2018-08-29 15:49:41 +02:00

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--- **Functional** - (R2.5) - Simulation of logistics.
--
--
-- Features:
--
-- * Holds (virtual) assests in stock.
-- * Manages requests of assets from other warehouses.
-- * Realistic transportation of assets between warehouses.
-- * Different means of automatic transportation (planes, helicopters, APCs, selfpropelled).
-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
--
-- ===
--
-- ### Authors: **funkyfranky**
--
-- @module Functional.Warehouse
-- @image Warehouse.JPG
--- WAREHOUSE class.
-- @type WAREHOUSE
-- @field #string ClassName Name of the class.
-- @field #boolean Debug If true, send debug messages to all.
-- @field #boolean Report If true, send status messages to coalition.
-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
-- @field DCS#coalition.side coalition Coalition side the warehouse belongs to.
-- @field DCS#country.id country Country ID the warehouse belongs to.
-- @field #string alias Alias of the warehouse. Name its called when sending messages.
-- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
-- @field #string airbasename Name of the airbase associated to the warehouse.
-- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship.
-- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse.
-- @field Core.Point#COORDINATE road Closest point to warehouse on road.
-- @field Core.Point#COORDINATE rail Closest point to warehouse on rail.
-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
-- @field #number uid Unit identifier of the warehouse. Derived from the associated airbase.
-- @field #number markerid ID of the warehouse marker at the airbase.
-- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds.
-- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added.
-- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Assetitem}.
-- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}.
-- @field #table pending Table holding all pending requests, i.e. those that are currently in progress. Table elements are of type @{#WAREHOUSE.Pendingitem}.
-- @field #table defending Table holding all defending requests, i.e. self requests that were if the warehouse is under attack. Table elements are of type @{#WAREHOUSE.Pendingitem}.
-- @field Core.Zone#ZONE portzone Zone defining the port of a warehouse. This is where naval assets are spawned.
-- @field #table shippinglanes Table holding the user defined shipping between warehouses.
-- @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)
--
-- # The Warehouse Concept
--
-- The MOOSE warehouse adds a new logistic component to the DCS World. *Assets*, i.e. ground, airborne and naval units, can be transferred from one place
-- to another in a realistic and highly automatic fashion. In contrast to a "DCS warehouse" these assets have a physical representation in game. In particular,
-- this means they can be destroyed during the transport and add more life to the DCS world.
--
-- This comes along with some additional interesting stategic aspects since capturing/defending and destroying/protecting an enemy or your
-- own warehous becomes of critical importance for the development of a conflict.
--
-- In essence, creating an efficient network of warehouses is vital for the success of a battle or even the whole war. Likewise, of course, cutting off the enemy
-- of important supply lines by capturing or destroying warehouses or their associated infrastructure is equally important.
--
-- ## What is a warehouse?
-- A warehouse is an abstract object represented by a physical (static) building that can hold virtual assets in stock.
-- It can (but it must not) be associated with a particular airbase. The associated airbase can be an airdrome, a Helipad/FARP or a ship.
--
-- If another warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor or go their
-- by themselfs. Once arrived at the requesting warehouse, the assets go into the stock of the requestor and can be activated/deployed when necessary.
--
-- ## What assets can be stored?
-- Any kind of ground, airborne or naval asset can be stored.
--
-- ## What means of transportation are available?
-- Firstly, all mobile assets can be send from warehouse to another on their own.
--
-- * Ground vehicles will use the road infrastructure. So a good road connection for both warehouses is important.
-- * Airborne units get a flightplan from the airbase of the sending warehouse to the airbase of the receiving warehouse. This already implies that for airborne
-- assets both warehouses need an airbase. If either one of the warehouses does not have an associated airbase, direct transportation of airborne assest is not possible.
-- * Naval units can be exchanged between warehouses which posses a port/habour. Also shipping lanes must be specified manually but the user since DCS does not provide these.
-- * Trains (would) use the available railroad infrastructure and both warehouses must have a connection to the railroad. Unfortunately, however, trains are not yet implemented to
-- a reasonable degree in DCS at the moment and hence cannot be used yet.
--
-- Furthermore, ground assets can be transferred between warehouses by transport units. These are APCs, helicopters and airplanes. The transportation process is modelled
-- in a realistic way by using the corresponding cargo dispatcher classes, i.e. @{AI.AI_Cargo_Dispatcher_APC#AI_DISPATCHER_APC},
-- @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER} and @{AI.AI_Cargo_Dispatcher_Airplane#AI_DISPATCHER_AIRPLANE}.
--
-- # Creating a Warehouse
--
-- A MOOSE warehouse must be represented in game by a phyical *static* object. For example, the mission editor already has warehouse as static object available.
-- This would be a good first choice but any static object will do.
--
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Static.png)
--
-- The positioning of the warehouse static object is very important for a couple of reasons. Firstly, a warehouse needs a good infrastructure so that spawned assets
-- have a proper road connection or can reach the associated airbase easily.
--
-- Once the static warehouse object is placed in the mission editor it can be used as a MOOSE warehouse by the @{#WAREHOUSE.New}(*warehousestatic*, *alias*) constructor,
-- like for example:
--
-- warehouse=WAREHOUSE:New(STATIC:FindByName("Warehouse Static Batumi"), "My Warehouse Alias")
-- warehouse:Start()
--
-- So the first parameter *warehousestatic* is the static MOOSE object. By default, the name of the warehouse will be the same as the name given to the static object.
-- The second parameter *alias* can be used to choose a more convenient name if desired. This will be the name the warehouse calls itself when reporting messages.
--
-- # Adding Assets
--
-- Assets can be added to the warehouse stock by using the @{#WAREHOUSE.AddAsset}(*group*, *ngroups*, *forceattribute*) function. The parameter *group* has to be a MOOSE @{Wrapper.Group#GROUP}.
-- The parameter *ngroups* specifies how many clones of this group are added to the stock.
--
-- Note that the group should be a late activated template group, which was defined in the mission editor.
--
-- infrantry=GROUP:FindByName("Some Infantry Group")
-- warehouse:AddAsset(infantry, 5)
--
-- This will add five infantry groups to the warehouse stock.
--
-- Note that you can also add assets with a delay by using the @{#WAREHOUSE.__AddAsset}(*delay*, *group*, *ngroups*, *foceattribute*), where *delay* is the delay in seconds before the asset is added.
--
-- By default, the generalized attribute of the asset is determined automatically from the DCS descriptor attributes. However, this might not always result in the desired outcome.
-- Therefore, it is possible, to force a generalized attribute for the asset with the third optional parameter *forceattribute*, which is of type @{#WAREHOUSE.Attribute}.
--
--
-- # Requesting Assets
--
-- Assets of the warehouse can be requested by other MOOSE warehouses. A request will first be scrutinize to check if can be fulfilled at all. If the request is valid, it is
-- put into the warehouse queue and processed as soon as possible.
--
-- A request can be assed by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*) function.
-- The parameters are
--
-- * *warehouse*: The requesting MOOSE @{#WAREHOUSE}. Assets will be delivered there.
-- * *AssetDescriptor*: The descriptor to describe the asset "type". See the @{#WAREHOUSE.Descriptor} enumerator. For example, assets requested by their generalized attibute.
-- * *AssetDescriptorValue*: The value of the asset descriptor.
-- * *nAsset*: (Optional) Number of asset group requested. Default is one group.
-- * *TransportType*: (Optional) The transport method used to deliver the assets to the requestor. Default is that assets go to the requesting warehouse on their own.
-- * *nTransport*: (Optional) Number of asset groups used to transport the cargo assets from A to B. Default is one group.
-- * *Prio*: A number between 1 (high) and 100 (low) describing the priority of the request. Request with high priority are processed first. Default is 50, i.e. medium priority.
--
-- So for example:
--
-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2, 20)
--
-- Here, warehouse Kobuleti requests 5 infantry groups from warehouse Batumi. These "cargo" assets should be transported from Batumi to Kobuleti by 2 APCS.
-- Note that the warehouse at Batumi needs to have at least five infantry groups and two APC groups in their stock if the request can be processed.
-- If either to few infantry or APC groups are available when the request is made, the request is held in the warehouse queue until enough cargo and
-- transport assets are available.
--
-- Also not that the above request is for five infantry units. So any group in stock that has the generalized attribute "INFANTRY" can be selected.
--
-- ### Requesting a Specific Unit Type
--
-- A more specific request could look like:
--
-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.UNITTYPE, "A-10C", 2)
--
-- Here, Kobuleti requests a specific unit type, in particular two groups of A-10Cs. Note that the spelling is important as it must exacly be the same as
-- what one get's when using the DCS unit type.
--
-- ### Requesting a Specifc Group
--
-- An even more specific request would be:
--
-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.TEMPLATENAME, "Group Name as in ME", 3)
--
-- In this case three groups named "Group Name as in ME" are requested. So this explicitly request the groups named like that in the Mission Editor.
--
-- ### Requesting a general category
--
-- On the other hand, very general unspecifc requests can be made as
--
-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.Ground, 10)
--
-- Here, Kubuleti requests 10 ground groups and does not care which ones. This could be a mix of infantry, APCs, trucks etc.
--
-- # Employing Assets
--
-- Assets in the warehouse' stock can used for user defined tasks realtively easily. They can be spawned into the game by a "self request", i.e. the warehouse
-- requests the assets from itself:
--
-- warehouseBatumi:AddRequest(warehouseBatumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5)
--
-- This would simply spawn five infantry groups in the spawn zone of the Batumi warehouse if/when they are available.
--
-- ## Accessing the Assets
--
-- If a warehouse requests assets from itself, it triggers the event **SelfReqeuest**. The mission designer can capture this event with the associated
-- @{#WAREHOUSE.OnAfterSelfRequest}(*From*, *Event*, *To*, *groupset*, *request*) function.
--
-- --- OnAfterSelfRequest user function. Access groups spawned from the warehouse for further tasking.
-- -- @param #WAREHOUSE self
-- -- @param #string From From state.
-- -- @param #string Event Event.
-- -- @param #string To To state.
-- -- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
-- -- @param #WAREHOUSE.Pendingitem request Pending self request.
-- function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request)
--
-- for _,_group in pairs(groupset:GetSetObjects()) do
-- local group=_group --Wrapper.Group#GROUP
-- group:SmokeGreen()
-- end
--
-- end
--
-- The variable *groupset* is a @{Core.Set#SET_GOUP} object and holds all asset groups from the request. The code above shows, how the mission designer can access the groups
-- for further tasking. Here, the groups are only smoked but, of course, you can use them for whatever task you fancy.
--
-- Note that airborne groups are spawned in uncontrolled state and need to be activated first before they can start their assigned mission.
--
-- # Infrastructure
--
-- A good infrastructure is important for a warehouse to be efficient. Therefore, the location of a warehouse should be chosen with care.
-- This can also help to avoid many DCS related issues such as units getting stuck in buildings, blocking taxi ways etc.
--
-- ## Spawn Zone
--
-- By default, the zone were ground assets are spawned is a circular zone around the physical location of the warehouse with a radius of 200 meters. However, the location of the
-- spawn zone can be set by the @{#WAREHOUSE.SetSpawnZone}(*zone*) functions. It is advisable to choose a zone which is clear of obstacles.
--
-- The parameter *zone* is a MOOSE @{Core.Zone#ZONE} object. So one can, e.g., use trigger zones defined in the mission editor. If a cicular zone is not desired, one
-- can use a polygon zone (see @{Core.Zone#ZONE_POLYGON}).
--
-- ## Road Connections
--
-- Ground assets will use a road connection to travel from one warehouse to another. Therefore, a proper road connection is necessary.
--
-- By default, the closest point on road to the center of the spawn zone is choses as road connection automatically. But only, if distance between the spawn zone
-- and the road connection is less than 3 km.
--
-- The user can set the road connection manually with the @{#WAREHOUSE.SetRoadConnection} function.
--
-- ## Rail Connections
--
-- A rail connection is automatically defined as the closest point on a railway measured from the center of the spawn zone. But only, if the distance is less than 3 km.
--
-- The mission designer can manually specify a rail connection with the @{#WAREHOUSE.SetRailConnection} function.
--
-- **NOTE** however, that trains in DCS are currently not implemented in a way so that they can be used.
--
-- ## Air Connections
--
-- In order to use airborne assets, a warehouse needs to have an associated airbase. This can be an airdrome or a FARP/HELOPAD.
--
-- If there is an airbase within 3 km range of the warehouse it is automatically set as the associated airbase. A user can set an airbase manually
-- with the @{#WAREHOUSE.SetAirbase} function. Keep in mind, that sometimes, ground units need to walk/drive from the spawn zone to the airport
-- to get to their transport carriers.
--
-- ## Naval Connections
--
-- Natively, DCS does not have the concept of a port/habour or shipping lanes. So in order to have a meaningful transfer of naval units between warehouses, these have to be
-- defined by the mission designer.
--
-- ### Defining a Port
--
-- A port in this context is the zone where all naval assets are spawned. This zone can be defined with the function @{#WAREHOUSE.SetPortZone}(*zone*), where the parameter
-- *zone* is a MOOSE zone. So again, this can be create from a trigger zone defined in the mission editor or if a general shape is desired by a @{Core.Zone#ZONE_POLYGON}.
--
-- ### Defining Shipping Lanes
--
-- A shipping lane between to warehouses can be defined by the @{#WAREHOUSE.AddShippingLane}(*remotewarehouse*, *group*) function. The first parameter *remotewarehouse*
-- is the warehouse which should be connected to the present warehouse.
--
-- The parameter *group* should be a late activated group defined in the mission editor. The waypoints of this group are used as waypoints of the shipping lane.
--
--
-- # Strategic Considerations
--
-- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a (potentially) juicy target for enemy attacks.
-- There are several interesting situations, which can occurr.
--
-- ## Capturing a Warehouse' Airbase
--
-- If a warehouse has an associated airbase, it can be captured by the enemy. In this case, the warehouse looses it ability so employ all airborne assets and is also cut-off
-- from supply by airborne units.
--
-- Technically, the capturing of the airbase is triggered by the DCS S_EVENT_CAPTURE_BASE event. So the capturing takes place when only enemy ground units are in the
-- airbase zone whilst no ground units of the present airbase owner are in that zone.
--
-- The warehouse will also create an event named "AirbaseCaptured", which can be captured by the @{#WAREHOUSE.OnAfterAirbaseCaptured} function. So the warehouse can react on
-- this attack and for example spawn ground groups to re-capture its airbase.
--
-- When an airbase is re-captured the event "AirbaseRecaptured" is triggered and can be captured by the @{#WAREHOUSE.OnAfterAirbaseRecaptured} function.
-- This can be used to put the defending assets back into the warehouse stock.
--
-- ## Capturing the Warehouse
--
-- A warehouse can also be captured by the enemy coalition. If enemy ground troops enter the warehouse zone the event **Attacked** is triggered which can be captured by the
-- @{#WAREHOUSE.OnAfterAttacked} event.
--
-- If a warehouse is attacked it will spawn all its ground assets in the spawn zone which can than be used to defend the warehouse zone.
--
-- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy.
-- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function.
--
-- The warehouse turn to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will
-- spawn assets beloning to the new owner.
--
-- ## Destroying a Warehouse
--
-- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are
-- gone as well. So a warehouse should be properly defended.
--
-- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function.
-- So the mission designer can intervene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good.
--
-- ===
--
-- # Examples
--
-- **WIP**
--
--
-- @field #WAREHOUSE
WAREHOUSE = {
ClassName = "WAREHOUSE",
Debug = false,
Report = true,
warehouse = nil,
coalition = nil,
country = nil,
alias = nil,
zone = nil,
airbase = nil,
airbasename = nil,
category = -1,
coordinate = nil,
road = nil,
rail = nil,
spawnzone = nil,
wid = nil,
uid = nil,
markerid = nil,
dTstatus = 30,
queueid = 0,
stock = {},
queue = {},
pending = {},
defending = {},
portzone = nil,
shippinglanes = {},
}
--- Item of the warehouse stock table.
-- @type WAREHOUSE.Assetitem
-- @field #number uid Unique id of the asset.
-- @field #string templatename Name of the template group.
-- @field #table template The spawn template of the group.
-- @field DCS#Group.Category category Category of the group.
-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
-- @field #number nunits Number of units in the group.
-- @field #number range Range of the unit in meters.
-- @field #number speedmax Maximum speed in km/h the group can do.
-- @field #number size Maximum size in length and with of the asset in meters.
-- @field #number weight The weight of the whole asset group in kilo gramms.
-- @field DCS#Object.Desc DCSdesc All DCS descriptors.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
-- @field #boolean transporter If true, the asset is able to transport troops.
-- @field #number cargobay Weight in kg that fits in the cargo bay of one asset unit.
--- Item of the warehouse queue table.
-- @type WAREHOUSE.Queueitem
-- @field #number uid Unique id of the queue item.
-- @field #number prio Priority of the request.
-- @field #WAREHOUSE warehouse Requesting warehouse.
-- @field Wrapper.Airbase#AIRBASE airbase Requesting airbase or airbase beloning to requesting warehouse.
-- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship.
-- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset.
-- @field assetdescval Value of the asset descriptor. Type depends on descriptor.
-- @field #number nasset Number of asset groups requested.
-- @field #WAREHOUSE.TransportType transporttype Transport unit type.
-- @field #number ntransport Number of transport units requested.
--- Item of the warehouse pending queue table.
-- @type WAREHOUSE.Pendingitem
-- @extends #WAREHOUSE.Queueitem
-- @field #table assets Table of assets - cargo or transport. Each element of the table is a @{#WAREHOUSE.Assetitem}.
-- @field Core.Set#SET_GROUP cargogroupset Set of cargo groups do be delivered.
-- @field #number ndelivered Number of groups delivered to destination.
-- @field #number cargoattribute Attribute of cargo assets of type @{#WAREHOUSE.Attribute}.
-- @field #number cargocategory Category of cargo assets of type @{#WAREHOUSE.Category}.
-- @field Core.Set#SET_GROUP transportgroupset Set of cargo transport groups.
-- @field #number transportattribute Attribute of transport assets of type @{#WAREHOUSE.Attribute}.
-- @field #number transportcategory Category of transport assets of type @{#WAREHOUSE.Category}.
-- @field #number ntransporthome Number of transports back home. transportattribute
--- Descriptors enumerator describing the type of the asset.
-- @type WAREHOUSE.Descriptor
-- @field #string TEMPLATENAME Name of the asset template.
-- @field #string UNITTYPE Typename of the DCS unit, e.g. "A-10C".
-- @field #string ATTRIBUTE Generalized attribute @{#WAREHOUSE.Attribute}.
-- @field #string CATEGORY Asset category of type DCS#Group.Category, i.e. GROUND, AIRPLANE, HELICOPTER, SHIP, TRAIN.
WAREHOUSE.Descriptor = {
TEMPLATENAME="templatename",
UNITTYPE="unittype",
ATTRIBUTE="attribute",
CATEGORY="category",
}
--- Generalized asset attributes. Can be used to request assets with certain general characteristics.
-- @type WAREHOUSE.Attribute
-- @field #string AIR_TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
-- @field #string AIR_AWACS Airborne Early Warning and Control System.
-- @field #string AIR_FIGHTER Fighter, interceptor, ... airplane.
-- @field #string AIR_BOMBER Aircraft which can be used for strategic bombing.
-- @field #string AIR_TANKER Airplane which can refuel other aircraft.
-- @field #string AIR_TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
-- @field #string AIR_ATTACKHELO Attack helicopter.
-- @field #string AIR_OTHER Any airborne unit that does not fall into any other airborne category.
-- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
-- @field #string GROUND_TRUCK Unarmed ground vehicles.
-- @field #string GROUND_INFANTRY Ground infantry assets.
-- @field #string GROUND_ARTILLERY Artillery assets.
-- @field #string GROUND_TANK Tanks (modern or old).
-- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently.
-- @field #string GROUND_OTHER Any ground unit that does not fall into any other ground category.
-- @field #string NAVAL_AIRCRAFTCARRIER Aircraft carrier.
-- @field #string NAVAL_WARSHIP War ship, i.e. cruisers, destroyers, firgates and corvettes.
-- @field #string NAVAL_ARMEDSHIP Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette.
-- @field #string NAVAL_UNARMEDSHIP Any unarmed naval vessel.
-- @field #string NAVAL_OTHER Any naval unit that does not fall into any other naval category.
-- @field #string UNKNOWN Anything that does not fall into any other category.
WAREHOUSE.Attribute = {
AIR_TRANSPORTPLANE="Air_TransportPlane",
AIR_AWACS="Air_AWACS",
AIR_FIGHTER="Air_Fighter",
AIR_BOMBER="Air_Bomber",
AIR_TANKER="Air_Tanker",
AIR_TRANSPORTHELO="Air_TransportHelo",
AIR_ATTACKHELO="Air_AttackHelo",
AIR_OTHER="Air_Other",
GROUND_APC="Ground_APC",
GROUND_TRUCK="Ground_Truck",
GROUND_INFANTRY="Ground_Infantry",
GROUND_ARTILLERY="Ground_Artillery",
GROUND_TANK="Ground_Tank",
GROUND_TRAIN="Ground_Train",
GROUND_OTHER="Ground_Other",
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
NAVAL_WARSHIP="Naval_WarShip",
NAVAL_ARMEDSHIP="Naval_ArmedShip",
NAVAL_UNARMEDSHIP="Naval_UnarmedShip",
NAVAL_OTHER="Naval_Other",
UNKNOWN="Unknown",
}
--- Cargo transport type. Defines how assets are transported to their destination.
-- @type WAREHOUSE.TransportType
-- @field #string AIRPLANE Transports are conducted by airplanes.
-- @field #string HELICOPTER Transports are conducted by helicopters.
-- @field #string APC Transports are conducted by APCs.
-- @field #string SHIP Transports are conducted by ships.
-- @field #string TRAIN Transports are conducted by trains. Not yet implemented.
-- @field #string SELFPROPELLED Assets go to their destination by themselves. No transport carrier needed.
WAREHOUSE.TransportType = {
AIRPLANE = "Air_TransportPlane",
HELICOPTER = "Air_TransportHelo",
APC = "Ground_APC",
TRAIN = "Ground_Train",
SHIP = "Naval_UnarmedShip",
SELFPROPELLED = "Selfpropelled",
}
--- Warehouse database. Note that this is a global array to have easier exchange between warehouses.
-- @type WAREHOUSE.db
-- @field #number AssetID Unique ID of each asset. This is a running number, which is increased each time a new asset is added.
-- @field #table Assets Table holding registered assets, which are of type @{Functional.Warehouse#WAREHOUSE.Assetitem}.
WAREHOUSE.db = {
AssetID = 0,
Assets = {},
}
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.2.9w"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Take cargo weight into consideration, when selecting
-- TODO: Add transport units from dispatchers back to warehouse stock once they completed their mission.
-- DONE: Add ports for spawning naval assets.
-- TODO: Added habours as interface for transport to from warehouses?
-- DONE: Add shipping lanes between warehouses.
-- TODO: Set ROE for spawned groups.
-- TODO: Add possibility to add active groups. Need to create a pseudo template before destroy.
-- TODO: Write documentation.
-- TODO: Handle the case when units of a group die during the transfer. Adjust template?! See Grouping in SPAWN.
-- TODO: Handle cases with immobile units.
-- TODO: Handle cargo crates.
-- TODO: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them?
-- TODO: Add general message function for sending to coaliton or debug.
-- TODO: Fine tune event handlers.
-- TODO: Add save/load capability of warehouse <==> percistance after mission restart.
-- DONE: Improve generalized attributes.
-- TODO: Add a time stamp when an asset is added to the stock and for requests
-- DONE: If warehouse is destoyed, all asssets are gone.
-- DONE: Add event handlers.
-- DONE: Add AI_CARGO_AIRPLANE
-- DONE: Add AI_CARGO_APC
-- DONE: Add AI_CARGO_HELICOPTER
-- DONE: Switch to AI_CARGO_XXX_DISPATCHER
-- DONE: Add queue.
-- DONE: Put active groups into the warehouse, e.g. when they were transported to this warehouse.
-- NOGO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested.
-- DONE: How to handle multiple units in a transport group? <== Cargo dispatchers.
-- DONE: Add phyical object.
-- DONE: If warehosue is captured, change warehouse and assets to other coalition.
-- NOGO: Use RAT for routing air units. Should be possible but might need some modifications of RAT, e.g. explit spawn place. But flight plan should be better.
-- DONE: Can I make a request with specific assets? E.g., once delivered, make a request for exactly those assests that were in the original request.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- The WAREHOUSE constructor. Creates a new WAREHOUSE object from a static object. Parameters like the coalition and country are taken from the static object structure.
-- @param #WAREHOUSE self
-- @param Wrapper.Static#STATIC warehouse The physical structure of the warehouse.
-- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static
-- @return #WAREHOUSE self
function WAREHOUSE:New(warehouse, alias)
BASE:E({warehouse=warehouse:GetName()})
-- Nil check.
if warehouse==nil then
BASE:E("ERROR: Warehouse does not exist!")
return nil
end
-- Set alias.
self.alias=alias or warehouse:GetName()
-- Print version.
env.info(string.format("Adding warehouse v%s for structure %s with alias %s", WAREHOUSE.version, warehouse:GetName(), self.alias))
-- 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 | ", self.alias)
-- Set some variables.
self.warehouse=warehouse
self.uid=tonumber(warehouse:GetID())
self.coalition=warehouse:GetCoalition()
self.country=warehouse:GetCountry()
self.coordinate=warehouse:GetCoordinate()
-- Closest of the same coalition but within a certain range.
local _airbase=self.coordinate:GetClosestAirbase(nil, self.coalition)
if _airbase and _airbase:GetCoordinate():Get2DDistance(self.coordinate) < 3000 then
self.airbase=_airbase
self.airbasename=self.airbase:GetName()
self.category=self.airbase:GetDesc().category
end
-- Define warehouse and default spawn zone.
self.zone=ZONE_RADIUS:New(string.format("Warehouse zone %s", self.warehouse:GetName()), warehouse:GetVec2(), 500)
self.spawnzone=ZONE_RADIUS:New(string.format("Warehouse %s spawn zone", self.warehouse:GetName()), warehouse:GetVec2(), 200)
-- Start State.
self:SetStartState("NotReadyYet")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("NotReadyYet", "Load", "NotReadyYet") -- TODO Load the warehouse state. No sure if it should be in stopped state.
self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse.
self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock.
self:AddTransition("*", "AddRequest", "*") -- New request from other warehouse.
self:AddTransition("Running", "Request", "*") -- Process a request. Only in running mode.
self:AddTransition("Attacked", "Request", "*") -- Process a request. Only in running mode.
self:AddTransition("*", "Unloaded", "*") -- Cargo has been unloaded from the carrier.
self:AddTransition("*", "Arrived", "*") -- Cargo or transport group has arrived.
self:AddTransition("*", "Delivered", "*") -- All cargo groups of a request have been delivered to the requesting warehouse.
self:AddTransition("Running", "SelfRequest", "*") -- Request to warehouse itself. Requested assets are only spawned but not delivered anywhere.
self:AddTransition("Attacked", "SelfRequest", "*") -- Request to warehouse itself. Also possible when warehouse is under attack!
self:AddTransition("Running", "Pause", "Paused") -- TODO Pause the processing of new requests. Still possible to add assets and requests.
self:AddTransition("Paused", "Unpause", "Running") -- TODO Unpause the warehouse. Queued requests are processed again.
self:AddTransition("*", "Stop", "Stopped") -- TODO Stop the warehouse.
self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk.
self:AddTransition("*", "Attacked", "Attacked") -- TODO Warehouse is under attack by enemy coalition.
self:AddTransition("Attacked", "Defeated", "Running") -- TODO Attack by other coalition was defeated!
self:AddTransition("Attacked", "Captured", "Running") -- TODO Warehouse was captured by another coalition. It must have been attacked first.
self:AddTransition("*", "AirbaseCaptured", "*") -- TODO Airbase was captured by other coalition.
self:AddTransition("*", "AirbaseRecaptured", "*") -- TODO Airbase was re-captured from other coalition.
self:AddTransition("*", "Destroyed", "*") -- TODO Warehouse was destoryed. All assets in stock are gone and warehouse is stopped.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the warehouse. Initializes parameters and starts event handlers.
-- @function [parent=#WAREHOUSE] Start
-- @param #WAREHOUSE self
--- Triggers the FSM event "Start" after a delay. Starts the warehouse. Initializes parameters and starts event handlers.
-- @function [parent=#WAREHOUSE] __Start
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers.
-- @function [parent=#WAREHOUSE] Stop
-- @param #WAREHOUSE self
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers.
-- @function [parent=#WAREHOUSE] __Stop
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
-- @function [parent=#WAREHOUSE] Pauses
-- @param #WAREHOUSE self
--- Triggers the FSM event "Pause" after a delay. Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
-- @function [parent=#WAREHOUSE] __Pause
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Unpause". Unpauses the warehouse. Processing of queued requests is resumed.
-- @function [parent=#WAREHOUSE] UnPause
-- @param #WAREHOUSE self
--- Triggers the FSM event "Unpause" after a delay. Unpauses the warehouse. Processing of queued requests is resumed.
-- @function [parent=#WAREHOUSE] __Unpause
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status". Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] Status
-- @param #WAREHOUSE self
--- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] __Status
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Trigger the FSM event "AddAsset". Add an airplane group to the warehouse stock.
-- @function [parent=#WAREHOUSE] AddAsset
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group Group to be added as new asset.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
--- Trigger the FSM event "AddAsset" with a delay. Add an airplane group to the warehouse stock.
-- @function [parent=#WAREHOUSE] __AddAsset
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Wrapper.Group#GROUP group Group to be added as new asset.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
--- Triggers the FSM event "AddRequest". Add a request to the warehouse queue, which is processed when possible.
-- @function [parent=#WAREHOUSE] AddRequest
-- @param #WAREHOUSE self
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
--- Triggers the FSM event "AddRequest" with a delay. Add a request to the warehouse queue, which is processed when possible.
-- @function [parent=#WAREHOUSE] __AddRequest
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
--- Triggers the FSM event "Request". Executes a request from the queue if possible.
-- @function [parent=#WAREHOUSE] Request
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Request" after a delay. Executes a request from the queue if possible.
-- @function [parent=#WAREHOUSE] __Request
-- @param #WAREHOUSE self
-- @param #number Delay Delay in seconds.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Arrived", i.e. when a group has arrived at the destination.
-- @function [parent=#WAREHOUSE] Arrived
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group Group that has arrived.
--- Triggers the FSM event "Arrived" after a delay, i.e. when a group has arrived at the destination.
-- @function [parent=#WAREHOUSE] __Arrived
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Wrapper.Group#GROUP group Group that has arrived.
--- Triggers the FSM event "Delivered". A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] Delivered
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Pendingitem request Pending request that was now 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 #WAREHOUSE.Pendingitem request Pending request that was now delivered.
--- Triggers the FSM event "SelfRequest". Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
-- this request is used to put the groups back into the warehouse stock.
-- @function [parent=#WAREHOUSE] SelfRequest
-- @param #WAREHOUSE self
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
-- @param #WAREHOUSE.Pendingitem request Pending self request.
--- Triggers the FSM event "SelfRequest" with a delay. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
-- this request is used to put the groups back into the warehouse stock.
-- @function [parent=#WAREHOUSE] __SelfRequest
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
-- @param #WAREHOUSE.Pendingitem request Pending self request.
--- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
-- @function [parent=#WAREHOUSE] OnAfterSelfRequest
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Set#SET_GROUP groupset The set of (cargo) groups that was delivered to the warehouse itself.
-- @param #WAREHOUSE.Pendingitem request Pending self request.
--- Triggers the FSM event "Attacked" when a warehouse is under attack by an another coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] Attacked
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
-- @param DCS#country.id Country which is attacking the warehouse.
--- Triggers the FSM event "Attacked" with a delay when a warehouse is under attack by an another coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] __Attacked
-- @param #number delay Delay in seconds.
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
-- @param DCS#country.id Country which is attacking the warehouse.
--- Triggers the FSM event "Defeated" when an attack from an enemy was defeated.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] Defeated
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
-- @param DCS#country.id Country which is attacking the warehouse.
--- Triggers the FSM event "Defeated" with a delay when an attack from an enemy was defeated.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] __Defeated
-- @param #number delay Delay in seconds.
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
-- @param DCS#country.id Country which is attacking the warehouse.
--- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] Captured
-- @param DCS#coalition.side Coalition which captured the warehouse.
-- @param DCS#country.id Country which has captured the warehouse.
--- Triggers the FSM event "Captured" with a delay when a warehouse has been captured by another coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] __Captured
-- @param #number delay Delay in seconds.
-- @param DCS#coalition.side Coalition which captured the warehouse.
-- @param DCS#country.id Country which has captured the warehouse.
--- Triggers the FSM event "AirbaseCaptured" when the airbase of the warehouse has been captured by another coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] AirbaseCaptured
-- @param DCS#coalition.side Coalition which captured the airbase.
--- Triggers the FSM event "AirbaseCaptured" with a delay when the airbase of the warehouse has been captured by another coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] __AirbaseCaptured
-- @param #number delay Delay in seconds.
-- @param DCS#coalition.side Coalition which captured the airbase.
--- Triggers the FSM event "AirbaseRecaptured" when the airbase of the warehouse has been re-captured from the other coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] AirbaseRecaptured
-- @param DCS#coalition.side Coalition which re-captured the airbase.
--- Triggers the FSM event "AirbaseRecaptured" with a delay when the airbase of the warehouse has been re-captured from the other coalition.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] __AirbaseRecaptured
-- @param #number delay Delay in seconds.
-- @param DCS#coalition.side Coalition which re-captured the airbase.
--- Triggers the FSM event "Destroyed" when the warehouse was destroyed. All services are stopped.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] Destroyed
--- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. All services are stopped.
-- @param #WAREHOUSE self
-- @function [parent=#WAREHOUSE] Destroyed
-- @param #number delay Delay in seconds.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set interval of status updates
-- @param #WAREHOUSE self
-- @param #number timeinterval Time interval in seconds.
-- @return #WAREHOUSE self
function WAREHOUSE:SetStatusUpdate(timeinterval)
self.dTstatus=timeinterval
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
--- Set a warehouse zone. If this zone is captured, the warehouse and all its assets fall into the hands of the enemy.
-- @param #WAREHOUSE self
-- @param Core.Zone#ZONE zone The warehouse zone. Note that this **cannot** be a polygon zone!
-- @return #WAREHOUSE self
function WAREHOUSE:SetWarehouseZone(zone)
self.zone=zone
return self
end
--- Set the airbase belonging to this warehouse.
-- Note that it has to be of the same coalition as the warehouse.
-- Also, be reasonable and do not put it too far from the phyiscal warehouse structure because you troops might have a long way to get to their transports.
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE airbase The airbase object associated to this warehouse.
-- @return #WAREHOUSE self
function WAREHOUSE:SetAirbase(airbase)
self.airbase=airbase
return self
end
--- Set the connection of the warehouse to the road.
-- Ground assets spawned in the warehouse spawn zone will first go to this point and from there travel on road to the requesting warehouse.
-- Note that by default the road connection is set to the closest point on road from the center of the spawn zone if it is withing 3000 meters.
-- Also note, that if the parameter "coordinate" is passed as nil, any road connection is disabled and ground assets cannot travel of be transportet on the ground.
-- @param #WAREHOUSE self
-- @param Core.Point#COORDINATE coordinate The road connection. Technically, the closest point on road from this coordinate is determined by DCS API function. So this point must not be exactly on the road.
-- @return #WAREHOUSE self
function WAREHOUSE:SetRoadConnection(coordinate)
if coordinate then
self.road=coordinate:GetClosestPointToRoad()
else
self.road=false
end
return self
end
--- Set the connection of the warehouse to the railroad.
-- This is the place where train assets or transports will be spawned.
-- @param #WAREHOUSE self
-- @param Core.Point#COORDINATE coordinate The railroad connection. Technically, the closest point on rails from this coordinate is determined by DCS API function. So this point must not be exactly on the a railroad connection.
-- @return #WAREHOUSE self
function WAREHOUSE:SetRailConnection(coordinate)
if coordinate then
self.rail=coordinate:GetClosestPointToRoad(true)
else
self.rail=false
end
return self
end
--- Set the port zone for this warehouse.
-- The port zone is the zone, where all naval assets of the warehouse are spawned.
-- @param #WAREHOUSE self
-- @param Core.Zone#ZONE zone The zone defining the naval port of the warehouse.
-- @return #WAREHOUSE self
function WAREHOUSE:SetPortZone(zone)
self.portzone=zone
return self
end
--- Add a shipping lane to another warehouse.
-- Note that both warehouses must have a port zone defined before a shipping lane can be added.
-- Shipping lane is taken from the waypoints of a (late activated) template group. So set up a group, e.g. a ship or a helicopter, and place its
-- waypoints along the shipping lane you want to add.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE remotewarehouse The remote warehouse to where the shipping lane is added
-- @param Wrapper.Group#GROUP group Waypoints of this group will define the shipping lane between to warehouses.
-- @return #WAREHOUSE self
function WAREHOUSE:AddShippingLane(remotewarehouse, group)
-- Check that port zones are defined.
if self.portzone==nil or remotewarehouse.portzone==nil then
self:E(self.wid..string.format("ERROR: Sending or receiving warehouse does not have a port zone defined. Adding shipping lane not possible!"))
return
end
-- Get route from template.
local lanepoints=group:GetTemplateRoutePoints()
-- First and last waypoints
local laneF=lanepoints[1]
local laneL=lanepoints[#lanepoints]
-- Get corresponding coordinates.
local coordF=COORDINATE:New(laneF.x, 0, laneF.y)
local coordL=COORDINATE:New(laneL.x, 0, laneL.y)
-- Figure out which point is closer to the port of this warehouse.
local distF=self.portzone:GetCoordinate():Get2DDistance(coordF)
local distL=self.portzone:GetCoordinate():Get2DDistance(coordL)
-- Add the shipping lane. Need to take care of the wrong "direction".
local lane={}
--lane.towarehouse=remotewarehouse.warehouse:GetName()
--lane.coordinates={}
if distF<distL then
for i=1,#lanepoints do
local point=lanepoints[i]
local coord=COORDINATE:New(point.x,0, point.y)
table.insert(lane, coord)
end
else
for i=#lanepoints,1,-1 do
local point=lanepoints[i]
local coord=COORDINATE:New(point.x,0, point.y)
table.insert(lane, coord)
end
end
-- Debug info. Marks along shipping lane.
for i=1,#lane do
local coord=lane[i] --Core.Point#COORDINATE
local text=string.format("Shipping lane %s to %s. Point %d.", self.alias, remotewarehouse.alias, i)
coord:MarkToCoalition(text, self.coalition)
end
-- Add shipping lane.
self.shippinglanes[remotewarehouse.warehouse:GetName()]=lane
--table.insert(self.shippinglanes, lane)
return self
end
--- Check if the warehouse is running.
-- @param #WAREHOUSE self
-- @return #boolean If true, the warehouse is running and requests are processed.
function WAREHOUSE:IsRunning()
return self:is("Running")
end
--- Check if the warehouse is paused. In this state, requests are not processed.
-- @param #WAREHOUSE self
-- @return #boolean If true, the warehouse is paused.
function WAREHOUSE:IsPaused()
return self:is("Paused")
end
--- Check if the warehouse is under attack by another coalition.
-- @param #WAREHOUSE self
-- @return #boolean If true, the warehouse is attacked.
function WAREHOUSE:IsAttacked()
return self:is("Attacked")
end
--- Check if the warehouse is stopped.
-- @param #WAREHOUSE self
-- @return #boolean If true, the warehouse is stopped.
function WAREHOUSE:IsStopped()
return self:is("Stopped")
end
--- Check if the warehouse has a road connection to another warehouse. Both warehouses need to be started!
-- @param #WAREHOUSE self
-- @param #WAREHOUSE warehouse The remote warehose to where the connection is checked.
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
-- @param #boolean smokepath If true, put green smoke on path segments.
-- @return #boolean If true, the two warehouses are connected by road.
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
function WAREHOUSE:HasConnectionRoad(warehouse, markpath, smokepath)
if warehouse then
if self.road and warehouse.road then
local _,length,gotpath=self.road:GetPathOnRoad(warehouse.road, false, false, markpath, smokepath)
return gotpath, length or -1
else
-- At least one of the warehouses has no road connection.
return false, -1
end
end
return nil, -1
end
--- Check if the warehouse has a railroad connection to another warehouse. Both warehouses need to be started!
-- @param #WAREHOUSE self
-- @param #WAREHOUSE warehouse The remote warehose to where the connection is checked.
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
-- @param #boolean smokepath If true, put green smoke on path segments.
-- @return #boolean If true, the two warehouses are connected by road.
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
function WAREHOUSE:HasConnectionRail(warehouse, markpath, smokepath)
if warehouse then
if self.rail and warehouse.rail then
local _,length,gotpath=self.road:GetPathOnRoad(warehouse.road, false, true, markpath, smokepath)
return gotpath, length or -1
else
-- At least one of the warehouses has no rail connection.
return false, -1
end
end
return nil, -1
end
--- Check if the warehouse has a shipping lane defined to another warehouse.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE warehouse The remote warehose to where the connection is checked.
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
-- @param #boolean smokepath If true, put green smoke on path segments.
-- @return #boolean If true, the two warehouses are connected by road.
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
function WAREHOUSE:HasConnectionNaval(warehouse, markpath, smokepath)
if warehouse then
local shippinglane=self.shippinglanes[warehouse.warehouse:GetName()]
if shippinglane then
return true,1
else
env.info("FF no shipping lane!")
end
end
return nil, -1
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias)
text=text..string.format("Coaliton = %d\n", self.coalition)
text=text..string.format("Country = %d\n", self.country)
text=text..string.format("Airbase = %s (%s)\n", tostring(self.airbase:GetName()), tostring(self.category))
env.info(text)
-- Save self in static object. Easier to retrieve later.
self.warehouse:SetState(self.warehouse, "WAREHOUSE", self)
-- Set airbase name and category.
if self.airbase and self.airbase:GetCoalition()==self.coalition then
self.airbasename=self.airbase:GetName()
self.category=self.airbase:GetDesc().category
else
self.airbasename=nil
self.category=-1 -- The -1 indicates that we dont have an airbase at this warehouse.
end
-- THIS! caused aircraft to be spawned and started but they would never begin their route!
-- VERY strange. Need to test more.
--[[
-- Debug mark warehouse & spawn zone.
self.zone:BoundZone(30, self.country)
self.spawnzone:BoundZone(30, self.country)
]]
-- Get the closest point on road wrt spawnzone of ground assets.
local _road=self.spawnzone:GetCoordinate():GetClosestPointToRoad()
if _road and self.road==nil then
-- Set connection to road if distance is less than 3 km.
local _Droad=_road:Get2DDistance(self.spawnzone:GetCoordinate())
if _Droad < 3000 then
self.road=_road
end
end
-- Mark point at road connection.
if self.road then
self.road:MarkToAll(string.format("%s road connection.", self.alias), true)
end
-- Get the closest point on railroad wrt spawnzone of ground assets.
local _rail=self.spawnzone:GetCoordinate():GetClosestPointToRoad(true)
if _rail and self.rail==nil then
-- Set rail conection if it is less than 3 km away.
local _Drail=_rail:Get2DDistance(self.spawnzone:GetCoordinate())
if _Drail < 3000 then
self.rail=_rail
end
end
-- Mark point at rail connection.
if self.rail then
self.rail:MarkToAll(string.format("%s rail connection.", self.alias), true)
end
-- Handle events:
self:HandleEvent(EVENTS.Birth, self._OnEventBirth)
self:HandleEvent(EVENTS.EngineStartup, self._OnEventEngineStartup)
self:HandleEvent(EVENTS.Takeoff, self._OnEventTakeOff)
self:HandleEvent(EVENTS.Land, self._OnEventLanding)
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventEngineShutdown)
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
-- This event triggers the arrived event for air assets.
-- TODO Might need to make this landing or optional!
-- In fact, it would be better if the type could be defined for only for the warehouse which receives stuff,
-- since there will be warehouses with small airbases and little space or other problems!
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventArrived)
-- Start the status monitoring.
self:__Status(1)
end
--- On after "Stop" event. Stops the warehouse, unhandles all events.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStop(From, Event, To)
self:E(self.wid..string.format("Warehouse stopped!"))
-- Unhandle event.
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.EngineStartup)
self:UnHandleEvent(EVENTS.Takeoff)
self:UnHandleEvent(EVENTS.Land)
self:UnHandleEvent(EVENTS.EngineShutdown)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.BaseCaptured)
-- Clear all pending schedules.
self.CallScheduler:Clear()
end
--- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterPause(From, Event, To)
self:E(self.wid..string.format("Warehouse %s paused! Queued requests are not processed in this state.", self.alias))
end
--- On after "Unpause" event. Unpauses the warehouse, i.e. requests in queue are processed again.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterUnpause(From, Event, To)
self:E(self.wid..string.format("Warehouse %s unpaused! Processing of requests is resumed.", self.alias))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Status event. Checks the queue and handles requests.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStatus(From, Event, To)
self:E(self.wid..string.format("Checking status of warehouse %s. Current FSM state %s. Global warehouse assets = %d.", self.alias, self:GetState(), #WAREHOUSE.db.Assets))
-- Print status.
self:_DisplayStatus()
-- Check if warehouse is being attacked or has even been captured.
self:_CheckConquered()
-- Print queue.
self:_PrintQueue(self.queue, "Queue waiting - before request")
self:_PrintQueue(self.pending, "Queue pending - before request")
-- Check if requests are valid and remove invalid one.
self:_CheckRequestConsistancy(self.queue)
-- If warehouse is running than requests can be processed.
if self:IsRunning() or self:IsAttacked() then
-- Check queue and handle requests if possible.
local request=self:_CheckQueue()
-- Execute the request. If the request is really executed, it is also deleted from the queue.
if request then
self:Request(request)
end
-- Print queue after processing requests.
self:_PrintQueue(self.queue, "Queue waiting - after request")
self:_PrintQueue(self.pending, "Queue pending - after request")
end
-- Update warhouse marker on F10 map.
self:_UpdateWarehouseMarkText()
-- Display complete list of stock itmes.
if self.Debug then
--self:_DisplayStockItems(self.stock)
end
-- Call status again in ~30 sec (user choice).
self:__Status(self.dTstatus)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group Group or template group to be added to the warehouse stock.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribute)
-- Set default.
local n=ngroups or 1
-- Handle case where just a string is passed.
if type(group)=="string" then
group=GROUP:FindByName(group)
end
self:E(string.format("Adding %d assets of group %s.", n, group:GetName()))
if group then
-- Get unique ids from group name.
local wid,aid,rid=self:_GetIDsFromGroup(group)
-- Check if this is an known or a new asset group.
if aid~=nil and wid~=nil then
-- We got a warehouse and asset id ==> this is an "old" group.
local asset=self:_FindAssetInDB(group)
-- Note the group is only added once, i.e. the ngroups parameter is ignored here.
-- This is because usually these request comes from an asset that has been transfered from another warehouse and hence should only be added once.
if asset~=nil then
self:E(string.format("Adding new asset with id = %d, attribute = %s to warehouse stock.", asset.uid, asset.attribute))
table.insert(self.stock, asset)
else
env.error("ERROR known asset could not be found in global warehouse db!")
end
else
-- This is a group that is not in the db yet. Add it n times.
local assets=self:_RegisterAsset(group, n, forceattribute)
-- Add created assets to stock of this warehouse.
for _,asset in pairs(assets) do
table.insert(self.stock, asset)
end
end
-- Destroy group if it is alive.
-- TODO: This causes a problem, when a completely new asset is added, i.e. not from a template group.
-- Need to create a "zombie" template group maybe?
if group:IsAlive()==true then
self:E(self.wid..string.format("Destroying group %s.", group:GetName()))
group:Destroy()
end
end
end
--- Find an asset in the the global warehouse db.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group from which it is assumed that it has a registered asset.
-- @return #WAREHOUSE.Assetitem The asset from the data base or nil if it could not be found.
function WAREHOUSE:_FindAssetInDB(group)
-- Get unique ids from group name.
local wid,aid,rid=self:_GetIDsFromGroup(group)
if aid~=nil then
local asset=WAREHOUSE.db.Assets[aid]
self:E({asset=asset})
if asset==nil then
self:E(string.format("ERROR: Asset for group %s not found in the data base!", group:GetName()))
end
return asset
end
self:E(string.format("ERROR: Group %s does not contain an asset ID in its name!", group:GetName()))
return nil
end
--- Register new asset in globase warehouse data base.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group that will be added to the warehouse stock.
-- @param #number ngroups Number of groups to be added.
-- @param #string forceattribute Forced generalized attribute.
-- @return #table A table containing all registered assets.
function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute)
-- Set default.
local n=ngroups or 1
-- Get the size of an object.
local function _GetObjectSize(DCSdesc)
if DCSdesc.box then
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
return math.max(x,z), x , y, z
end
return 0,0,0,0
end
local templategroupname=group:GetName()
local DCSgroup=group:GetDCSObject()
local DCSunit=DCSgroup:getUnit(1)
local DCSdesc=DCSunit:getDesc()
local DCSdisplay=DCSdesc.displayName
local DCScategory=DCSgroup:getCategory()
local DCStype=DCSunit:getTypeName()
local SpeedMax=group:GetSpeedMax()
local RangeMin=group:GetRange()
local smax,sx,sy,sz=_GetObjectSize(DCSdesc)
-- Get weight in kg
env.info("FF get weight")
local weight=0
local cargobay=0
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
local Desc=unit:GetDesc()
self:E({UnitDesc=Desc})
local unitweight=Desc.massEmpty
if unitweight then
weight=weight+unitweight
env.info("FF weight = "..weight)
end
cargobay=unit:GetCargoBayFreeWeight()
end
-- Set/get the generalized attribute.
local attribute=forceattribute or self:_GetAttribute(templategroupname)
-- Table for returned assets.
local assets={}
-- Add this n times to the table.
for i=1,n do
local asset={} --#WAREHOUSE.Assetitem
-- Increase asset unique id counter.
WAREHOUSE.db.AssetID=WAREHOUSE.db.AssetID+1
-- Set parameters.
asset.uid=WAREHOUSE.db.AssetID
asset.templatename=templategroupname
asset.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template)
asset.category=DCScategory
asset.unittype=DCStype
asset.nunits=#asset.template.units
asset.range=RangeMin
asset.speedmax=SpeedMax
asset.size=smax
asset.weight=weight
asset.DCSdesc=DCSdesc
asset.attribute=attribute
asset.transporter=false -- not used yet
asset.cargobay=cargobay
if i==1 then
self:_AssetItemInfo(asset)
end
-- Add asset to global db.
WAREHOUSE.db.Assets[asset.uid]=asset
-- Add asset to the table that is retured.
table.insert(assets,asset)
end
return assets
end
--- Asset item characteristics.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem asset
function WAREHOUSE:_AssetItemInfo(asset)
-- Info about asset:
local text=string.format("\nNew asset with id=%d for warehouse %s:\n", asset.uid, self.alias)
text=text..string.format("Template name = %s\n", asset.templatename)
text=text..string.format("Unit type = %s\n", asset.unittype)
text=text..string.format("Attribute = %s\n", asset.attribute)
text=text..string.format("Category = %d\n", asset.category)
text=text..string.format("Units # = %d\n", asset.nunits)
text=text..string.format("Speed max = %5.2f km/h\n", asset.speedmax)
text=text..string.format("Range max = %5.2f km\n", asset.range/1000)
text=text..string.format("Size max = %5.2f m\n", asset.size)
text=text..string.format("Weight total = %5.2f kg\n", asset.weight)
text=text..string.format("Cargo bay = %5.2f kg\n", asset.cargobay)
self:E(self.wid..text)
self:E({DCSdesc=asset.DCSdesc})
self:E({Template=asset.template})
end
--- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed.
-- @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.
function WAREHOUSE:_AddAssetFromZombie(group, ngroups)
--TODO
end
--- Spawn a ground or naval asset in the corresponding spawn zone of the warehouse.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
-- @param Core.Zone#ZONE spawnzone Zone where the assets should be spawned.
-- @param boolean aioff If true, AI of ground units are set to off.
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
function WAREHOUSE:_SpawnAssetGroundNaval(asset, request, spawnzone, aioff)
if asset and (asset.category==Group.Category.GROUND or asset.category==Group.Category.SHIP) then
-- Prepare spawn template.
local template=self:_SpawnAssetPrepareTemplate(asset, request)
-- Initial spawn point.
template.route.points[1]={}
-- Get a random coordinate in the spawn zone.
local coord=spawnzone:GetRandomCoordinate()
-- Translate the position of the units.
for i=1,#template.units do
-- Unit template.
local unit = template.units[i]
-- Translate position.
local SX = unit.x or 0
local SY = unit.y or 0
local BX = asset.template.route.points[1].x
local BY = asset.template.route.points[1].y
local TX = coord.x + (SX-BX)
local TY = coord.z + (SY-BY)
template.units[i].x = TX
template.units[i].y = TY
end
template.route.points[1].x = coord.x
template.route.points[1].y = coord.z
template.x = coord.x
template.y = coord.z
template.alt = coord.y
-- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
-- Activate group. Should only be necessary for late activated groups.
--group:Activate()
-- Switch AI off if desired. This works only for ground and naval groups.
if aioff then
group:SetAIOff()
end
return group
end
return nil
end
--- Spawn an aircraft asset (plane or helo) at the airbase associated with the warehouse.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
-- @param #table parking Parking data for this asset.
-- @param #boolean uncontrolled Spawn aircraft in uncontrolled state.
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
function WAREHOUSE:_SpawnAssetAircraft(asset, request, parking, uncontrolled)
if asset and asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
-- Prepare the spawn template.
local template=self:_SpawnAssetPrepareTemplate(asset, request)
-- Set route points.
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
-- Get flight path if the group goes to another warehouse by itself.
template.route.points=self:_GetFlightplan(asset, self.airbase, request.warehouse.airbase)
else
local hotstart=true
-- Cold start (default).
local _type=COORDINATE.WaypointType.TakeOffParking
local _action=COORDINATE.WaypointAction.FromParkingArea
-- Hot start.
if hotstart then
_type=COORDINATE.WaypointType.TakeOffParkingHot
_action=COORDINATE.WaypointAction.FromParkingAreaHot
end
-- First route point is the warehouse airbase.
template.route.points[1]=self.airbase:GetCoordinate():WaypointAir("BARO",_type,_action, 0, true, self.airbase, nil, "Spawnpoint")
end
-- Get airbase ID and category.
local AirbaseID = self.airbase:GetID()
local AirbaseCategory = self.category
-- Check enough parking spots.
if AirbaseCategory == Airbase.Category.HELIPAD or AirbaseCategory == Airbase.Category.SHIP then
--TODO Figure out what's necessary in this case.
else
if #parking<#template.units then
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
self:E(text)
return nil
end
end
-- Position the units.
for i=1,#template.units do
-- Unit template.
local unit = template.units[i]
if AirbaseCategory == Airbase.Category.HELIPAD or AirbaseCategory == Airbase.Category.SHIP then
-- Helipads we take the position of the airbase location, since the exact location of the spawn point does not make sense.
local coord=self.airbase:GetCoordinate()
unit.x=coord.x
unit.y=coord.z
unit.alt=coord.y
unit.parking_id = nil
unit.parking = nil
else
local coord=parking[i].Coordinate --Core.Point#COORDINATE
local terminal=parking[i].TerminalID --#number
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d", unit.name, terminal))
unit.x=coord.x
unit.y=coord.z
unit.alt=coord.y
unit.parking_id = nil
unit.parking = terminal
end
end
-- Set general spawnpoint position.
--local abc=self.airbase:GetCoordinate()
--spawnpoint.x = template.units[1].x
--spawnpoint.y = template.units[1].y
--spawnpoint.alt = template.units[1].alt
-- And template position.
template.x = template.units[1].x
template.y = template.units[1].y
-- Uncontrolled spawning.
template.uncontrolled=uncontrolled
-- Debug info.
self:T2({airtemplate=template})
-- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
-- Activate group - should only be necessary for late activated groups.
--group:Activate()
return group
end
return nil
end
--- Prepare a spawn template for the asset. Deep copy of asset template, adjusting template and unit names, nillifying group and unit ids.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
-- @return #table Prepared new spawn template.
function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, request)
-- Create an own copy of the template!
local template=UTILS.DeepCopy(asset.template)
-- Set unique name.
template.name=self:_Alias(asset, request)
-- Set current(!) coalition and country.
template.CoalitionID=self.coalition
template.CountryID=self.country
-- Nillify the group ID.
template.groupId=nil
-- For group units, visible needs to be false.
if asset.category==Group.Category.GROUND then
template.visible=false
end
-- No late activation.
template.lateActivation=false
-- Set and empty route.
template.route = {}
template.route.routeRelativeTOT=true
template.route.points = {}
-- Handle units.
for i=1,#template.units do
-- Unit template.
local unit = template.units[i]
-- Nillify the unit ID.
unit.unitId=nil
-- Set unit name: <alias>-01, <alias>-02, ...
unit.name=string.format("%s-%02d", template.name , i)
end
return template
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On before "AddRequest" event. Checks some basic properties of the given parameters.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
-- @param #string Assignment A keyword or text that
-- @return #boolean If true, request is okay at first glance.
function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Assignment, Prio)
-- Defaults.
nAsset=nAsset or 1
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
Prio=Prio or 50
if nTransport==nil then
if TransportType==WAREHOUSE.TransportType.SELFPROPELLED then
nTransport=0
else
nTransport=1
end
end
-- Request is okay.
local okay=true
if AssetDescriptor==WAREHOUSE.Descriptor.ATTRIBUTE then
-- Check if a valid attibute was given.
local gotit=false
for _,attribute in pairs(WAREHOUSE.Attribute) do
if AssetDescriptorValue==attribute then
gotit=true
end
end
if not gotit then
self:E(self.wid.."ERROR: Invalid request. Asset attribute is unknown!")
okay=false
end
elseif AssetDescriptor==WAREHOUSE.Descriptor.CATEGORY then
-- Check if a valid category was given.
local gotit=false
for _,category in pairs(Group.Category) do
if AssetDescriptorValue==category then
gotit=true
end
end
if not gotit then
self:E(self.wid.."ERROR: Invalid request. Asset category is unknown!")
okay=false
end
elseif AssetDescriptor==WAREHOUSE.Descriptor.TEMPLATENAME then
if type(AssetDescriptorValue)~="string" then
self:E(self.wid.."ERROR: Invalid request. Asset template name must be passed as a string!")
okay=false
end
elseif AssetDescriptor==WAREHOUSE.Descriptor.UNITTYPE then
if type(AssetDescriptorValue)~="string" then
self:E(self.wid.."ERROR: Invalid request. Asset unit type must be passed as a string!")
okay=false
end
else
self:E(self.wid.."ERROR: Invalid request. Asset descriptor is not ATTRIBUTE, CATEGORY, TEMPLATENAME or UNITTYPE!")
okay=false
end
return okay
end
--- On after "AddRequest" event. Add a request to the warehouse queue, which is processed when possible.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
-- @param #string Assignment A keyword or text that
function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Assignment, Prio)
-- Defaults.
nAsset=nAsset or 1
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
Prio=Prio or 50
if nTransport==nil then
if TransportType==WAREHOUSE.TransportType.SELFPROPELLED then
nTransport=0
else
nTransport=1
end
end
-- Increase id.
self.queueid=self.queueid+1
-- Request queue table item.
local request={
uid=self.queueid,
prio=Prio,
warehouse=warehouse,
airbase=warehouse.airbase,
category=warehouse.category,
assetdesc=AssetDescriptor,
assetdescval=AssetDescriptorValue,
nasset=nAsset,
transporttype=TransportType,
ntransport=nTransport,
ndelivered=0,
ntransporthome=0
} --#WAREHOUSE.Queueitem
-- Add request to queue.
table.insert(self.queue, request)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On before "Request" event. Checks if the request can be fulfilled.
-- @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)
self:E({warehouse=self.alias, request=Request})
-- Distance from warehouse to requesting warehouse.
local distance=self.coordinate:Get2DDistance(Request.warehouse.coordinate)
-- Filter the requested assets.
local _assets,_nasset,_enough=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval, Request.nasset)
if Request.nasset==0 then
local text=string.format("Request denied! Zero assets were requested.")
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
-- Check if destination is in range for all requested assets.
for _,_asset in pairs(_assets) do
local asset=_asset --#WAREHOUSE.Assetitem
-- Check if destination is in range.
if asset.range<distance then
local text=string.format("Request denied! Destination %s is out of range for asset %s.", Request.airbase:GetName(), asset.templatename)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
-- Delete request from queue because it will never be possible.
--TODO: Unless(!) this is a moving warehouse which could, e.g., be an aircraft carrier.
self:_DeleteQueueItem(Request, self.queue)
return false
end
end
-- Asset is not in stock ==> request denied.
if not _enough then
local text=string.format("Request denied! Not enough assets currently in stock. Requested %s < %d in stock.", tostring(Request.nasset), _nasset)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
return true
end
--- On after "Request" event. Initiates the transport of the assets to the requesting warehouse.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
function WAREHOUSE:onafterRequest(From, Event, To, Request)
------------------------------------------------------------------------------------------------------------------------------------
-- Cargo assets.
------------------------------------------------------------------------------------------------------------------------------------
-- Pending request. Add cargo groups to request.
local Pending=Request --#WAREHOUSE.Pendingitem
Pending.assets={}
-- Spawn assets of this request.
local _spawngroups,_cargoassets=self:_SpawnAssetRequest(Pending) --Core.Set#SET_GROUP
-- Check if any group was spawned. If not, delete the request.
if _spawngroups:Count()==0 then
-- Delete request from queue.
self:_DeleteQueueItem(Request, self.queue)
self:E(self.wid..string.format("ERROR: Groups or request %d could not be spawned. Request is rejected and deleted from queue!", Request.uid))
return
end
-- General type and category.
local _cargotype=_cargoassets[1].attribute --#WAREHOUSE.Attribute
local _cargocategory=_cargoassets[1].category --DCS#Group.Category
Pending.cargogroupset=_spawngroups
Pending.cargoattribute=_cargotype
Pending.cargocategory=_cargocategory
------------------------------------------------------------------------------------------------------------------------------------
-- Self request: assets are spawned at warehouse but not transported anywhere.
------------------------------------------------------------------------------------------------------------------------------------
-- Self request! Assets are only spawned but not routed or transported anywhere.
if self.warehouse:GetName()==Request.warehouse.warehouse:GetName() then
self:E(self.wid..string.format("Selfrequest! Current status %s", self:GetState()))
-- Add request to pending queue.
table.insert(self.pending, Pending)
-- Delete request from queue.
self:_DeleteQueueItem(Request, self.queue)
-- Start self request.
self:__SelfRequest(1,_spawngroups, Pending)
return
end
------------------------------------------------------------------------------------------------------------------------------------
-- Self propelled: assets go to the requesting warehouse by themselfs.
------------------------------------------------------------------------------------------------------------------------------------
-- No transport unit requested. Assets go by themselfes.
if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
self:I(self.wid..string.format("Got selfpropelled request for %d assets.",_spawngroups:Count()))
for _,_spawngroup in pairs(_spawngroups:GetSetObjects()) do
-- Group intellisense.
local group=_spawngroup --Wrapper.Group#GROUP
-- Route cargo to their destination.
if _cargocategory==Group.Category.GROUND then
self:I(self.wid..string.format("Route ground group %s.", group:GetName()))
-- Random place in the spawn zone of the requesting warehouse.
local ToCoordinate=Request.warehouse.spawnzone:GetRandomCoordinate()
ToCoordinate:MarkToAll(string.format("Destination of group %s", group:GetName()))
-- Route ground.
self:_RouteGround(group, Request)
elseif _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
self:I(self.wid..string.format("Route airborne group %s.", group:GetName()))
-- Route plane to the requesting warehouses airbase.
-- Actually, the route is already set. We only need to activate the uncontrolled group.
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.SHIP then
self:I(self.wid..string.format("Route naval group %s.", group:GetName()))
-- Route plane to the requesting warehouses airbase.
self:_RouteNaval(group, Request)
elseif _cargocategory==Group.Category.TRAIN then
self:I(self.wid..string.format("Route train group %s.", group:GetName()))
-- Route train to the rail connection of the requesting warehouse.
self:_RouteTrain(group, Request.warehouse.rail)
else
self:E(self.wid..string.format("ERROR: unknown category %s for self propelled cargo %s!", tostring(_cargocategory), tostring(group:GetName())))
end
end
-- Add request to pending queue.
table.insert(self.pending, Pending)
-- Delete request from queue.
self:_DeleteQueueItem(Request, self.queue)
-- No cargo transport necessary.
return
end
------------------------------------------------------------------------------------------------------------------------------------
-- Prepare cargo groups for transport
------------------------------------------------------------------------------------------------------------------------------------
-- Add groups to cargo if they don't go by themselfs.
local CargoGroups --Core.Set#SET_CARGO
--TODO: make nearradius depended on transport type and asset type.
local _loadradius=5000
local _nearradius=35
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
_loadradius=5000
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
_loadradius=500
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
_loadradius=100
end
-- Empty cargo group set.
CargoGroups = SET_CARGO:New()
-- Add cargo groups to set.
for _i,_group in pairs(_spawngroups:GetSetObjects()) do
local group=_group --Wrapper.Group#GROUP
local _wid,_aid,_rid=self:_GetIDsFromGroup(group)
local _alias=self:_alias(group:GetTypeName(),_wid,_aid,_rid)
local cargogroup = CARGO_GROUP:New(_group, _cargotype,_alias,_loadradius,_nearradius)
CargoGroups:AddCargo(cargogroup)
end
------------------------------------------------------------------------------------------------------------------------------------
-- Transport assets and dispatchers
------------------------------------------------------------------------------------------------------------------------------------
-- Set of cargo carriers.
local TransportSet = SET_GROUP:New():FilterDeads()
-- Pickup and deploy zones/bases.
local PickupAirbaseSet = SET_AIRBASE:New():AddAirbase(self.airbase)
local DeployAirbaseSet = SET_AIRBASE:New():AddAirbase(Request.airbase)
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
-- Cargo dispatcher.
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
-- Filter the requested transport assets.
local _assetstock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype, Request.ntransport)
-- General type and category.
local _transporttype=_assetstock[1].attribute --#WAREHOUSE.Attribute
local _transportcategory=_assetstock[1].category --DCS#Group.Category
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
if _transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER then
Parking=self:_FindParkingForAssets(self.airbase,_assetstock)
end
-- Transport assets table.
local _transportassets={}
-- Dependent on transport type, spawn the transports and set up the dispatchers.
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
----------------
--- AIRPLANE ---
----------------
-- Spawn the transport groups.
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=self:_Alias(_assetitem, Request)
-- Spawn plane at airport in uncontrolled state.
local spawngroup=self:_SpawnAssetAircraft(_assetitem, Pending, Parking[_assetitem.uid], true)
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)
Pending.assets[_assetitem.uid]=_assetitem
table.insert(_transportassets,_assetitem)
end
end
-- Delete spawned items from warehouse stock.
for _,_item in pairs(_transportassets) do
self:_DeleteStockItem(_item)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
------------------
--- HELICOPTER ---
------------------
-- Spawn the transport groups.
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=self:_Alias(_assetitem, Request)
-- Spawn plane at airport in controlled state. They need to fly to the spawn zone.
local spawngroup=self:_SpawnAssetAircraft(_assetitem, Pending, Parking[_assetitem.uid], false)
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)
Pending.assets[_assetitem.uid]=_assetitem
table.insert(_transportassets,_assetitem)
else
self:E(self.wid.."ERROR: spawngroup helo transport does not exist!")
end
end
-- Delete spawned items from warehouse stock.
for _,_item in pairs(_transportassets) do
self:_DeleteStockItem(_item)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, DeployZoneSet)
-- Home zone.
--CargoTransport:Setairbase(self.airbase)
CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
-----------
--- APC ---
-----------
-- Spawn the transport groups.
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=self:_Alias(_assetitem, Request)
-- Spawn ground asset.
local spawngroup=self:_SpawnAssetGroundNaval(_assetitem, Request, self.spawnzone)
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)
Pending.assets[_assetitem.uid]=_assetitem
table.insert(_transportassets,_assetitem)
end
end
-- Delete spawned items from warehouse stock.
for _,_item in pairs(_transportassets) do
self:_DeleteStockItem(_item)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_APC:New(TransportSet, CargoGroups, DeployZoneSet, 0)
-- Set home zone.
CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then
self:E(self.wid.."ERROR: cargo transport by train not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
self:E(self.wid.."ERROR: cargo transport by ship not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!")
return
else
self:E(self.wid.."ERROR: unknown transport type!")
return
end
--- Function called when cargo has arrived and was unloaded.
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo)
self:I("FF OnAfterUnloaded:")
self:I({From=From})
self:I({Event=Event})
self:I({To=To})
self:I({Carrier=Carrier})
self:I({Cargo=Cargo})
-- Get group obejet.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Trigger Arrived event.
warehouse:__Arrived(1, group)
end
--- On after BackHome event.
function CargoTransport:OnAfterBackHome(From, Event, To, Carrier)
-- Intellisense.
local carrier=Carrier --Wrapper.Group#GROUP
-- Get warehouse state.
local warehouse=carrier:GetState(carrier, "WAREHOUSE") --#WAREHOUSE
carrier:SmokeWhite()
-- Debug info.
local text=string.format("Carrier %s is back home at warehouse %s.", tostring(Carrier:GetName()), tostring(warehouse.warehouse:GetName()))
MESSAGE:New(text, 5):ToAllIf(warehouse.Debug)
warehouse:I(warehouse.wid..text)
-- Add carrier back to warehouse stock. Actual unit is destroyed.
warehouse:AddAsset(Carrier)
end
-- Start dispatcher.
CargoTransport:__Start(5)
-- Add cargo groups to request.
Pending.transportgroupset=TransportSet
Pending.transportattribute=_transporttype
Pending.transportcategory=_transportcategory
-- Add request to pending queue.
table.insert(self.pending, Pending)
-- Delete request from queue.
self:_DeleteQueueItem(Request, self.queue)
end
--- Spawns requested assets at warehouse or associated airbase.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
-- @return Core.Set#SET_GROUP Set of groups that were spawned.
-- @return #table List of spawned assets.
function WAREHOUSE:_SpawnAssetRequest(Request)
self:E({requestUID=Request.uid})
-- Filter the requested cargo assets.
local _assetstock,_nasset,_enough=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval, Request.nasset)
self:E({num_assetstoc=#_assetstock, nasset=_nasset, enough=_enough})
-- No assets in stock :(
if not _enough then
return nil,nil,nil
end
-- General type and category.
local _cargotype=_assetstock[1].attribute --#WAREHOUSE.Attribute
local _cargocategory=_assetstock[1].category --DCS#Group.Category
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={}
if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
Parking=self:_FindParkingForAssets(self.airbase,_assetstock)
end
-- Spawn aircraft in uncontrolled state if request comes from the same warehouse.
local UnControlled=false
local AIOnOff=true
if self.warehouse:GetName()==Request.warehouse.warehouse:GetName() then
UnControlled=true
AIOnOff=false
end
-- Create an empty group set.
local _groupset=SET_GROUP:New():FilterDeads()
-- Table for all spawned assets.
local _assets={}
-- Loop over cargo requests.
for i=1,#_assetstock do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
-- Alias of the group.
local _alias=self:_Alias(_assetitem, Request)
-- Spawn an asset group.
local _group=nil --Wrapper.Group#GROUP
if _assetitem.category==Group.Category.GROUND then
-- Spawn ground troops.
_group=self:_SpawnAssetGroundNaval(_assetitem, Request, self.spawnzone)
elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then
--TODO: spawn only so many groups as there are parking spots. Adjust request and create a new one with the reduced number!
-- Spawn air units.
_group=self:_SpawnAssetAircraft(_assetitem, Request, Parking[_assetitem.uid], UnControlled)
elseif _assetitem.category==Group.Category.TRAIN then
-- Spawn train.
if self.rail then
--TODO: Rail should only get one asset because they would spawn on top!
--_group=_spawn:SpawnFromCoordinate(self.rail)
end
self:E(self.wid.."ERROR: Spawning of TRAIN assets not possible yet!")
elseif _assetitem.category==Group.Category.SHIP then
-- Spawn naval assets.
_group=self:_SpawnAssetGroundNaval(_assetitem, Request, self.portzone)
else
self:E(self.wid.."ERROR: Unknown asset category!")
end
-- Add group to group set and asset list.
if _group then
_groupset:AddGroup(_group)
table.insert(_assets, _assetitem)
else
self:E(self.wid.."ERROR: Cargo asset could not be spawned!")
end
end
-- Delete spawned items from warehouse stock.
for _,_asset in pairs(_assets) do
local asset=_asset --#WAREHOUSE.Assetitem
Request.assets[asset.uid]=asset
self:_DeleteStockItem(asset)
end
return _groupset,_assets
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Unloaded" event. Triggered when a group was unloaded from the carrier.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group The group that was delivered.
function WAREHOUSE:onafterUnloaded(From, Event, To, group)
-- Debug info.
self:E(self.wid..string.format("Cargo %s unloaded!", tostring(group:GetName())))
if group and group:IsAlive() then
-- Debug smoke.
group:SmokeWhite()
-- Get max speed of group.
local speedmax=group:GetSpeedMax()
if group:IsGround() then
-- Route group to spawn zone.
if speedmax>1 then
group:RouteGroundTo(self.spawnzone:GetRandomCoordinate(), speedmax*0.5, AI.Task.VehicleFormation.RANK, 3)
else
-- Immobile ground unit ==> directly put it into the warehouse.
self:Arrived(group)
end
elseif group:IsAir() then
-- Not sure if air units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
self:Arrived(group)
elseif group:IsShip() then
-- Not sure if naval units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
self:Arrived(group)
end
else
self:E(self.wid..string.format("ERROR unloaded Cargo group is not alive!"))
end
end
--- On after "Arrived" event. Triggered when a group has arrived at its destination.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group The group that was delivered.
function WAREHOUSE:onafterArrived(From, Event, To, group)
self:I(self.wid..string.format("Cargo %s arrived!", tostring(group:GetName())))
group:SmokeOrange()
-- Update pending request.
local request=self:_UpdatePending(group)
if request then
-- Number of cargo assets still in group set.
local ncargo=request.cargogroupset:Count()
-- Debug message.
local text=string.format("Cargo %d of %s arrived at warehouse %s. Assets still to deliver %d.",request.ndelivered, tostring(request.nasset), request.warehouse.alias, ncargo)
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Debug)
self:I(self.wid..text)
-- Route mobile ground group to the warehouse. Group has 60 seconds to get there or it is despawned and added as asset to the new warehouse regardless.
if group:IsGround() and group:GetSpeedMax()>1 then
group:RouteGroundTo(request.warehouse.coordinate, group:GetSpeedMax()*0.3, "Off Road")
end
-- Move asset from pending queue into new warehouse.
request.warehouse:__AddAsset(60, group)
-- All cargo delivered.
if request and ncargo==0 then
self:__Delivered(5, request)
end
end
end
--- Get asset from group and request.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
-- @param #WAREHOUSE.Pendingitem request Pending request.
-- @return #WAREHOUSE.Assetitem The asset.
function WAREHOUSE:_GetAssetFromGroupRequest(group,request)
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
local wid,aid,rid=self:_GetIDsFromGroup(group)
-- Retrieve asset from request.
local asset=request.assets[aid]
end
--- Update the pending requests by removing assets that have arrived.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
-- @return #WAREHOUSE.Pendingitem The updated request from the pending queue.
function WAREHOUSE:_UpdatePending(group)
-- Get request from group name.
local request=self:_GetRequestOfGroup(group, self.pending)
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
local wid,aid,rid=self:_GetIDsFromGroup(group)
if request then
-- Loop over cargo groups.
for _,_cargogroup in pairs(request.cargogroupset:GetSetObjects()) do
local cargogroup=_cargogroup --Wrapper.Group#GROUP
-- IDs of cargo group.
local cwid,caid,crid=self:_GetIDsFromGroup(cargogroup)
-- Remove group from cargo group set.
if caid==aid then
request.cargogroupset:Remove(cargogroup:GetName())
request.ndelivered=request.ndelivered+1
break
end
end
else
self:E(self.wid..string.format("WARNING: pending request could not be updated since request did not exist in pending queue!"))
end
return request,wid,aid,rid
end
--- On after "Delivered" event. Triggered when all asset groups have reached their destination. Corresponding request is deleted from the pending queue.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Pendingitem request The pending request that is finished and deleted from the pending queue.
function WAREHOUSE:onafterDelivered(From, Event, To, request)
-- Debug info
local text=string.format("Warehouse %s: All assets delivered to warehouse %s!", self.alias, request.warehouse.alias)
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
-- Make some noise :)
self:_Fireworks(request.warehouse.coordinate)
-- Remove pending request:
self:_DeleteQueueItem(request, self.pending)
end
--- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
-- this request is used to put the groups back into the warehouse stock.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
-- @param #WAREHOUSE.Pendingitem request Pending self request.
function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request)
-- Debug info.
self:I(self.wid..string.format("Assets spawned at warehouse %s after self request!", self.alias))
-- Debug info.
for _,_group in pairs(groupset:GetSetObjects()) do
local group=_group --Wrapper.Group#GROUP
local text=string.format("Group name = %s, IsAlive=%s.", tostring(group:GetName()), tostring(group:IsAlive()))
env.info(text)
--group:SmokeGreen()
end
-- Add a "defender request" to be able to despawn all assets once defeated.
if self:IsAttacked() then
--self.defenderrequest=request
table.insert(self.defending, request)
end
-- Remove pending request.
self:_DeleteQueueItem(request, self.pending)
end
--- On after "Attacked" event. Warehouse is under attack by an another coalition.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
-- @param DCS#country.id Country which is attacking the warehouse.
function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country)
-- Warning.
local text=string.format("Warehouse %s: We are under attack!", self.alias)
MESSAGE:New(text, 20):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
-- Spawn all ground units in the spawnzone?
self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, "all", nil, nil , 0)
end
--- On after "Defeated" event. Warehouse defeated an attack by another coalition. Defender assets are added back to warehouse stock.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterDefeated(From, Event, To)
-- Message.
local text=string.format("Warehouse %s: Enemy attack was defeated!", self.alias)
MESSAGE:New(text, 20):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
--if self.defenderrequest then
for _,request in pairs(self.defending) do
-- Get all assets that were deployed for defending the warehouse.
--local request=self.defenderrequest --#WAREHOUSE.Pendingitem
-- Route defenders back to warehoue (for visual reasons only) and put them back into stock.
for _,_group in pairs(request.cargogroupset:GetSetObjects()) do
local group=_group --Wrapper.Group#GROUP
-- Get max speed of group and route it back slowly to the warehouse.
local speed=group:GetSpeedMax()
if group:IsGround() and speed>1 then
group:RouteGroundTo(self.coordinate, speed*0.3)
end
-- Add asset group back to stock after 60 seconds.
self:__AddAsset(60, group)
end
-- Set defender request back to nil.
--self.defenderrequest=nil
--self:_DeleteQueueItem(request, self.defending)
end
self.defending=nil
self.defending={}
end
--- On after "Captured" event. Warehouse has been captured by another coalition.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#coalition.side Coalition which captured the warehouse.
-- @param DCS#country.id Country which has captured the warehouse.
function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country)
-- Message.
local text=string.format("Warehouse %s: We were captured by enemy coalition (%d)!", self.alias, Coalition)
MESSAGE:New(text, 20):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
-- Respawn warehouse with new coalition/country.
self.warehouse:ReSpawn(Country)
-- Set new country and coalition
self.coalition=Coalition
self.country=Country
-- Delete all waiting requests because they are not valid any more
self.queue=nil
self.queue={}
--TODO: What about pending items? Is there any problem due to the coalition change?
--TODO: Maybe if the receiving warehouse gets captured! Oh, oh :(
-- What to do? send the items back? Impossible.
-- Airbase could have been captured before and already belongs to the new coalition.
local airbase=AIRBASE:FindByName(self.airbasename)
local airbasecoaltion=airbase:GetCoalition()
if self.coalition==airbasecoaltion then
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
self.airbase=airbase
self.category=airbase:GetDesc().category
else
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
self.airbase=nil
self.category=-1
end
end
--- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#coalition.side Coalition which captured the warehouse.
function WAREHOUSE:onafterAirbaseCaptured(From, Event, To, Coalition)
-- Message.
local text=string.format("Warehouse %s: Our airbase %s was captured by the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition)
MESSAGE:New(text, 20):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
-- Debug smoke.
self.airbase:GetCoordinate():SmokeRed()
-- Set airbase to nil and category to no airbase.
self.airbase=nil
self.category=-1 -- -1 indicates no airbase.
end
--- On after "AirbaseRecaptured" event. Airbase of warehouse has been re-captured from other coalition.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param DCS#coalition.side Coalition which captured the warehouse.
function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition)
-- Message.
local text=string.format("Warehouse %s: We recaptured our airbase %d from the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition)
MESSAGE:New(text, 20):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
-- Set airbase and category.
self.airbase=AIRBASE:FindByName(self.airbasename)
self.category=self.airbase:GetDesc().category
-- Debug smoke.
self.airbase:GetCoordinate():SmokeGreen()
end
--- On after "Destroyed" event. Warehouse was destroyed. All services are stopped.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterDestroyed(From, Event, To)
-- Message.
local text=string.format("Warehouse %s was destroyed!", self.alias)
MESSAGE:New(text, 20):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:I(self.wid..text)
-- Stop warehouse FSM.
self:Stop()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Route ground units to destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The ground group to be routed
-- @param #WAREHOUSE.Queueitem request The request for this group.
-- @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, request)
if group and group:IsAlive() then
-- Set speed to 70% of max possible.
local _speed=group:GetSpeedMax()*0.7
-- Waypoints for road-to-road connection.
local Waypoints, canroad = group:TaskGroundOnRoad(request.warehouse.road, _speed, "Off Road", false, self.road)
-- First waypoint = current position of the group.
local FromWP=group:GetCoordinate():WaypointGround(_speed, "Off Road")
table.insert(Waypoints, 1, FromWP)
-- Final coordinate.
local ToWP=request.warehouse.spawnzone:GetRandomCoordinate():WaypointGround(_speed, "Off Road")
table.insert(Waypoints, #Waypoints+1, ToWP)
-- 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)
-- Set ROE and alaram state.
group:OptionROEReturnFire()
group:OptionAlarmStateGreen()
end
end
--- Route naval units along user defined shipping lanes to destination warehouse.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The naval group to be routed
-- @param #WAREHOUSE.Queueitem request The request for this group.
function WAREHOUSE:_RouteNaval(group, request)
-- Check if we have a group and it is alive.
if group and group:IsAlive() then
-- Set speed to 80% of max possible.
local _speed=group:GetSpeedMax()*0.8
-- Get shipping lane to remote warehouse.
local lane=self.shippinglanes[request.warehouse.warehouse:GetName()]
if lane then
-- Route waypoints.
local Waypoints={}
-- Loop over user defined shipping lanes.
for i=1,#lane do
-- Shortcut and coordinate intellisense.
local coord=lane[i] --Core.Point#COORDINATE
-- Get waypoint for coordinate.
-- TODO: Might need optimization for Naval.
local Waypoint=coord:WaypointGround(_speed)
-- Add waypoint to route.
table.insert(Waypoints, Waypoint)
end
-- Task function triggering the arrived event at the last waypoint.
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)
-- Set ROE (Naval units dont have and alaram state.)
group:OptionROEReturnFire()
else
-- This should not happen! Existance of shipping lane was checked before executing this request.
self:E(self.wid..string.format("ERROR: No shipping lane defined for Naval asset!"))
end
end
end
--- Route the airplane from one airbase another. Activates uncontrolled aircraft and sets ROE/ROT for ferry flights.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Aircraft Airplane group to be routed.
function WAREHOUSE:_RouteAir(aircraft)
if aircraft and aircraft:IsAlive()~=nil then
-- Debug info.
self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s", aircraft:GetName(), tostring(aircraft:IsAlive())))
-- Give start command to activate uncontrolled aircraft.
aircraft:SetCommand({id='Start', params={}})
-- Debug info.
self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s (after start command)", aircraft:GetName(), tostring(aircraft:IsAlive())))
-- Set ROE and alaram state.
aircraft:OptionROEReturnFire()
aircraft:OptionROTPassiveDefense()
else
self:E(string.format("ERROR: aircraft %s cannot be routed since it does not exist or is not alive %s!", tostring(aircraft:GetName()), tostring(aircraft:IsAlive())))
end
end
--- Route trains to their destination - or at least to the closest point on rail of the desired final destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Group The train group.
-- @param Core.Point#COORDINATE Coordinate of the destination. Tail will be routed to the closest point
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
function WAREHOUSE:_RouteTrain(Group, Coordinate, Speed)
if Group and Group:IsAlive() then
local _speed=Speed or Group:GetSpeedMax()*0.6
-- Create a
local Waypoints = Group:TaskGroundOnRailRoads(Coordinate, Speed)
-- Task function triggering the arrived event.
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
-- Put task function on last waypoint.
local Waypoint = Waypoints[#Waypoints]
Group:SetTaskWaypoint( Waypoint, TaskFunction )
-- Route group to destination.
Group:Route(Waypoints, 1)
end
end
--- Task function for last waypoint. Triggering the "Arrived" event.
-- @param Wrapper.Group#GROUP group The group that arrived.
-- @param #WAREHOUSE self
function WAREHOUSE._Arrived(group, warehouse)
env.info(warehouse.wid..string.format("Group %s arrived at destination.", tostring(group:GetName())))
--Trigger "Arrived" event.
warehouse:__Arrived(1, group)
end
--- Simple task function for last waypoint. Triggering the "Arrived" event.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group that arrived.
function WAREHOUSE:_ArrivedSimple(group)
env.info(string.format("Group %s arrived (simple)!", tostring(group:GetName())))
if group then
--Trigger "Arrived event.
self:__Arrived(1, group)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event handler functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Arrived event if an air unit/group arrived at its destination.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data table.
function WAREHOUSE:_OnEventArrived(EventData)
if EventData and EventData.IniUnit then
-- Unit that arrived.
local unit=EventData.IniUnit
-- Check if unit is alive and on the ground. Engine shutdown can also be triggered in other situations!
if unit and unit:IsAlive()==true and unit:InAir()==false then
-- Smoke unit that arrived.
unit:SmokeBlue()
-- Get group.
local group=EventData.IniGroup
-- Get unique IDs from group name.
local wid,aid,rid=self:_GetIDsFromGroup(group)
-- If all IDs are good we can assume it is a warehouse asset.
if wid~=nil and aid~=nil and rid~=nil then
-- Debug info.
local text=string.format("Air asset group %s arrived at warehouse %s.", group:GetName(), self.alias)
--MESSAGE:New
self:E(self.wid..text)
-- Trigger arrived event for this group. Note that each unit of a group will trigger this event. So the onafterArrived function needs to take care of that.
-- Actually, we only take the first unit of the group that arrives. If it does, we assume the whole group arrived, which might not be the case, since
-- some units might still be taxiing or whatever. Therefore, we add 10 seconds for each additional unit of the group until the first arrived event is triggered.
local nunits=#group:GetUnits()
local dt=10*(nunits-1)+1 -- one unit = 1 sec, two units = 11 sec, three units = 21 sec before we call the group arrived.
self:__Arrived(dt, group)
else
self:T3(string.format("Group that arrived did not belong to a warehouse. Warehouse ID=%s, Asset ID=%s, Request ID=%s.", tostring(wid), tostring(aid), tostring(rid)))
end
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventBirth(EventData)
self:T3(self.wid..string.format("Warehouse %s (id=%s) captured event birth!", self.alias, self.uid))
if EventData and EventData.IniGroup then
local group=EventData.IniGroup
-- env.info(string.format("FF birth of group %s (alive=%s) unit %s", tostring(EventData.IniGroupName), tostring(EventData.IniGroup:IsAlive()), tostring(EventData.IniUnitName)))
-- Note: Remember, group:IsAlive might(?) not return true here.
local wid,aid,rid=self:_GetIDsFromGroup(group)
if wid==self.uid then
self:E(self.wid..string.format("Warehouse %s captured event birth of its asset unit %s.", self.alias, EventData.IniUnitName))
else
--self:T3({wid=wid, uid=self.uid, match=(wid==self.uid), tw=type(wid), tu=type(self.uid)})
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventEngineStartup(EventData)
self:T3(self.wid..string.format("Warehouse %s captured event engine startup!",self.alias))
if EventData and EventData.IniGroup then
local group=EventData.IniGroup
local wid,aid,rid=self:_GetIDsFromGroup(group)
if wid==self.uid then
self:E(self.wid..string.format("Warehouse %s captured event engine startup of its asset unit %s.", self.alias, EventData.IniUnitName))
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventTakeOff(EventData)
self:T3(self.wid..string.format("Warehouse %s captured event takeoff!",self.alias))
if EventData and EventData.IniGroup then
local group=EventData.IniGroup
local wid,aid,rid=self:_GetIDsFromGroup(group)
if wid==self.uid then
self:E(self.wid..string.format("Warehouse %s captured event takeoff of its asset unit %s.", self.alias, EventData.IniUnitName))
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventLanding(EventData)
self:T3(self.wid..string.format("Warehouse %s captured event landing!",self.alias))
if EventData and EventData.IniGroup then
local group=EventData.IniGroup
local wid,aid,rid=self:_GetIDsFromGroup(group)
if wid==self.uid then
self:E(self.wid..string.format("Warehouse %s captured event landing of its asset unit %s.", self.alias, EventData.IniUnitName))
-- Get request of this group
local request=self:_GetRequestOfGroup(group,self.pending)
-- If request is nil, the cargo has been delivered.
-- TODO: I might need to add a delivered table, to be better able to get this right.
if request==nil then
-- Check if helicopter landed in spawn zone. If so, we call it a day and add it back to stock.
if group:GetCategory()==Group.Category.HELICOPTER then
if self.spawnzone:IsCoordinateInZone(EventData.IniUnit:GetCoordinate()) then
group:SmokeWhite()
self:__AddAsset(30, group)
end
end
end
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventEngineShutdown(EventData)
self:T3(self.wid..string.format("Warehouse %s captured event engine shutdown!", self.alias))
if EventData and EventData.IniGroup then
local group=EventData.IniGroup
local wid,aid,rid=self:_GetIDsFromGroup(group)
if wid==self.uid then
self:E(self.wid..string.format("Warehouse %s captured event engine shutdown of its asset unit %s.", self.alias, EventData.IniUnitName))
end
end
end
--- Warehouse event handling function.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventCrashOrDead(EventData)
self:T3(self.wid..string.format("Warehouse %s captured event dead or crash!",self.alias))
if EventData and EventData.IniUnit then
-- Check if warehouse was destroyed.
local warehousename=self.warehouse:GetName()
if EventData.IniUnitName==warehousename then
env.info(self.wid..string.format("Warehouse %s alias %s was destroyed!", warehousename, self.alias))
self:Destroyed()
end
end
-- Check if an asset unit was destroyed.
if EventData and EventData.IniGroup then
local group=EventData.IniGroup
local wid,aid,rid=self:_GetIDsFromGroup(group)
if wid==self.uid then
self:E(self.wid..string.format("Warehouse %s captured event dead or crash of its asset unit %s.", self.alias, EventData.IniUnitName))
end
end
end
--- Warehouse event handling function.
-- Handles the case when the airbase associated with the warehous is captured.
-- @param #WAREHOUSE self
-- @param Core.Event#EVENTDATA EventData Event data.
function WAREHOUSE:_OnEventBaseCaptured(EventData)
-- This warehouse does not have an airbase and never had one. So i could not be captured.
if self.airbasename==nil then
-- This warehouse never had an airbase so I cannot have been captured.
return
end
self:E(self.wid..string.format("Warehouse %s captured event base captured!",self.alias))
if EventData and EventData.Place then
-- Place is the airbase that was captured.
local airbase=EventData.Place --Wrapper.Airbase#AIRBASE
if EventData.PlaceName==self.airbasename then
-- Okay, this airbase belongs or did belong to this warehouse.
self:I(self.wid..string.format("Airbase of warehouse %s was captured! ",self.alias))
-- New coalition of airbase after it was captured.
local coalitionAirbase=airbase:GetCoalition()
-- So what can happen?
-- Warehouse is blue, airbase is blue and belongs to warehouse and red captures it ==> self.airbase=nil
-- Warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place
if self.airbase==nil then
-- Warehouse lost this airbase previously and not it was re-captured.
if coalitionAirbase == self.coalition then
self:AirbaseRecaptured(coalitionAirbase)
end
else
-- Captured airbase belongs to this warehouse but was captured by other coaltion.
if coalitionAirbase ~= self.coalition then
self:AirbaseCaptured(coalitionAirbase)
end
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Checks if the warehouse zone was conquered by antoher coalition.
-- @param #WAREHOUSE self
function WAREHOUSE:_CheckConquered()
-- Get coordinate and radius to check.
local coord=self.zone:GetCoordinate()
local radius=self.zone:GetRadius()
-- Scan units in zone.
--TODO: need to check if scan radius does what it should!
-- It seems to return units that are further away than the radius.
local gotunits,_,_,units,_,_=coord:ScanObjects(radius, true, false, false)
local Nblue=0
local Nred=0
local Nneutral=0
local CountryBlue=nil
local CountryRed=nil
local CountryNeutral=nil
if gotunits then
-- Loop over all units.
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local distance=coord:Get2DDistance(unit:GetCoordinate())
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
if unit:IsGround() and unit:IsAlive() and distance <= radius then
-- Get coalition and country.
local _coalition=unit:GetCoalition()
local _country=unit:GetCountry()
-- Debug info.
self:T2(self.wid..string.format("Unit %s in warehouse zone of radius=%d m. Coalition=%d, country=%d. Distance = %d m.",unit:GetName(), radius,_coalition,_country, distance))
-- Add up units for each side.
if _coalition==coalition.side.BLUE then
Nblue=Nblue+1
CountryBlue=_country
elseif _coalition==coalition.side.RED then
Nred=Nred+1
CountryRed=_country
else
Nneutral=Nneutral+1
CountryNeutral=_country
end
end
end
end
-- Debug info.
self:T(self.wid..string.format("Ground troops in warehouse zone: blue=%d, red=%d, neutral=%d", Nblue, Nred, Nneutral))
-- Figure out the new coalition if any.
-- Condition is that only units of one coalition are within the zone.
local newcoalition=self.coalition
local newcountry=self.country
if Nblue>0 and Nred==0 and Nneutral==0 then
-- Only blue units in zone ==> Zone goes to blue.
newcoalition=coalition.side.BLUE
newcountry=CountryBlue
elseif Nblue==0 and Nred>0 and Nneutral==0 then
-- Only red units in zone ==> Zone goes to red.
newcoalition=coalition.side.RED
newcountry=CountryRed
elseif Nblue==0 and Nred==0 and Nneutral>0 then
-- Only neutral units in zone but neutrals do not attack or even capture!
--newcoalition=coalition.side.NEUTRAL
--newcountry=CountryNeutral
end
-- Coalition has changed ==> warehouse was captured! This should be before the attack check.
if self:IsAttacked() and newcoalition ~= self.coalition then
self:Captured(newcoalition, newcountry)
return
end
-- Before a warehouse can be captured, it has to be attacked.
-- That is, even if only enemy units are present it is not immediately captured in order to spawn all ground assets for defence.
if self.coalition==coalition.side.BLUE then
-- Blue warehouse is running and we have red units in the zone.
if self:IsRunning() and Nred>0 then
self:Attacked(coalition.side.RED, CountryRed)
end
-- Blue warehouse was under attack by blue but no more blue units in zone.
if self:IsAttacked() and Nred==0 then
self:Defeated()
end
elseif self.coalition==coalition.side.RED then
-- Red Warehouse is running and we have blue units in the zone.
if self:IsRunning() and Nblue>0 then
self:Attacked(coalition.side.BLUE, CountryBlue)
end
-- Red warehouse was under attack by blue but no more blue units in zone.
if self:IsAttacked() and Nblue==0 then
self:Defeated()
end
elseif self.coalition==coalition.side.NEUTRAL then
-- Neutrals dont attack!
end
end
--- Checks if the associated airbase still belongs to the warehouse.
-- @param #WAREHOUSE self
function WAREHOUSE:_CheckAirbaseOwner()
-- The airbasename is set at start and not deleted if the airbase was captured.
if self.airbasename then
local airbase=AIRBASE:FindByName(self.airbasename)
local airbasecurrentcoalition=airbase:GetCoalition()
if self.airbase then
-- Warehouse has lost its airbase.
if self.coalition~=airbasecurrentcoalition then
self.airbase=nil
self.category=-1
end
else
-- Warehouse has re-captured the airbase.
if self.coalition==airbasecurrentcoalition then
self.airbase=airbase
self.category=airbase:GetDesc().category
end
end
end
end
--- Checks if the request can be fulfilled in general. If not, it is removed from the queue.
-- Check if departure and destination bases are of the right type.
-- @param #WAREHOUSE self
-- @param #table queue The queue which is holding the requests to check.
-- @return #boolean If true, request can be executed. If false, something is not right.
function WAREHOUSE:_CheckRequestConsistancy(queue)
self:T3(self.wid..string.format("Number of queued requests = %d", #queue))
-- Requests to delete.
local invalid={}
for _,_request in pairs(queue) do
local request=_request --#WAREHOUSE.Queueitem
-- Debug info.
self:T2(self.wid..string.format("Checking request = %d.", request.uid))
-- Let's assume everything is fine.
local valid=true
-- Check if at least one asset was requested.
if request.nasset==0 then
self:E(self.wid..string.format("ERROR: Incorrect request. Request for zero assets not possible. Can happen when, e.g. \"all\" ground assets are requests but none in stock."))
valid=false
end
-- Request from enemy coalition?
if self.coalition~=request.warehouse.coalition then
self:E(self.wid..string.format("ERROR: Incorrect request. Requesting warehouse is of wrong coaltion! Own coalition %d. Requesting warehouse %d", self.coalition, request.warehouse.coalition))
valid=false
end
-- Is receiving warehouse stopped?
if request.warehouse:IsStopped() then
self:E(self.wid..string.format("ERROR: Incorrect request. Requesting warehouse is stopped!"))
valid=false
end
-- Add request as unvalid and delete it later.
if valid==false then
self:E(self.wid..string.format("Got invalid request id=%d.", request.uid))
table.insert(invalid, request)
else
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
end
end
-- Delete invalid requests.
for _,_request in pairs(invalid) do
self:E(self.wid..string.format("Deleting invalid request id=%d.",_request.uid))
self:_DeleteQueueItem(_request, self.queue)
end
end
--- Check if a request is valid in general. If not, it will be removed from the queue.
-- This routine needs to have at least one asset in stock that matches the request descriptor in order to determine whether the request category of troops.
-- If no asset is in stock, the request will remain in the queue but cannot be executed.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem request The request to be checked.
-- @return #boolean If true, request can be executed. If false, something is not right.
function WAREHOUSE:_CheckRequestValid(request)
-- Check if number of requested assets is in stock.
local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset)
-- No assets in stock? Checks cannot be performed.
if #_assets==0 then
return true
end
-- First asset. Is representative for all filtered items in stock.
local asset=_assets[1] --#WAREHOUSE.Assetitem
-- Asset is air, ground etc.
local asset_plane = asset.category==Group.Category.AIRPLANE
local asset_helo = asset.category==Group.Category.HELICOPTER
local asset_ground = asset.category==Group.Category.GROUND
local asset_train = asset.category==Group.Category.TRAIN
local asset_naval = asset.category==Group.Category.SHIP
-- General air request.
local asset_air=asset_helo or asset_plane
-- Assume everything is okay.
local valid=true
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
-------------------------------------------
-- Case where the units go my themselves --
-------------------------------------------
if asset_air then
if asset_plane then
-- No airplane to or from FARPS.
if request.category==Airbase.Category.HELIPAD or self.category==Airbase.Category.HELIPAD then
self:E("ERROR: Incorrect request. Asset airplane requested but warehouse or requestor is HELIPAD/FARP!")
valid=false
end
-- Category SHIP is not general enough! Fighters can go to carriers. Which fighters, is there an attibute?
-- Also for carriers, attibute?
elseif asset_helo then
-- Helos need a FARP or AIRBASE or SHIP for spawning. Also at the the receiving warehouse. So even if they could go there they "cannot" be spawned again.
-- Unless I allow spawning of helos in the the spawn zone. But one should place at least a FARP there.
if self.category==-1 or request.category==-1 then
self:E("ERROR: Incorrect request. Helos need a AIRBASE/HELIPAD/SHIP as home/destination base!")
valid=false
end
end
-- All aircraft need an airbase of any type at depature and destination.
if self.airbase==nil or request.airbase==nil then
self:E("ERROR: Incorrect request. Either warehouse or requesting warehouse does not have any kind of airbase!")
valid=false
else
-- Check if enough parking spots are available
-- Get necessary terminal type.
local termtype=self:_GetTerminal(asset.attribute)
-- Get number of parking spots.
local np_departure=self.airbase:GetParkingSpotsNumber(termtype)
local np_destination=request.airbase:GetParkingSpotsNumber(termtype)
-- Not enough parking at sending warehouse.
if np_departure < request.nasset then
self:E("ERROR: Incorrect request. No enough parking spots of terminal type at warehouse.")
valid=false
end
-- Not enough parking at requesting warehouse.
if np_destination < request.nasset then
self:E("ERROR: Incorrect request. No enough parking spots of terminal type at requesting warehouse.")
valid=false
end
end
elseif asset_ground then
-- No ground assets directly to or from ships.
-- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?!
if (request.category==Airbase.Category.SHIP or self.category==Airbase.Category.SHIP) then
self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!")
--valid=false
end
if asset_train then
-- Check if there is a valid path on rail.
local hasrail=self:HasConnectionRail(request.warehouse)
if not hasrail then
self:E("ERROR: Incorrect request. No valid path on rail for train assets!")
valid=false
end
else
if self.warehouse:GetName()~=request.warehouse.warehouse:GetName() then
-- Check if there is a valid path on road.
local hasroad=self:HasConnectionRoad(request.warehouse)
if not hasroad then
self:E("ERROR: Incorrect request. No valid path on road for ground assets!")
valid=false
end
end
end
elseif asset_naval then
-- Check shipping lane.
local shippinglane=self:HasConnectionNaval(request.warehouse)
if not shippinglane then
self:E("ERROR: Incorrect request. No shipping lane has been defined between warehouses!")
valid=false
end
end
else
-------------------------------
-- Assests need a transport ---
-------------------------------
if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
-- Airplanes only to AND from airdromes.
if self.category~=Airbase.Category.AIRDROME or request.category~=Airbase.Category.AIRDROME then
self:E("ERROR: Incorrect request. Warehouse or requestor does not have an airdrome. No transport by plane possible!")
valid=false
end
--TODO: Not sure if there are any transport planes that can land on a carrier?
elseif request.transporttype==WAREHOUSE.TransportType.APC then
-- Transport by ground units.
-- No transport to or from ships
if self.category==Airbase.Category.SHIP or request.category==Airbase.Category.SHIP then
self:E("ERROR: Incorrect request. Warehouse or requestor is SHIP. No transport by APC possible!")
valid=false
end
-- Check if there is a valid path on road.
local hasroad=self:HasConnectionRoad(request.warehouse)
if not hasroad then
self:E("ERROR: Incorrect request. No valid path on road for ground transport assets!")
valid=false
end
elseif request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
-- Transport by helicopters ==> need airbase for spawning but not for delivering to the spawn zone of the receiver.
if self.category==-1 then
self:E("ERROR: Incorrect request. Warehouse has no airbase. Transport by helicopter not possible!")
valid=false
end
elseif request.transporttype==WAREHOUSE.TransportType.SHIP then
-- Transport by ship.
self:E("ERROR: Incorrect request. Transport by SHIP not implemented yet!")
valid=false
elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then
-- Transport by train.
self:E("ERROR: Incorrect request. Transport by TRAIN not implemented yet!")
valid=false
else
-- No match.
self:E("ERROR: Incorrect request. Transport type unknown!")
valid=false
end
end
-- Add request as unvalid and delete it later.
if valid==false then
self:E(self.wid..string.format("Got invalid request id=%d.", request.uid))
else
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
end
return valid
end
--- Checks if the request can be fulfilled right now.
-- Check for current parking situation, number of assets and transports currently in stock.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Pendingitem request The request to be checked.
-- @return #boolean If true, request can be executed. If false, something is not right.
function WAREHOUSE:_CheckRequestNow(request)
-- Assume request is okay and check scenarios.
local okay=true
-- Check if receiving warehouse is running.
if not request.warehouse:IsRunning() then
local text=string.format("Warehouse %s: Request denied! Receiving warehouse %s is not running. Current state %s.", self.alias, request.warehouse.alias, request.warehouse:GetState())
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
-- Check if number of requested assets is in stock.
local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset)
-- Check if enough assets are in stock.
if not _enough then
local text=string.format("Warehouse %s: Request denied! Not enough (cargo) assets currently available.", self.alias)
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
-- Check if at least one (cargo) asset is available.
if _nassets>0 then
-- Get the attibute of the requested asset.
local _assetattribute=_assets[1].attribute
local _assetcategory=_assets[1].category
-- Check available parking for air asset units.
if self.airbase and (_assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER) then
local Parking=self:_FindParkingForAssets(self.airbase,_assets)
if Parking==nil then
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all assets at the moment.", self.alias)
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
end
-- Set chosen assets.
request.assets=_assets
request.cargoattribute=_assetattribute
request.cargocategory=_assetcategory
end
-- Check that a transport units.
if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then
local _transports=self:_GetTransportsForAssets(request)
elseif false then
-- Transports in stock.
local _transports,_ntransports,_enough=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype, request.ntransport)
-- Check if enough transport units are available.
if not _enough then
local text=string.format("Warehouse %s: Request denied! Not enough transport assets currently available.", self.alias)
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
-- Check if at least one transport asset is available.
if _ntransports>0 then
-- Get the attibute of the transport units.
local _transportattribute=_transports[1].attribute
local _transportcategory=_transports[1].category
-- Check available parking for transport units.
if self.airbase and (_transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER) then
local Parking=self:_FindParkingForAssets(self.airbase,_transports)
if Parking==nil then
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all transports at the moment.", self.alias)
MESSAGE:New(text, 5):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
okay=false
end
end
end
else
-- self propelled case.
end
return okay
end
---Get (optimized) transport carriers for the given assets to be transported.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Pendingitem Chosen request.
function WAREHOUSE:_GetTransportsForAssets(request)
-- Get all transports of the requested type in stock.
local transports=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype)
local cargoassets=request.assets
-- Problems/questions
-- 1. Do we have at least one carrier big enough to transport the largest group?
-- If not ==> No transport possible since groups cannot be split!
-- If yes ==> Tranport possible.
-- 2. How many carriers do we need?
-- ntransport should be the max number.
-- Example 8, 8, 5, 3
-- Carriers:
-- 2 that can take 8 can be used for 3, 5, 8
-- 1 that can take 6 can be used for 3, 5, -
-- 3 that can take 4 can be used for 3, -, -
-- 1 that can take 2 can be used for -, -, -
-- So the problem becomes:
-- How do I minimize the number of "ways" with the constraint of a fixed number of carriers?
-- Extreme cases:
-- Use just one carrier that can carrier the largest group. I would have to drive n times to get all cargo from A to B.
--
-- The most simple way is to sort the transports in descending order wrt. to their cargo bay size.
-- Use largest carriers available until either number of cargo is done in one run or we hit max number of carriers available.
-- sort transport carriers w.r.t. cargo bay size.
local function sort_transports(a,b)
return a.cargobay>b.cargobay
end
-- sort cargo assets w.r.t. weight in assending order
local function sort_cargoassets(a,b)
return a.weight>b.weight
end
table.sort(transports, sort_transports)
table.sort(cargoassets, sort_cargoassets)
-- Very simple! Only take the largest transports that can carrier the largest cargo.
local used_transports={}
local maxcargoweight=cargoassets[1]
for i=1,#transports do
local transport=transports[i] --#WAREHOUSE.Assetitem
if transport.cargobay>maxcargoweight and #used_transports<=request.ntransport then
table.insert(used_transports, transport)
end
end
for _,_transport in ipairs(used_transports) do
local transport=_transport --#WAREHOUSE.Assetitem
--env.info("transport used = ", transport.)
end
end
---Sorts the queue and checks if the request can be fulfilled.
-- @param #WAREHOUSE self
-- @return #WAREHOUSE.Queueitem Chosen request.
function WAREHOUSE:_CheckQueue()
-- Sort queue wrt to first prio and then qid.
self:_SortQueue()
-- Search for a request we can execute.
local request=nil --#WAREHOUSE.Queueitem
local invalid={}
local gotit=false
for _,_qitem in ipairs(self.queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
-- Check if request is valid in general.
local valid=self:_CheckRequestValid(qitem)
-- Check if request is possible now.
local okay=self:_CheckRequestNow(qitem)
-- Remember invalid request and delete later in order not to confuse the loop.
if not valid then
table.insert(invalid,request)
end
-- Get the first valid request that can be executed now.
if okay and valid and not gotit then
request=qitem
gotit=true
--break
end
end
-- Delete invalid requests.
for _,_request in pairs(invalid) do
self:E(self.wid..string.format("Deleting invalid request id=%d.",_request.uid))
self:_DeleteQueueItem(_request, self.queue)
end
-- Execute request.
return request
end
--- Simple task function. Can be used to call a function which has the warehouse and the executing group as parameters.
-- @param #WAREHOUSE self
-- @param #string Function The name of the function to call passed as string.
function WAREHOUSE:_SimpleTaskFunction(Function)
self:F2({Function})
-- Name of the warehouse (static) object.
local warehouse=self.warehouse:GetName()
-- Task script.
local DCSScript = {}
DCSScript[#DCSScript+1] = string.format('env.info("WAREHOUSE: Simple task function called!") ')
DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:Find( ... ) ') -- The group that executes the task function. Very handy with the "...".
DCSScript[#DCSScript+1] = string.format('local mystatic=STATIC:FindByName(%s) ', warehouse) -- The static that holds the warehouse self object.
DCSScript[#DCSScript+1] = string.format('local warehouse = mygroup:GetState(mystatic, "WAREHOUSE") ') -- Get the warehouse self object from the static.
DCSScript[#DCSScript+1] = string.format('%s(warehouse, mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup)
-- Create task.
local DCSTask = CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript)))
return DCSTask
end
--- Get the proper terminal type based on generalized attribute of the group.
--@param #WAREHOUSE self
--@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit.
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
function WAREHOUSE:_GetTerminal(_attribute)
-- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then
-- Bigger aircraft.
_terminal=AIRBASE.TerminalType.OpenBig
elseif _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO then
-- Helicopter.
_terminal=AIRBASE.TerminalType.HelicopterUsable
end
return _terminal
end
--- Seach unoccupied parking spots at the airbase for a list of assets. For each asset group a list of parking spots is returned.
-- During the search also the not yet spawned asset aircraft are considered.
-- If not enough spots for all asset units could be found, the routine returns nil!
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE airbase The airbase where we search for parking spots.
-- @param #table assets A table of assets for which the parking spots are needed.
-- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID.
function WAREHOUSE:_FindParkingForAssets(airbase, assets)
-- Init default
local scanradius=50
local scanunits=true
local scanstatics=true
local scanscenery=false
local verysafe=false
-- Function calculating the overlap of two (square) objects.
local function _overlap(l1,l2,dist)
local safedist=(l1/2+l2/2)*1.1
local safe = (dist > safedist)
self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe)))
return safe
end
-- Get parking spot data table. This contains all free and "non-free" spots.
local parkingdata=airbase:GetParkingSpotsTable()
-- List of obstacles.
local obstacles={}
-- Loop over all parking spots and get the obstacles.
-- TODO: How long does this take on very large airbases, i.e. those with hundereds of parking spots?
for _,parkingspot in pairs(parkingdata) do
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
-- Obstacles at or around this parking spot.
obstacles[_termid]={}
-- Scan a radius of 50 meters around the spot.
local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery)
-- Check all units.
for _,_unit in pairs(_units) do
local unit=_unit --Wrapper.Unit#UNIT
local _coord=unit:GetCoordinate()
local _size=self:_GetObjectSize(unit:GetDCSObject())
local _name=unit:GetName()
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="unit"})
end
-- Check all statics.
for _,static in pairs(_statics) do
local _vec3=static:getPoint()
local _coord=COORDINATE:NewFromVec3(_vec3)
local _name=static:getName()
--env.info("FF static name = "..tostring(_name))
local _size=self:_GetObjectSize(static)
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="static"})
end
-- Check all scenery.
for _,scenery in pairs(_sceneries) do
local _vec3=scenery:getPoint()
local _coord=COORDINATE:NewFromVec3(_vec3)
local _name=scenery:getTypeName()
local _size=self:_GetObjectSize(scenery)
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="scenery"})
end
-- TODO Clients? Unoccupied client aircraft are also important! Are they already included in scanned units maybe?
--[[
local clients=_DATABASE.CLIENTS
for _,_client in pairs(clients) do
local client=_client --Wrapper.Client#CLIENT
local unit=client:GetClientGroupUnit()
local _coord=unit:GetCoordinate()
local _name=unit:GetName()
local _size=self:_GetObjectSize(client:GetClientGroupDCSUnit())
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="client"})
end
]]
end
-- Parking data for all assets.
local parking={}
-- Loop over all assets that need a parking psot.
for _,asset in pairs(assets) do
local _asset=asset --#WAREHOUSE.Assetitem
local terminaltype=self:_GetTerminal(asset.attribute)
-- Asset specific parking.
parking[_asset.uid]={}
-- Loop over all units - each one needs a spot.
for i=1,_asset.nunits do
-- Loop over all parking spots.
local gotit=false
for _,parkingspot in pairs(parkingdata) do
-- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
local _toac=parkingspot.TOAC
-- Loop over all obstacles.
local free=true
local problem=nil
for _,obstacle in pairs(obstacles[_termid]) do
-- Check if aircraft overlaps with any obstacle.
local dist=_spot:Get2DDistance(obstacle.coord)
local safe=_overlap(_asset.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
free=false
problem=obstacle
problem.dist=dist
break
end
end
if free then
-- Add parkingspot for this asset unit.
table.insert(parking[_asset.uid], parkingspot)
self:E(self.wid..string.format("Parking spot #%d is free for asset id=%d!", _termid, _asset.uid))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
-- TODO Alternatively, I could remove this parking spot from the table, right?
table.insert(obstacles[_termid], {coord=_spot, size=_asset.size, name=_asset.templatename, type="asset"})
gotit=true
break
else
self:E(self.wid..string.format("Parking spot #%d is occupied or not big enough!", _termid))
local coord=problem.coord --Core.Point#COORDINATE
local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist)
coord:MarkToAll(string.format(text))
end
end -- check terminal type
end -- loop over parking spots
if not gotit then
self:E(self.wid..string.format("WARNING: No free parking spot for asset id=%d",_asset.uid))
return nil
end
end -- loop over asset units
end -- loop over asset groups
return parking
end
--- Get the request belonging to a group.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
-- @param #table queue Queue holding all requests.
-- @return #WAREHOUSE.Pendingitem The request belonging to this group.
function WAREHOUSE:_GetRequestOfGroup(group, queue)
-- Get warehouse, asset and request ID from group name.
local wid,aid,rid=self:_GetIDsFromGroup(group)
-- Find the request.
for _,_request in pairs(queue) do
local request=_request --#WAREHOUSE.Queueitem
if request.uid==rid then
return request
end
end
end
--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem _assetitem Asset for which the name is created.
-- @param #WAREHOUSE.Queueitem _queueitem (Optional) Request specific name.
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
function WAREHOUSE:_Alias(_assetitem,_queueitem)
return self:_alias(_assetitem.unittype, self.uid, _assetitem.uid,_queueitem.uid)
end
--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived.
-- @param #WAREHOUSE self
-- @param #string unittype Type of unit.
-- @param #number wid Warehouse id.
-- @param #number aid Asset item id.
-- @param #number qid Queue/request item id.
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
function WAREHOUSE:_alias(unittype, wid, aid, qid)
local _alias=string.format("%s_WID-%d_AID-%d", unittype, wid, aid)
if qid then
_alias=_alias..string.format("_RID-%d", qid)
end
return _alias
end
--- Get warehouse id, asset id and request id from group name (alias).
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
-- @return #number Warehouse ID.
-- @return #number Asset ID.
-- @return #number Request ID.
function WAREHOUSE:_GetIDsFromGroup(group)
---@param #string text The text to analyse.
local function analyse(text)
-- Get rid of #0001 tail from spawn.
local unspawned=UTILS.Split(text, "#")[1]
-- Split keywords.
local keywords=UTILS.Split(unspawned, "_")
local _wid=nil -- warehouse UID
local _aid=nil -- asset UID
local _rid=nil -- request UID
-- Loop over keys.
for _,keys in pairs(keywords) do
local str=UTILS.Split(keys, "-")
local key=str[1]
local val=str[2]
if key:find("WID") then
_wid=tonumber(val)
elseif key:find("AID") then
_aid=tonumber(val)
elseif key:find("RID") then
_rid=tonumber(val)
end
end
return _wid,_aid,_rid
end
if group then
-- Group name
local name=group:GetName()
-- Get ids
local wid,aid,rid=analyse(name)
-- Debug info
self:T3(self.wid..string.format("Group Name = %s", tostring(name)))
self:T3(self.wid..string.format("Warehouse ID = %s", tostring(wid)))
self:T3(self.wid..string.format("Asset ID = %s", tostring(aid)))
self:T3(self.wid..string.format("Request ID = %s", tostring(rid)))
return wid,aid,rid
else
self:E("WARNING: Group not found in GetIDsFromGroup() function!")
end
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}.
-- @param #string item Descriptor
-- @param value Value of the descriptor.
-- @param #number nmax (Optional) Maximum number of items that will be returned. Default nmax=nil is all matching items are returned.
-- @return #table Filtered stock items table.
-- @return #number Total number of (requested) assets available.
-- @return #boolean If true, enough assets are available.
function WAREHOUSE:_FilterStock(stock, item, value, nmax)
-- Default all.
nmax=nmax or "all"
-- Filtered array.
local filtered={}
-- Count total number in stock.
local ntot=0
for _,_stock in ipairs(stock) do
if _stock[item]==value then
ntot=ntot+1
end
end
-- Treat case where ntot=0, i.e. no assets at all.
if ntot==0 then
return filtered, ntot, false
end
-- Handle string input for nmax.
if type(nmax)=="string" then
if nmax:lower()=="all" then
nmax=ntot
elseif nmax:lower()=="half" then
nmax=ntot/2
elseif nmax:lower()=="third" then
nmax=ntot/3
elseif nmax:lower()=="quarter" then
nmax=ntot/4
elseif nmax:lower()=="fivth" then
nmax=ntot/5
else
nmax=math.min(1,ntot)
end
end
-- Loop over stock items.
for _i,_stock in ipairs(stock) do
if _stock[item]==value then
_stock.pos=_i
table.insert(filtered, _stock)
if nmax~=nil and #filtered>=nmax then
return filtered, ntot, true
end
end
end
return filtered, ntot, ntot>=nmax
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:_GetAttribute(groupname)
return groupattribute==attribute
end
return false
end
--- Get the generalized attribute of a group.
-- Note that for a heterogenious group, the attribute is determined from the attribute of the first unit!
-- @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.UNKNOWN --#WAREHOUSE.Attribute
if group then
-- Get generalized attributes.
-- TODO: need to work on ships and trucks and SAMs and ...
-- Also the Yak-52 for example is OTHER since it only has the attribute "Battleplanes".
-----------
--- Air ---
-----------
-- Planes
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local awacs=group:HasAttribute("AWACS")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters")
local bomber=group:HasAttribute("Bombers")
local tanker=group:HasAttribute("Tankers")
-- Helicopters
local transporthelo=group:HasAttribute("Transport helicopters")
local attackhelicopter=group:HasAttribute("Attack helicopters")
--------------
--- Ground ---
--------------
-- Ground
local apc=group:HasAttribute("Infantry carriers")
local truck=group:HasAttribute("Trucks") and not group:GetCategory()==Group.Category.TRAIN
local infantry=group:HasAttribute("Infantry")
local artillery=group:HasAttribute("Artillery")
local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks")
-- Train
local train=group:GetCategory()==Group.Category.TRAIN
-------------
--- Naval ---
-------------
-- Ships
local aircraftcarrier=group:HasAttribute("Aircraft Carriers")
local warship=group:HasAttribute("Heavy armed ships")
local armedship=group:HasAttribute("Armed ships")
local unarmedship=group:HasAttribute("Unarmed ships")
-- Define attribute. Order is important.
if transportplane then
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTPLANE
elseif awacs then
attribute=WAREHOUSE.Attribute.AIR_AWACS
elseif fighter then
attribute=WAREHOUSE.Attribute.AIR_FIGHTER
elseif bomber then
attribute=WAREHOUSE.Attribute.AIR_BOMBER
elseif tanker then
attribute=WAREHOUSE.Attribute.AIR_TANKER
elseif transporthelo then
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTHELO
elseif apc then
attribute=WAREHOUSE.Attribute.GROUND_APC
elseif truck then
attribute=WAREHOUSE.Attribute.GROUND_TRUCK
elseif infantry then
attribute=WAREHOUSE.Attribute.GROUND_INFANTRY
elseif artillery then
attribute=WAREHOUSE.Attribute.GROUND_ARTILLERY
elseif tank then
attribute=WAREHOUSE.Attribute.GROUND_TANK
elseif train then
attribute=WAREHOUSE.Attribute.GROUND_TRAIN
elseif aircraftcarrier then
attribute=WAREHOUSE.Attribute.NAVAL_AIRCRAFTCARRIER
elseif warship then
attribute=WAREHOUSE.Attribute.NAVAL_WARSHIP
elseif armedship then
attribute=WAREHOUSE.Attribute.NAVAL_ARMEDSHIP
elseif unarmedship then
attribute=WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP
else
attribute=WAREHOUSE.Attribute.UNKNOWN
end
end
return attribute
end
--- Size of the bounding box of a DCS object derived from the DCS descriptor table. If boundinb box is nil, a size of zero is returned.
-- @param #WAREHOUSE self
-- @param DCS#Object DCSobject The DCS object for which the size is needed.
-- @return #number Max size of object in meters.
function WAREHOUSE:_GetObjectSize(DCSobject)
local DCSdesc=DCSobject:getDesc()
if DCSdesc.box then
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
return math.max(x,z), x , y, z
end
return 0,0,0,0
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.Assetitem
if _ite.attribute==_attribute then
n=n+1
end
end
_data[_attribute]=n
end
return _data
end
--- Delete an asset item from stock.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem stockitem Asset item to delete from stock table.
function WAREHOUSE:_DeleteStockItem(stockitem)
for i=1,#self.stock do
local item=self.stock[i] --#WAREHOUSE.Assetitem
if item.uid==stockitem.uid then
table.remove(self.stock,i)
break
end
end
end
--- Delete item from queue.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed.
-- @param #table queue The queue from which the item should be deleted.
function WAREHOUSE:_DeleteQueueItem(qitem, queue)
self:F({qitem=qitem, queue=queue})
for i=1,#queue do
local _item=queue[i] --#WAREHOUSE.Queueitem
if _item.uid==qitem.uid then
self:E(self.wid..string.format("Deleting queue item %d.", qitem.uid))
table.remove(queue,i)
break
end
end
end
--- Sort requests queue wrt prio and request uid.
-- @param #WAREHOUSE self
function WAREHOUSE:_SortQueue()
self:F3()
-- Sort.
local function _sort(a, b)
return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid)
end
table.sort(self.queue, _sort)
end
--- Prints the queue to DCS.log file.
-- @param #WAREHOUSE self
-- @param #table queue Queue to print.
-- @param #string name Name of the queue for info reasons.
function WAREHOUSE:_PrintQueue(queue, name)
local text=string.format("%s at %s: ",name, self.alias)
for _,_qitem in ipairs(queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
-- Set airbase:
local airbasename="none"
if qitem.airbase then
airbasename=qitem.airbase:GetName()
end
text=text..string.format("\nUID=%d, Prio=%d, Requestor=%s, Airbase=%s (category=%d), Descriptor: %s=%s, Nasssets=%s, Transport=%s, Ntransport=%d.",
qitem.uid, qitem.prio, qitem.warehouse.alias, airbasename, qitem.category, qitem.assetdesc,tostring(qitem.assetdescval), tostring(qitem.nasset), qitem.transporttype, qitem.ntransport)
end
if #queue==0 then
text=text.."Empty."
end
self:E(self.wid..text)
end
--- Display status of warehouse.
-- @param #WAREHOUSE self
function WAREHOUSE:_DisplayStatus()
-- Set airbase name.
local airbasename="none"
if self.airbase then
airbasename=self.airbase:GetName()
end
local text=string.format("\n------------------------------------------------------\n")
text=text..string.format("Warehouse %s status:\n", self.alias)
text=text..string.format("------------------------------------------------------\n")
text=text..string.format("Current status = %s\n", self:GetState())
text=text..string.format("Coalition side = %d\n", self.coalition)
text=text..string.format("Country name = %d\n", self.country)
text=text..string.format("Airbase name = %s\n", airbasename)
text=text..string.format("Queued requests = %d\n", #self.queue)
text=text..string.format("Pending requests = %d\n", #self.pending)
text=text..string.format("------------------------------------------------------\n")
text=text..self:_GetStockAssetsText()
env.info(text)
--TODO: number of ground, air, naval assets.
end
--- Get text about warehouse stock.
-- @param #WAREHOUSE self
-- @param #boolean messagetoall If true, send message to all.
-- @return #string Text about warehouse stock
function WAREHOUSE:_GetStockAssetsText(messagetoall)
-- Get assets in stock.
local _data=self:GetStockInfo(self.stock)
-- Text.
local text="Stock:\n"
for _attribute,_count in pairs(_data) do
text=text..string.format("%s = %d\n", _attribute,_count)
end
text=text..string.format("------------------------------------------------------\n")
-- Send message?
MESSAGE:New(text, 10):ToAllIf(messagetoall)
return text
end
--- Create or update mark text at warehouse, which is displayed in F10 map.
-- Only the coaliton of the warehouse owner is able to see it.
-- @param #WAREHOUSE self
-- @return #string Text about warehouse stock
function WAREHOUSE:_UpdateWarehouseMarkText()
-- Create a mark with the current assets in stock.
if self.markerid~=nil then
trigger.action.removeMark(self.markerid)
end
-- Get assets in stock.
local _data=self:GetStockInfo(self.stock)
-- Create mark text.
local marktext="Warehouse stock:\n"
for _attribute,_count in pairs(_data) do
marktext=marktext..string.format("%s=%d, ", _attribute,_count) -- Dont use \n because too many make DCS crash!
end
-- Create/update marker at warehouse in F10 map.
self.markerid=self.coordinate:MarkToCoalition(marktext, self.coalition, true)
end
--- Display stock items of warehouse.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}.
function WAREHOUSE:_DisplayStockItems(stock)
local text=self.wid..string.format("Warehouse %s stock assets:\n", self.airbase:GetName())
for _,_stock in pairs(stock) do
local mystock=_stock --#WAREHOUSE.Assetitem
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
--- Fireworks!
-- @param #WAREHOUSE self
-- @param Core.Point#COORDINATE coord
function WAREHOUSE:_Fireworks(coord)
-- Place.
coord=coord or self.coordinate
-- Fireworks!
for i=1,91 do
local color=math.random(0,3)
coord:Flare(color, i-1)
end
end
--- Make a flight plan from a departure to a destination airport.
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Assetitem asset
-- @param Wrapper.Airbase#AIRBASE departure Departure airbase.
-- @param Wrapper.Airbase#AIRBASE destination Destination airbase.
-- @return #table Table of flightplan waypoints.
-- @return #table Table of flightplan coordinates.
function WAREHOUSE:_GetFlightplan(asset, departure, destination)
-- Parameters in SI units.
local Vmax=asset.speedmax/3.6
local Range=asset.range
local _category=asset.category
local ceiling=asset.DCSdesc.Hmax
local Vymax=asset.DCSdesc.VyMax
-- Max cruise speed 90% of max speed.
local VxCruiseMax=0.90*Vmax
-- Min cruise speed 70% of max cruise or 600 km/h whichever is lower.
local VxCruiseMin = math.min(VxCruiseMax*0.70, 166)
-- Cruise speed (randomized). Expectation value at midpoint between min and max.
local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax)
-- Climb speed 90% ov Vmax but max 720 km/h.
local VxClimb = math.min(Vmax*0.90, 200)
-- Descent speed 60% of Vmax but max 500 km/h.
local VxDescent = math.min(Vmax*0.60, 140)
-- Holding speed is 90% of descent speed.
local VxHolding = VxDescent*0.9
-- Final leg is 90% of holding speed.
local VxFinal = VxHolding*0.9
-- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate.
local VyClimb=math.min(7.6, Vymax)
-- Climb angle in rad.
local AlphaClimb=math.asin(VyClimb/VxClimb)
-- Descent angle in rad. Moderate 4 degrees.
local AlphaDescent=math.rad(4)
-- Expected cruise level (peak of Gaussian distribution)
local FLcruise_expect=150*RAT.unit.FL2m
--- DEPARTURE AIRPORT
-- Coordinates of departure point.
local Pdeparture=departure:GetCoordinate()
-- Height ASL of departure point.
local H_departure=Pdeparture.y
--- DESTINATION AIRPORT
-- Position of destination airport.
local Pdestination=destination:GetCoordinate()
-- Height ASL of destination airport/zone.
local H_destination=Pdestination.y
--- DESCENT/HOLDING POINT
-- Get a random point between 5 and 10 km away from the destination.
local Rhmin=5000
local Rhmax=10000
if _category==Group.Category.HELICOPTER then
-- For helos we set a distance between 500 to 1000 m.
Rhmin=500
Rhmax=1000
end
-- Coordinates of the holding point. y is the land height at that point.
--local Vholding=Pdestination:GetRandomVec2InRadius(Rhmax, Rhmin)
--local Pholding=COORDINATE:NewFromVec2(Vholding)
local Pholding=Pdestination:GetRandomCoordinateInRadius(Rhmax, Rhmin)
-- AGL height of holding point.
local H_holding=Pholding.y
-- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL.
local h_holding=1200
if _category==Group.Category.HELICOPTER then
h_holding=150
end
h_holding=UTILS.Randomize(h_holding, 0.2)
-- This is the actual height ASL of the holding point we want to fly to
local Hh_holding=H_holding+h_holding
-- Distance from holding point to final destination.
local d_holding=Pholding:Get2DDistance(Pdestination)
-- GENERAL
local heading=Pdeparture:HeadingTo(Pdestination)
local d_total=Pdeparture:Get2DDistance(Pholding)
--------------------------------------------
-- Height difference between departure and destination.
local deltaH=math.abs(H_departure-Hh_holding)
-- Slope between departure and destination.
local phi = math.atan(deltaH/d_total)
-- Adjusted climb/descent angles.
local phi_climb
local phi_descent
if (H_departure > Hh_holding) then
phi_climb=AlphaClimb+phi
phi_descent=AlphaDescent-phi
else
phi_climb=AlphaClimb-phi
phi_descent=AlphaDescent+phi
end
-- Total distance including slope.
local D_total=math.sqrt(deltaH*deltaH+d_total*d_total)
-- SSA triangle for sloped case.
local gamma=math.rad(180)-phi_climb-phi_descent
local a = D_total*math.sin(phi_climb)/math.sin(gamma)
local b = D_total*math.sin(phi_descent)/math.sin(gamma)
local hphi_max = b*math.sin(phi_climb)
local hphi_max2 = a*math.sin(phi_descent)
-- Height of triangle.
local h_max1 = b*math.sin(AlphaClimb)
local h_max2 = a*math.sin(AlphaDescent)
-- Max height relative to departure or destination.
local h_max
if (H_departure > Hh_holding) then
h_max=math.min(h_max1, h_max2)
else
h_max=math.max(h_max1, h_max2)
end
-- Max flight level aircraft can reach for given angles and distance.
local FLmax = h_max+H_departure
--CRUISE
-- Min cruise alt is just above holding point at destination or departure height, whatever is larger.
local FLmin=math.max(H_departure, Hh_holding)
-- For helicopters we take cruise alt between 50 to 1000 meters above ground. Default cruise alt is ~150 m.
if _category==Group.Category.HELICOPTER then
FLmin=math.max(H_departure, H_destination)+50
FLmax=math.max(H_departure, H_destination)+1000
end
-- Ensure that FLmax not above its service ceiling.
FLmax=math.min(FLmax, ceiling)
-- If the route is very short we set FLmin a bit lower than FLmax.
if FLmin>FLmax then
FLmin=FLmax
end
-- Expected cruise altitude - peak of gaussian distribution.
if FLcruise_expect<FLmin then
FLcruise_expect=FLmin
end
if FLcruise_expect>FLmax then
FLcruise_expect=FLmax
end
-- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax.
local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax)
-- Climb and descent heights.
local h_climb = FLcruise - H_departure
local h_descent = FLcruise - Hh_holding
-- Distances.
local d_climb = h_climb/math.tan(AlphaClimb)
local d_descent = h_descent/math.tan(AlphaDescent)
local d_cruise = d_total-d_climb-d_descent
-- Debug.
local text=string.format("Flight plan:\n")
text=text..string.format("Vx max = %d\n", Vmax)
text=text..string.format("Vx climb = %d\n", VxClimb)
text=text..string.format("Vx cruise = %d\n", VxCruise)
text=text..string.format("Vx descent = %d\n", VxDescent)
text=text..string.format("Vx holding = %d\n", VxHolding)
text=text..string.format("Vx final = %d\n", VxFinal)
text=text..string.format("Dist climb = %d\n", d_climb)
text=text..string.format("Dist cruise = %d\n", d_cruise)
text=text..string.format("Dist descent = %d\n", d_descent)
text=text..string.format("Dist total = %d\n", d_total)
text=text..string.format("FL min = %d\n", FLmin)
text=text..string.format("FL cruise * = %d\n", FLcruise)
text=text..string.format("FL max = %d\n", FLmax)
text=text..string.format("Ceiling = %d\n", ceiling)
env.info(text)
-- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back.
if d_cruise<0 then
d_cruise=100
end
-- Waypoints and coordinates
local wp={}
local c={}
--- Departure/Take-off
c[#c+1]=Pdeparture
wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure")
--- Climb
local Pclimb=Pdeparture:Translate(d_climb/2, heading)
Pclimb.y=H_departure+(FLcruise-H_departure)/2
c[#c+1]=Pclimb
wp[#wp+1]=Pclimb:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxClimb, true, nil, nil, "Climb")
--- Begin of Cruise
local Pcruise1=Pclimb:Translate(d_climb/2, heading)
Pcruise1.y=FLcruise
c[#c+1]=Pcruise1
wp[#wp+1]=Pcruise1:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Begin of Cruise")
--- End of Cruise
local Pcruise2=Pcruise1:Translate(d_cruise, heading)
Pcruise2.y=FLcruise
c[#c+1]=Pcruise2
wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "End of Cruise")
--- Descent
local Pdescent=Pcruise2:Translate(d_descent/2, heading)
Pdescent.y=FLcruise-(FLcruise-(h_holding+H_holding))/2
c[#c+1]=Pdescent
wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent")
--- Holding point
Pholding.y=H_holding+h_holding
c[#c+1]=Pholding
wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding")
--- Final destination.
c[#c+1]=Pdestination
wp[#wp+1]=Pcruise2:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination")
return wp,c
end
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