2020-08-15 00:54:36 +02:00

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Lua

--- **Ops** - Airwing Squadron.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all squadron members.
-- * Define modex and callsigns.
-- * Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause squadron operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Squadron
-- @image OPS_Squadron.png
--- SQUADRON class.
-- @type SQUADRON
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the squadron.
-- @field #string templatename Name of the template group.
-- @field #string aircrafttype Type of the airframe the squadron is using.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #number ngrouping User defined number of units in the asset group.
-- @field #table assets Squadron assets.
-- @field #table missiontypes Capabilities (mission types and performances) of the squadron.
-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
-- @field #number repairtime Time in seconds for each
-- @field #string livery Livery of the squadron.
-- @field #number skill Skill of squadron members.
-- @field #number modex Modex.
-- @field #number modexcounter Counter to incease modex number for assets.
-- @field #string callsignName Callsign name.
-- @field #number callsigncounter Counter to increase callsign names for new assets.
-- @field Ops.AirWing#AIRWING airwing The AIRWING object the squadron belongs to.
-- @field #number Ngroups Number of asset flight groups this squadron has.
-- @field #number engageRange Engagement range in meters.
-- @field #string attribute Generalized attribute of the squadron template group.
-- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.
-- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil.
-- @field #number TACANmin TACAN min channel.
-- @field #number TACANmax TACAN max channel.
-- @field #table TACANused Table of used TACAN channels.
-- @field #number radioFreq Radio frequency in MHz the squad uses.
-- @field #number radioModu Radio modulation the squad uses.
-- @extends Core.Fsm#FSM
--- *It is unbelievable what a squadron of twelve aircraft did to tip the balance.* -- Adolf Galland
--
-- ===
--
-- ![Banner Image](..\Presentations\Squadron\SQUADRON_Main.jpg)
--
-- # The SQUADRON Concept
--
-- A SQUADRON is essential part of an AIRWING and consists of **one** type of aircraft.
--
--
--
-- @field #SQUADRON
SQUADRON = {
ClassName = "SQUADRON",
Debug = nil,
verbose = 0,
lid = nil,
name = nil,
templatename = nil,
aircrafttype = nil,
assets = {},
missiontypes = {},
repairtime = 0,
maintenancetime= 0,
livery = nil,
skill = nil,
modex = nil,
modexcounter = 0,
callsignName = nil,
callsigncounter= 11,
airwing = nil,
Ngroups = nil,
engageRange = nil,
tankerSystem = nil,
refuelSystem = nil,
TACANmin = nil,
TACANmax = nil,
TACANused = {},
}
--- SQUADRON class version.
-- @field #string version
SQUADRON.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Engage radius.
-- DONE: Modex.
-- DONE: Call signs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new SQUADRON object and start the FSM.
-- @param #SQUADRON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this squadron. Default 3.
-- @param #string SquadronName Name of the squadron, e.g. "VFA-37".
-- @return #SQUADRON self
function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #SQUADRON
-- Name of the template group.
self.templatename=TemplateGroupName
-- Squadron name.
self.name=tostring(SquadronName or TemplateGroupName)
-- Set some string id for output to DCS.log file.
self.lid=string.format("SQUADRON %s | ", self.name)
-- Template group.
self.templategroup=GROUP:FindByName(self.templatename)
-- Check if template group exists.
if not self.templategroup then
self:E(self.lid..string.format("ERROR: Template group %s does not exist!", tostring(self.templatename)))
return nil
end
-- Defaults.
self.Ngroups=Ngroups or 3
self:SetEngagementRange()
-- Everyone can ORBIT.
self:AddMissionCapability(AUFTRAG.Type.ORBIT)
self.attribute=self.templategroup:GetAttribute()
self.aircrafttype=self.templategroup:GetTypeName()
self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable())
self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker())
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "OnDuty") -- Start FSM.
self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("OnDuty", "Pause", "Paused") -- Pause squadron.
self:AddTransition("Paused", "Unpause", "OnDuty") -- Unpause squadron.
self:AddTransition("*", "Stop", "Stopped") -- Stop squadron.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the SQUADRON. Initializes parameters and starts event handlers.
-- @function [parent=#SQUADRON] Start
-- @param #SQUADRON self
--- Triggers the FSM event "Start" after a delay. Starts the SQUADRON. Initializes parameters and starts event handlers.
-- @function [parent=#SQUADRON] __Start
-- @param #SQUADRON self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the SQUADRON and all its event handlers.
-- @param #SQUADRON self
--- Triggers the FSM event "Stop" after a delay. Stops the SQUADRON and all its event handlers.
-- @function [parent=#SQUADRON] __Stop
-- @param #SQUADRON self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#SQUADRON] Status
-- @param #SQUADRON self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#SQUADRON] __Status
-- @param #SQUADRON self
-- @param #number delay Delay in seconds.
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
self.Debug=true
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set livery painted on all squadron aircraft.
-- Note that the livery name in general is different from the name shown in the mission editor.
--
-- Valid names are the names of the **livery directories**. Check out the folder in your DCS installation for:
--
-- * Full modules: `DCS World OpenBeta\CoreMods\aircraft\<Aircraft Type>\Liveries\<Aircraft Type>\<Livery Name>`
-- * AI units: `DCS World OpenBeta\Bazar\Liveries\<Aircraft Type>\<Livery Name>`
--
-- The folder name `<Livery Name>` is the string you want.
--
-- Or personal liveries you have installed somewhere in your saved games folder.
--
-- @param #SQUADRON self
-- @param #string LiveryName Name of the livery.
-- @return #SQUADRON self
function SQUADRON:SetLivery(LiveryName)
self.livery=LiveryName
return self
end
--- Set skill level of all squadron team members.
-- @param #SQUADRON self
-- @param #string Skill Skill of all flights.
-- @usage mysquadron:SetSkill(AI.Skill.EXCELLENT)
-- @return #SQUADRON self
function SQUADRON:SetSkill(Skill)
self.skill=Skill
return self
end
--- Set turnover and repair time. If an asset returns from a mission to the airwing, it will need some time until the asset is available for further missions.
-- @param #SQUADRON self
-- @param #number MaintenanceTime Time in minutes it takes until a flight is combat ready again. Default is 0 min.
-- @param #number RepairTime Time in minutes it takes to repair a flight for each percent damage taken. Default is 0 min.
-- @return #SQUADRON self
function SQUADRON:SetTurnoverTime(MaintenanceTime, RepairTime)
self.maintenancetime=MaintenanceTime and MaintenanceTime*60 or 0
self.repairtime=RepairTime and RepairTime*60 or 0
return self
end
--- Set radio frequency and modulation the squad uses.
-- @param #SQUADRON self
-- @param #number Frequency Radio frequency in MHz. Default 251 MHz.
-- @param #number Modulation Radio modulation. Default 0=AM.
-- @usage mysquadron:SetSkill(AI.Skill.EXCELLENT)
-- @return #SQUADRON self
function SQUADRON:SetRadio(Frequency, Modulation)
self.radioFreq=Frequency or 251
self.radioModu=Modulation or radio.modulation.AM
return self
end
--- Set number of units in groups.
-- @param #SQUADRON self
-- @param #number nunits Number of units. Must be >=1 and <=4. Default 2.
-- @return #SQUADRON self
function SQUADRON:SetGrouping(nunits)
self.ngrouping=nunits or 2
if self.ngrouping<1 then self.ngrouping=1 end
if self.ngrouping>4 then self.ngrouping=4 end
return self
end
--- Set mission types this squadron is able to perform.
-- @param #SQUADRON self
-- @param #table MissionTypes Table of mission types. Can also be passed as a #string if only one type.
-- @param #number Performance Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100.
-- @return #SQUADRON self
function SQUADRON:AddMissionCapability(MissionTypes, Performance)
-- Ensure Missiontypes is a table.
if MissionTypes and type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
-- Set table.
self.missiontypes=self.missiontypes or {}
for _,missiontype in pairs(MissionTypes) do
-- Check not to add the same twice.
if self:CheckMissionCapability(missiontype, self.missiontypes) then
self:E(self.lid.."WARNING: Mission capability already present! No need to add it twice.")
-- TODO: update performance.
else
local capability={} --Ops.Auftrag#AUFTRAG.Capability
capability.MissionType=missiontype
capability.Performance=Performance or 50
table.insert(self.missiontypes, capability)
end
end
-- Debug info.
self:I(self.missiontypes)
return self
end
--- Get mission types this squadron is able to perform.
-- @param #SQUADRON self
-- @return #table Table of mission types. Could be empty {}.
function SQUADRON:GetMissionTypes()
local missiontypes={}
for _,Capability in pairs(self.missiontypes) do
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
table.insert(missiontypes, capability.MissionType)
end
return missiontypes
end
--- Get mission capabilities of this squadron.
-- @param #SQUADRON self
-- @return #table Table of mission capabilities.
function SQUADRON:GetMissionCapabilities()
return self.missiontypes
end
--- Get mission performance for a given type of misson.
-- @param #SQUADRON self
-- @param #string MissionType Type of mission.
-- @return #number Performance or -1.
function SQUADRON:GetMissionPeformance(MissionType)
for _,Capability in pairs(self.missiontypes) do
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return capability.Performance
end
end
return -1
end
--- Set max engagement range.
-- @param #SQUADRON self
-- @param #number EngageRange Engagement range in NM. Default 80 NM.
-- @return #SQUADRON self
function SQUADRON:SetEngagementRange(EngageRange)
self.engageRange=UTILS.NMToMeters(EngageRange or 80)
return self
end
--- Set call sign.
-- @param #SQUADRON self
-- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.
-- @param #number Index Callsign index, Chevy-**1**.
-- @return #SQUADRON self
function SQUADRON:SetCallsign(Callsign, Index)
self.callsignName=Callsign
self.callsignIndex=Index
return self
end
--- Set modex.
-- @param #SQUADRON self
-- @param #number Modex A number like 100.
-- @param #string Prefix A prefix string, which is put before the `Modex` number.
-- @param #string Suffix A suffix string, which is put after the `Modex` number.
-- @return #SQUADRON self
function SQUADRON:SetModex(Modex, Prefix, Suffix)
self.modex=Modex
self.modexPrefix=Prefix
self.modexSuffix=Suffix
return self
end
--- Set airwing.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING Airwing The airwing.
-- @return #SQUADRON self
function SQUADRON:SetAirwing(Airwing)
self.airwing=Airwing
return self
end
--- Add airwing asset to squadron.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
-- @return #SQUADRON self
function SQUADRON:AddAsset(Asset)
self:T(self.lid..string.format("Adding asset %s of type %s", Asset.spawngroupname, Asset.unittype))
Asset.squadname=self.name
table.insert(self.assets, Asset)
return self
end
--- Remove airwing asset from squadron.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
-- @return #SQUADRON self
function SQUADRON:DelAsset(Asset)
for i,_asset in pairs(self.assets) do
local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
if Asset.uid==asset.uid then
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
table.remove(self.assets, i)
break
end
end
return self
end
--- Get radio frequency and modulation.
-- @param #SQUADRON self
-- @return #number Radio frequency in MHz.
-- @return #number Radio Modulation (0=AM, 1=FM).
function SQUADRON:GetRadio()
return self.radioFreq, self.radioModu
end
--- Create a callsign for the asset.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
-- @return #SQUADRON self
function SQUADRON:GetCallsign(Asset)
if self.callsignName then
Asset.callsign={}
for i=1,Asset.nunits do
local callsign={}
callsign[1]=self.callsignName
callsign[2]=math.floor(self.callsigncounter / 10)
callsign[3]=self.callsigncounter % 10
if callsign[3]==0 then
callsign[3]=1
self.callsigncounter=self.callsigncounter+2
else
self.callsigncounter=self.callsigncounter+1
end
Asset.callsign[i]=callsign
self:T3({callsign=callsign})
--TODO: there is also a table entry .name, which is a string.
end
end
end
--- Create a modex for the asset.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
-- @return #SQUADRON self
function SQUADRON:GetModex(Asset)
if self.modex then
Asset.modex={}
for i=1,Asset.nunits do
Asset.modex[i]=string.format("%03d", self.modex+self.modexcounter)
self.modexcounter=self.modexcounter+1
self:T3({modex=Asset.modex[i]})
end
end
end
--- Get an unused TACAN channel.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The airwing asset.
-- @return #number TACAN channel or *nil* if no channel is free.
function SQUADRON:GetTACAN()
if self.TACANmin and self.TACANmax then
for channel=self.TACANmin, self.TACANmax do
if not self.TACANused[channel] then
self.TACANused[channel]=true
return channel
end
end
end
return nil
end
--- "Return" a used TACAN channel.
-- @param #SQUADRON self
-- @param #number channel The channel that is available again.
function SQUADRON:ReturnTACAN(channel)
self.TACANused[channel]=false
end
--- Check if squadron is "OnDuty".
-- @param #SQUADRON self
-- @return #boolean If true, squdron is in state "OnDuty".
function SQUADRON:IsOnDuty()
return self:Is("OnDuty")
end
--- Check if squadron is "Stopped".
-- @param #SQUADRON self
-- @return #boolean If true, squdron is in state "Stopped".
function SQUADRON:IsStopped()
return self:Is("Stopped")
end
--- Check if squadron is "Paused".
-- @param #SQUADRON self
-- @return #boolean If true, squdron is in state "Paused".
function SQUADRON:IsPaused()
return self:Is("Paused")
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting SQUADRON", self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local modex=self.modex and self.modex or -1
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssetsInStock()
local NassetsQP, NassetsP, NassetsQ=self.airwing and self.airwing:CountAssetsOnMission(nil, self) or 0,0,0
-- Short info.
local text=string.format("%s [Type=%s, Callsign=%s, Modex=%d, Skill=%s]: Assets Total=%d, InStock=%d, OnMission=%d [P=%d, Q=%d]",
fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:I(self.lid..text)
-- Check if group has detected any units.
self:_CheckAssetStatus()
if not self:IsStopped() then
self:__Status(-30)
end
end
--- Check asset status.
-- @param #SQUADRON self
function SQUADRON:_CheckAssetStatus()
if self.verbose>=0 then
local text=""
for j,_asset in pairs(self.assets) do
local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
-- Text.
text=text..string.format("\n-[%d] %s*%d: ", j, asset.unittype, asset.nunits)
if asset.spawned then
---
-- Spawned
---
-- Mission info.
local mission=self.airwing and self.airwing:GetAssetCurrentMission(asset) or false
if mission then
local distance=asset.flightgroup and UTILS.MetersToNM(mission:GetTargetDistance(asset.flightgroup.group:GetCoordinate())) or 0
text=text..string.format(" Mission %s - %s: Status=%s, Dist=%.1f NM", mission.name, mission.type, mission.status, distance)
end
-- Flight status.
text=text..", Flight: "
if asset.flightgroup and asset.flightgroup:IsAlive() then
local status=asset.flightgroup:GetState()
local fuelmin=asset.flightgroup:GetFuelMin()
local fuellow=asset.flightgroup:IsFuelLow()
local fuelcri=asset.flightgroup:IsFuelCritical()
text=text..string.format("%s Fuel=%d", status, fuelmin)
if fuelcri then
text=text.." (Critical!)"
elseif fuellow then
text=text.." (Low)"
end
local lifept, lifept0=asset.flightgroup:GetLifePoints()
text=text..string.format(", Life=%d/%d", lifept, lifept0)
local ammo=asset.flightgroup:GetAmmoTot()
text=text..string.format(", Ammo=%d [G=%d, R=%d, B=%d, M=%d]", ammo.Total,ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles)
else
text=text.."N/A"
end
-- Payload info.
local payload=asset.payload and table.concat(self.airwing:GetPayloadMissionTypes(asset.payload), ", ") or "None"
text=text..", Payload={"..payload.."}"
else
---
-- In Stock
---
if asset.Treturned then
local T=timer.getAbsTime()-asset.Treturned
text=text..string.format(" Treturn=%d sec", T)
end
if asset.damage then
text=text..string.format(" Damage=%.1f", asset.damage)
end
text=text..string.format(" Repaired=%s T=%d sec", tostring(self:IsRepaired(asset)), self:GetRepairTime(asset))
end
end
self:I(self.lid..text)
end
end
--- On after "Stop" event.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStop(From, Event, To)
self:I(self.lid.."STOPPING Squadron!")
-- Remove all assets.
for i=#self.assets,1,-1 do
local asset=self.assets[i]
self:DelAsset(asset)
end
self.CallScheduler:Clear()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if there is a squadron that can execute a given mission.
-- We check the mission type, the refuelling system, engagement range
-- @param #SQUADRON self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If true, Squadron can do that type of mission.
function SQUADRON:CanMission(Mission)
local cando=true
-- On duty?=
if not self:IsOnDuty() then
self:I(self.lid..string.format("Squad in not OnDuty but in state %s. Cannot do mission %s with target %s", self:GetState(), Mission.name, Mission:GetTargetName()))
return false
end
-- Check mission type. WARNING: This assumes that all assets of the squad can do the same mission types!
if not self:CheckMissionType(Mission.type, self:GetMissionTypes()) then
self:I(self.lid..string.format("INFO: Squad cannot do mission type %s (%s, %s)", Mission.type, Mission.name, Mission:GetTargetName()))
return false
end
-- Check that tanker mission
if Mission.type==AUFTRAG.Type.TANKER then
if Mission.refuelSystem and Mission.refuelSystem==self.tankerSystem then
-- Correct refueling system.
else
self:I(self.lid..string.format("INFO: Wrong refueling system requested=%s != %s=available", tostring(Mission.refuelSystem), tostring(self.tankerSystem)))
return false
end
end
-- Distance to target.
local TargetDistance=Mission:GetTargetDistance(self.airwing:GetCoordinate())
-- Max engage range.
local engagerange=Mission.engageRange and math.max(self.engageRange, Mission.engageRange) or self.engageRange
-- Set range is valid. Mission engage distance can overrule the squad engage range.
if TargetDistance>engagerange then
self:I(self.lid..string.format("INFO: Squad is not in range. Target dist=%d > %d NM max engage Range", UTILS.MetersToNM(TargetDistance), UTILS.MetersToNM(engagerange)))
return false
end
return true
end
--- Count assets in airwing (warehous) stock.
-- @param #SQUADRON self
-- @return #number Assets not spawned.
function SQUADRON:CountAssetsInStock()
local N=0
for _,_asset in pairs(self.assets) do
local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
if asset.spawned then
else
N=N+1
end
end
return N
end
--- Get assets for a mission.
-- @param #SQUADRON self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #number Nplayloads Number of payloads available.
-- @return #table Assets that can do the required mission.
function SQUADRON:RecruitAssets(Mission, Npayloads)
-- Number of payloads available.
Npayloads=Npayloads or self.airwing:CountPayloadsInStock(Mission.type, self.aircrafttype, Mission.payloads)
local assets={}
-- Loop over assets.
for _,_asset in pairs(self.assets) do
local asset=_asset --Ops.AirWing#AIRWING.SquadronAsset
-- Check if asset is currently on a mission (STARTED or QUEUED).
if self.airwing:IsAssetOnMission(asset) then
---
-- Asset is already on a mission.
---
-- Check if this asset is currently on a GCCAP mission (STARTED or EXECUTING).
if self.airwing:IsAssetOnMission(asset, AUFTRAG.Type.GCCAP) and Mission.type==AUFTRAG.Type.INTERCEPT then
-- Check if the payload of this asset is compatible with the mission.
-- Note: we do not check the payload as an asset that is on a GCCAP mission should be able to do an INTERCEPT as well!
self:I(self.lid.."Adding asset on GCCAP mission for an INTERCEPT mission")
table.insert(assets, asset)
end
else
---
-- Asset as NO current mission
---
if asset.spawned then
---
-- Asset is already SPAWNED (could be uncontrolled on the airfield or inbound after another mission)
---
local flightgroup=asset.flightgroup
-- Firstly, check if it has the right payload.
if self:CheckMissionCapability(Mission.type, asset.payload.capabilities) and flightgroup and flightgroup:IsAlive() then
-- Assume we are ready and check if any condition tells us we are not.
local combatready=true
if Mission.type==AUFTRAG.Type.INTERCEPT then
combatready=flightgroup:CanAirToAir()
else
combatready=flightgroup:CanAirToGround()
end
-- No more attacks if fuel is already low. Safety first!
if flightgroup:IsFuelLow() then
combatready=false
end
-- Check if in a state where we really do not want to fight any more.
if flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() or flightgroup:IsDead() then
combatready=false
end
-- This asset is "combatready".
if combatready then
self:I(self.lid.."Adding SPAWNED asset to ANOTHER mission as it is COMBATREADY")
table.insert(assets, asset)
end
end
else
---
-- Asset is still in STOCK
---
-- Check that asset is not already requested for another mission.
if Npayloads>0 and self:IsRepaired(asset) and (not asset.requested) then
-- Add this asset to the selection.
table.insert(assets, asset)
-- Reduce number of payloads so we only return the number of assets that could do the job.
Npayloads=Npayloads-1
end
end
end
end -- loop over assets
return assets
end
--- Get the time an asset needs to be repaired.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset.
-- @return #number Time in seconds until asset is repaired.
function SQUADRON:GetRepairTime(Asset)
if Asset.Treturned then
local t=self.maintenancetime
t=t+Asset.damage*self.repairtime
-- Seconds after returned.
local dt=timer.getAbsTime()-Asset.Treturned
local T=t-dt
return T
else
return 0
end
end
--- Checks if a mission type is contained in a table of possible types.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING.SquadronAsset Asset The asset.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function SQUADRON:IsRepaired(Asset)
if Asset.Treturned then
local Tnow=timer.getAbsTime()
local Trepaired=Asset.Treturned+self.maintenancetime
if Tnow>=Trepaired then
return true
else
return false
end
else
return true
end
end
--- Checks if a mission type is contained in a table of possible types.
-- @param #SQUADRON self
-- @param #string MissionType The requested mission type.
-- @param #table PossibleTypes A table with possible mission types.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function SQUADRON:CheckMissionType(MissionType, PossibleTypes)
if type(PossibleTypes)=="string" then
PossibleTypes={PossibleTypes}
end
for _,canmission in pairs(PossibleTypes) do
if canmission==MissionType then
return true
end
end
return false
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #SQUADRON self
-- @param #string MissionType The requested mission type.
-- @param #table Capabilities A table with possible capabilities.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function SQUADRON:CheckMissionCapability(MissionType, Capabilities)
for _,cap in pairs(Capabilities) do
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return true
end
end
return false
end
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