.format("transport apc = %s", tostring(transportapc)))
env.info(string.format("figther = %s", tostring(fighter)))
env.info(string.format("tanker = %s", tostring(tanker)))
env.info(string.format("awacs = %s", tostring(awacs)))
env.info(string.format("artillery = %s", tostring(artillery)))
env.info(string.format("infantry = %s", tostring(infantry)))
env.info(string.format("attack helo = %s", tostring(attackhelicopter)))
env.info(string.format("bomber = %s", tostring(bomber)))
env.info(string.format("tank = %s", tostring(tank)))
env.info(string.format("truck = %s", tostring(truck)))
]]
if transportplane then
attribute=WAREHOUSE.Attribute.TRANSPORT_PLANE
elseif transporthelo then
attribute=WAREHOUSE.Attribute.TRANSPORT_HELO
elseif transportapc then
attribute=WAREHOUSE.Attribute.TRANSPORT_APC
elseif fighter then
attribute=WAREHOUSE.Attribute.FIGHTER
elseif tanker then
attribute=WAREHOUSE.Attribute.TANKER
elseif awacs then
attribute=WAREHOUSE.Attribute.AWACS
elseif artillery then
attribute=WAREHOUSE.Attribute.ARTILLERY
elseif infantry then
attribute=WAREHOUSE.Attribute.INFANTRY
elseif attackhelicopter then
attribute=WAREHOUSE.Attribute.ATTACKHELICOPTER
elseif bomber then
attribute=WAREHOUSE.Attribute.BOMBER
elseif tank then
attribute=WAREHOUSE.Attribute.TANK
elseif truck then
attribute=WAREHOUSE.Attribute.TRUCK
elseif train then
attribute=WAREHOUSE.Attribute.TRAIN
else
attribute=WAREHOUSE.Attribute.OTHER
end
end
return attribute
end
--- Returns the number of assets for each generalized attribute.
-- @param #WAREHOUSE self
-- @param #table stock The stock of the warehouse.
-- @return #table Data table holding the numbers.
function WAREHOUSE:GetStockInfo(stock)
local _data={}
for _j,_attribute in pairs(WAREHOUSE.Attribute) do
local n=0
for _i,_item in pairs(stock) do
local _ite=_item --#WAREHOUSE.Stockitem
if _ite.attribute==_attribute then
n=n+1
end
end
_data[_attribute]=n
end
return _data
end
--- Delete item from stock.
-- @param #WAREHOUSE self
-- @param #number _uid The unique id of the item to be deleted.
function WAREHOUSE:_DeleteStockItem(_uid)
for i=1,#self.stock do
local item=self.stock[i] --#WAREHOUSE.Stockitem
if item.id==_uid then
table.remove(self.stock,i)
break
end
end
end
--- Delete item from queue.
-- @param #WAREHOUSE self
-- @param #number _uid The id of the item to be deleted.
function WAREHOUSE:_DeleteQueueItem(_uid)
env.info("FF BEFORE delete queue")
self:_PrintQueue()
for i=1,#self.queue do
local item=self.queue[i] --#WAREHOUSE.Queueitem
if item.uid==_uid then
table.remove(self.queue,i)
break
end
end
env.info("FF AFTER delete queue")
self:_PrintQueue()
end
--- Sort requests queue wrt prio and request uid.
-- @param #WAREHOUSE self
function WAREHOUSE:_SortQueue()
self:F3()
-- Sort.
local function _sort(a, b)
return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid)
end
table.sort(self.queue, _sort)
end
--- Prints the queue to DCS.log file.
-- @param #WAREHOUSE self
function WAREHOUSE:_PrintQueue()
env.info(self.wid.."Queue:")
for _,_qitem in ipairs(self.queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
local text=string.format("uid=%d, prio=%d, airbase=%s (category=%d), descriptor: %s=%s, nasssets=%d, transport=%s, ntransport=%d",
qitem.uid, qitem.prio, qitem.airbase:GetName(),qitem.category, qitem.assetdesc,tostring(qitem.assetdescval),qitem.nasset,qitem.transporttype,qitem.ntransport)
env.info(text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------