2018-08-08 16:21:50 +02:00

1109 lines
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Lua

--- **Functional** - (R2.4) - Manages assets of an airbase and transportation to other airbases upon request.
--
--
-- Features:
--
-- * Holds (virtual) assests such as intrantry groups in stock.
-- * Manages requests of assets from other airbases or warehouses.
-- * Take care of transportation to other airbases.
-- * Different means of automatic transportation (planes, helicopters, selfpropelled).
--
-- # QUICK START GUIDE
--
-- ===
--
-- ### Authors: **funkyfranky**
--
-- @module Functional.Warehouse
-- @image Warehouse.JPG
--- WAREHOUSE class.
-- @type WAREHOUSE
-- @field #string ClassName Name of the class.
-- @field #boolean Debug If true, send debug messages to all.
-- @field #boolean Report If true, send status messages to coalition.
-- @field DCS#Coalition coalition Coalition the warehouse belongs to.
-- @field Wrapper.Airbase#AIRBASE homebase Airbase the warehouse belongs to.
-- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship.
-- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse.
-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
-- @field #number markerid ID of the warehouse marker at the airbase.
-- @field #number assetid Unique id of asset items in stock. Essentially a running number starting at one and incremented when a new asset is added.
-- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Stockitem}.
-- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}.
-- @extends Core.Fsm#FSM
--- Manages ground assets of an airbase and offers the possibility to transport them to another airbase or warehouse.
--
-- ===
--
-- # Demo Missions
--
-- ### None.
--
-- ===
--
-- # YouTube Channel
--
-- ### None.
--
-- ===
--
-- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Main.JPG)
--
-- # What is a warehouse?
-- A warehouse is an abstract object that can hold virtual assets in stock. It is usually associated with a particular airbase.
-- If another airbase or warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor.
--
-- ## What assets can be stored?
-- Any kind of ground or airborn asset can be stored. Ships not supported at the moment due to the fact that airbases are bound to airbases which are
-- normally not located near the sea.
--
--
--
-- ===
--
-- # USAGE GUIDE
--
--
--
-- @field #WAREHOUSE
WAREHOUSE = {
ClassName = "WAREHOUSE",
Debug = false,
Report = true,
coalition = nil,
homebase = nil,
category = nil,
coordinate = nil,
spawnzone = nil,
wid = nil,
markerid = nil,
assetid = 0,
queueid = 0,
stock = {},
queue = {},
}
--- Item of the warehouse stock table.
-- @type WAREHOUSE.Stockitem
-- @field #number id Unique id of the asset.
-- @field #string templatename Name of the template group.
-- @field DCS#Group.Category category Category of the group.
-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
--- Item of the warehouse queue table.
-- queueitem={uid=self.qid, prio=Prio, airbase=Airbase, assetdesc=AssetDescriptor, assetdescval=AssetDescriptorValue, nasset=nAsset, transporttype=TransportType, ntransport=nTransport}
-- @type WAREHOUSE.Queueitem
-- @field #number uid Unique id of the queue item.
-- @field #number prio Priority of the request.
-- @field Wrapper.Airbase#AIRBASE airbase Requesting airbase.
-- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship.
-- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset.
-- @field assetdescval Value of the asset descriptor. Type depends on descriptor.
-- @field #number nasset Number of asset groups requested.
-- @field #WAREHOUSE.TransportType transporttype Transport unit type.
-- @field #number ntransport Number of transport units requested.
--- Descriptors enumerator describing the type of the asset in stock.
-- @type WAREHOUSE.Descriptor
WAREHOUSE.Descriptor = {
ID="id",
TEMPLATENAME="templatename",
CATEGORY="category",
UNITTYPE="unittype",
ATTRIBUTE="attribute",
}
--- Warehouse unit categories. These are used for
-- @type WAREHOUSE.Attribute
WAREHOUSE.Attribute = {
TRANSPORT_PLANE="Transport_Plane",
TRANSPORT_HELO="Transport_Helo",
TRANSPORT_APC="Transport_APC",
FIGHTER="Fighter",
TANKER="Tanker",
AWACS="AWACS",
ARTILLERY="Artillery",
ATTACKHELICOPTER="Attackhelicopter",
INFANTRY="Infantry",
BOMBER="Bomber",
TANK="Tank",
TRUCK="Truck",
SHIP="Ship",
OTHER="Other",
}
--- Cargo transport type.
-- @type WAREHOUSE.TransportType
WAREHOUSE.TransportType = {
AIRPLANE = "Transport_Plane",
HELICOPTER = "Transport_Helo",
APC = "Transport_APC",
SHIP = "Ship",
TRAIN = "Train",
SELFPROPELLED = "Selfporpelled",
}
--- Warehouse class version.
-- @field #string version
WAREHOUSE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehuse todo list.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add event handlers.
-- TODO: Add AI_APC
-- TODO: Add AI_HELICOPTER
-- TODO: Write documentation.
-- TODO: Put active groups into the warehouse.
-- TODO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested.
-- TODO: Handle cases with immobile units.
-- TODO: Add queue.
-- TODO: How to handle multiple units in a transport group?
-- TODO: Switch to AI_XXX_DISPATCHER
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- WAREHOUSE constructor. Creates a new WAREHOUSE object accociated with an airbase.
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE airbase The airbase at which the warehouse is constructed.
-- @return #WAREHOUSE self
function WAREHOUSE:NewAirbase(airbase)
BASE:E({airbase=airbase})
-- Print version.
env.info(string.format("Adding warehouse v%s for airbase %s", WAREHOUSE.version, airbase:GetName()))
-- Inherit everthing from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #WAREHOUSE
-- Set some string id for output to DCS.log file.
self.wid=string.format("WAREHOUSE %s | ", airbase:GetName())
-- Set some variables.
self.homebase=airbase
self.coordinate=airbase:GetCoordinate()
self.coalition=airbase:GetCoalition()
self.category=airbase:GetDesc().category
-- Get the closest point on road.
local _road=self.coordinate:GetClosestPointToRoad():GetVec2()
-- Define the default spawn zone.
self.spawnzone=ZONE_RADIUS:New("Spawnzone",_road, 200)
self.spawnzone:BoundZone(60,country.id.GERMANY)
self.spawnzone:GetCoordinate():MarkToAll("Spawnzone")
-- Add FSM transitions.
self:AddTransition("*", "Start", "Running")
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Request", "*")
self:AddTransition("*", "Delivered", "*")
--- Triggers the FSM event "Start". Starts the warehouse.
-- @function [parent=#WAREHOUSE] Start
-- @param #WAREHOUSE self
--- Triggers the FSM event "Start" after a delay. Starts the warehouse.
-- @function [parent=#WAREHOUSE] __Start
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status". Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] Status
-- @param #WAREHOUSE self
--- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed.
-- @function [parent=#WAREHOUSE] __Status
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Request". Executes a request if possible.
-- @function [parent=#WAREHOUSE] Request
-- @param #WAREHOUSE self
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Request" after a delay. Executes a request if possible.
-- @function [parent=#WAREHOUSE] __Request
-- @param #WAREHOUSE self
-- @param #number Delay Delay in seconds.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
--- Triggers the FSM event "Delivered". A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] Delivered
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP group Group that was delivered.
--- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another airbase or warehouse.
-- @function [parent=#WAREHOUSE] __Delivered
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
-- @param Wrapper.Group#GROUP group Group that was delivered.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Warehouse
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStart(From, Event, To)
self:E(self.wid..string.format("Starting warehouse at airbase %s.", self.homebase:GetName()))
-- handle events
-- event takeoff
-- event landing
-- event crash/dead
-- event base captured ==> change coalition ==> add assets to other coalition
self:__Status(5)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Warehouse
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterStatus(From, Event, To)
self:E(self.wid..string.format("Checking warehouse status of airbase %s", self.homebase:GetName()))
-- Create a mark with the current assets in stock.
if self.markerid~=nil then
trigger.action.removeMark(self.markerid)
end
local marktext="Warehouse stock:\n"
local text="Warehouse stock:\n"
local _data=self:GetStockInfo(self.stock)
for _attribute,_count in pairs(_data) do
marktext=marktext..string.format("%s=%d, ", _attribute,_count) -- Dont use \n because too many make DCS crash!
text=text..string.format("%s = %d\n", _attribute,_count)
end
self.markerid=self.coordinate:MarkToCoalition(marktext, self.coalition, true)
-- Debug output.
self:E(self.wid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Display complete list of stock itmes.
if self.Debug then
--self:_DisplayStockItems(self.stock)
end
-- Print queue.
env.info(self.wid.."Queue:")
for _,_qitem in ipairs(self.queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
local text=string.format("uid=%d, prio=%d, airbase=%s, descriptor: %s=%s, nasssets=%d, transport=%s, ntransport=%d",
qitem.uid, qitem.prio, qitem.airbase:GetName(), qitem.assetdesc,tostring(qitem.assetdescval),qitem.nasset,qitem.transporttype,qitem.ntransport)
env.info(text)
end
-- 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.airbase, request.assetdesc, request.assetdescval, request.nasset, request.transporttype, request.ntransport)
self:Request(request)
end
-- Call status again in 30 sec.
self:__Status(30)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On before "Request" event. Checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @param Wrapper.Airbase#AIRBASE Airbase airbase requesting supply.
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
-- @param #number nAsset Number of groups requested that match the asset specification.
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
-- @param #number nTransport Number of transport units requested.
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
function WAREHOUSE:AddRequest(airbase, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio)
nAsset=nAsset or 1
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
nTransport=nTransport or 1
Prio=Prio or 50
--TODO: check that
-- if warehouse or requestor is a FARP, plane asset and transport not possible
-- if requestor or warehouse is a SHIP, APC transport not possible, SELFPROPELLED only for AIR/SHIP
-- etc. etc...
local request_category=airbase:GetDesc().category
if self.category==Airbase.Category.HELIPAD or request_category==Airbase.Category.HELIPAD then
if TransportType==WAREHOUSE.TransportType.AIRPLANE then
self:E("ERROR: incorrect request. Warehouse or requestor is FARP. No transport by plane possible!")
return
end
end
-- Increase id.
self.queueid=self.queueid+1
-- Request queue table item.
local request={uid=self.queueid, prio=Prio, airbase=airbase, category=request_category, assetdesc=AssetDescriptor, assetdescval=AssetDescriptorValue, nasset=nAsset, transporttype=TransportType, ntransport=nTransport}
-- Add request to queue.
table.insert(self.queue, request)
end
---Sorts the queue and checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @return #WAREHOUSE.Queueitem Chosen request.
function WAREHOUSE:_CheckQueue()
-- Sort queue wrt to first prio and then qid.
self:_SortQueue()
---@param #WAREHOUSE.Queueitem qitem
--@return #boolean True if request is okay.
local function checkrequest(qitem)
local okay=true
-- Check if number of requested assets is in stock.
local _instock=#self:_FilterStock(self.stock, qitem.assetdesc, qitem.assetdescval)
if qitem.nasset > _instock then
okay=false
end
-- Check if enough transport units are in stock.
_instock=#self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, qitem.transporttype)
if qitem.ntransport > _instock then
okay=false
end
return okay
end
-- Search for a request we can execute.
local request=nil --#WAREHOUSE.Queueitem
for _,_qitem in ipairs(self.queue) do
local qitem=_qitem --#WAREHOUSE.Queueitem
local okay=checkrequest(qitem)
if okay==true then
request=qitem
break
end
end
-- Execute request.
return request
end
--- On before "Request" event. Checks if the request can be fullfilled.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
-- @return #boolean If true, request is granted.
function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
--env.info(self.wid..string.format("Airbase %s requesting asset %s = %s.", Airbase:GetName(), tostring(AssetDescriptor), tostring(AssetDescriptorValue)))
-- Distance from warehouse to requesting airbase.
local distance=self.coordinate:Get2DDistance(Request.airbase:GetCoordinate())
-- Filter the requested assets.
local _stockrequest=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval)
-- Asset is not in stock ==> request denied.
if #_stockrequest < Request.nasset then
local text=string.format("Request denied! Not enough assets currently in stock. Requested %d < %d in stock.", Request.nasset, #_stockrequest)
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
-- Get the attibute of the requested asset.
local _stockitem=_stockrequest[1] --#WAREHOUSE.Stockitem
local _assetattribute=self:_GetAttribute(_stockitem.templatename)
-- Check that a transport unit is available.
if Request.transporttype~=WAREHOUSE.TransportType.SELFPROPELLED then
local _instock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype)
if #_instock==0 then
local text=string.format("Request denied! No transport unit currently available.")
MESSAGE:New(text, 10):ToCoalitionIf(self.coalition, self.Report or self.Debug)
self:E(self.wid..text)
return false
end
end
-- TODO: For aircraft check that a parking spot is available.
return true
end
--- On after "Request" event. Initiates the transport of the assets to the requesting airbase.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
function WAREHOUSE:onafterRequest(From, Event, To, Request)
--env.info(self.wid..string.format("Airbase %s requesting asset %s = %s.", Airbase:GetName(), tostring(AssetDescriptor), tostring(AssetDescriptorValue)))
----------------------------------------------------------------
-- Filter the requested assets.
local _assetstock=self:_FilterStock(self.stock, Request.assetdesc, Request.assetdescval)
-- Spawn the assets.
local _delid={}
local _spawngroups={}
local _cargotype
local _cargocategory
for i=1,Request.nasset do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Find a random point within the spawn zone.
local spawncoord=self.spawnzone:GetRandomCoordinate()
spawncoord:MarkToAll(string.format("spawnpoint %d",i))
-- Alias of the group. Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_WHID%04d", _assetitem.templatename,_assetitem.id)
local _spawn=SPAWN:NewWithAlias(_assetitem.templatename,_alias)
local _group
if _assetitem.category==Group.Category.GROUND then
-- Spawn ground troops.
_group=_spawn:SpawnFromCoordinate(spawncoord)
elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then
-- Spawn air units.
local _takeoff=SPAWN.Takeoff.Cold
local _terminal=AIRBASE.TerminalType.OpenBig
if _assetitem.attribute==WAREHOUSE.Attribute.FIGHTER then
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _assetitem.attribute==WAREHOUSE.Attribute.BOMBER then
_terminal=AIRBASE.TerminalType.OpenBig
end
_group=_spawn:InitUnControlled(true):SpawnAtAirbase(self.homebase,_takeoff, nil,_terminal, true)
elseif _assetitem.category==Group.Category.TRAIN then
end
if _group then
_spawngroups[i]=_group
_cargotype=_assetitem.attribute
_cargocategory=_assetitem.category
table.insert(_delid,_assetitem.id)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
----------------------------------------------------------------
-- No transport unit requested. Assets go by themselfes.
if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
for _i,_spawngroup in pairs(_spawngroups) do
local group=_spawngroup --Wrapper.Group#GROUP
local ToCoordinate=Request.airbase:GetZone():GetRandomCoordinate()
if _cargocategory==Group.Category.GROUND then
self:_RouteGround(group, ToCoordinate)
elseif _cargocategory==Group.Category.AIRPLANE then
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.HELICOPTER then
self:_RouteAir(group, Request.airbase)
elseif _cargocategory==Group.Category.SHIP then
elseif _cargocategory==Group.Category.TRAIN then
end
end
-- Delete request from queue.
self:_DeleteQueueItem(Request.uid)
-- No cargo transport necessary.
return
end
----------------------------------------------------------------
-- New empty cargo set.
local CargoGroups = SET_CARGO:New()
--TODO: make nearradius depended on transport type and asset type.
local _loadradius=5000
local _nearradius=35
-- Add spawned groups to cargo group object.
for _i,_spawngroup in pairs(_spawngroups) do
local _name=string.format("%s %d", Request.assetdescval, _i)
env.info(string.format("FF cargo group %d: %s",_i,_name))
local cargogroup = CARGO_GROUP:New(_spawngroup, Request.assetdescval, _name, _loadradius, _nearradius)
CargoGroups:AddCargo(cargogroup)
end
----------------------------------------------------------------
local TransportSet = SET_GROUP:New() --:AddGroupsByName(Plane:GetName())
-- Pickup and depoly locations.
local PickupAirbaseSet = SET_AIRBASE:New():AddAirbase(self.homebase)
local DeployAirbaseSet = SET_AIRBASE:New():AddAirbase(Request.airbase)
local DeployZoneSet = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--local bla=SET_ZONE:New():AddZonesByName(AddZoneNames)
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
-- Filter the requested transport assets.
local _assetstock=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, Request.transporttype)
-- Dependent on transport type, spawn the transports and set up the dispatchers.
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
-- Spawn plane at airport in uncontrolled state.
local _takeoff=SPAWN.Takeoff.Cold
local _terminal=AIRBASE.TerminalType.OpenBig
local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitUnControlled(true):SpawnAtAirbase(self.homebase,_takeoff, nil,_terminal, 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)
table.insert(_delid,_assetitem.id)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
-- Spawn plane at airport in uncontrolled state.
-- TODO: check terminal type.
local _takeoff=SPAWN.Takeoff.Hot
local _terminal=AIRBASE.TerminalType.HelicopterUsable
local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):InitUnControlled(false):SpawnAtAirbase(self.homebase,_takeoff, nil,_terminal, 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)
table.insert(_delid,_assetitem.id)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, DeployZoneSet)
-- Home zone.
CargoTransport:SetHomeZone(self.spawnzone)
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
-- Spawn the transport groups.
local _delid={}
for i=1,Request.ntransport do
-- Get stock item.
local _assetitem=_assetstock[i] --#WAREHOUSE.Stockitem
-- Spawn with ALIAS here or DCS crashes!
local _alias=string.format("%s_%d", _assetitem.templatename,_assetitem.id)
-- Spawn plane at airport in uncontrolled state.
local spawngroup=SPAWN:NewWithAlias(_assetitem.templatename,_alias):SpawnFromCoordinate(self.spawnzone:GetRandomCoordinate())
if spawngroup then
-- Set state of warehouse so we can retrieve it later.
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
-- Add group to transportset.
TransportSet:AddGroup(spawngroup)
table.insert(_delid,_assetitem.id)
end
end
-- Delete spawned items from warehouse stock.
for _,_id in pairs(_delid) do
self:_DeleteStockItem(_id)
end
-- Define dispatcher for this task.
CargoTransport = AI_CARGO_DISPATCHER_APC:NewWithZones(TransportSet, CargoGroups, DeployZoneSet, 0)
elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then
self:E(self.wid.."ERROR: transport by train not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
self:E(self.wid.."ERROR: transport by ship not supported yet!")
return
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!")
return
else
self:E(self.wid.."ERROR: unknown transport type!")
return
end
--- Function called when cargo has arrived and was unloaded.
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo)
env.info("FF: OnAfterUnloaded")
self:E({From=From})
self:E({Event=Event})
self:E({To=To})
self:E({Carrier=Carrier})
self:E({Cargo=Cargo})
-- Get group obejet.
local group=Cargo:GetObject() --Wrapper.Group#GROUP
-- Get warehouse state.
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
-- Trigger Delivered event.
warehouse:__Delivered(1, group)
end
-- Start dispatcher.
CargoTransport:__Start(5)
-- Delete request from queue.
self:_DeleteQueueItem(Request.uid)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Warehouse
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group The group that was delivered.
function WAREHOUSE:onafterDelivered(From, Event, To, Group)
env.info("FF warehouse cargo delivered! Croutine to closest point on road")
local road=Group:GetCoordinate():GetClosestPointToRoad()
local speed=Group:GetSpeedMax()*0.6
Group:RouteGroundTo(road, speed, "Off Road")
end
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-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an airplane group to the warehouse stock.
-- @param #WAREHOUSE self
-- @param #string templategroupname Name of the late activated template group as defined in the mission editor.
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
-- @param #boolean istransport If true, this group will act as transport unit to transport other assets to another airbase. If false, this unit will not be used as transport unit. By default the behavior is determined for the group's attributes.
-- @return #WAREHOUSE self
function WAREHOUSE:AddAsset(templategroupname, ngroups, istransport)
-- Set default.
local n=ngroups or 1
local group=GROUP:FindByName(templategroupname)
if group then
local DCSgroup=group:GetDCSObject()
local DCSunit=DCSgroup:getUnit(1)
local DCSdesc=DCSunit:getDesc()
local DCSdisplay=DCSunit:getDesc().displayName
local DCScategory=DCSgroup:getCategory()
local DCStype=DCSunit:getTypeName()
env.info(string.format("group name = %s", group:GetName()))
env.info(string.format("display name = %s", DCSdisplay))
env.info(string.format("category = %s", DCScategory))
env.info(string.format("type = %s", DCStype))
self:E({desc=DCSdesc})
local attribute=self:_GetAttribute(templategroupname)
-- Add this n times to the table.
for i=1,n do
local stockitem={} --#WAREHOUSE.Stockitem
self.assetid=self.assetid+1
stockitem.id=self.assetid
stockitem.templatename=templategroupname
stockitem.category=DCScategory
stockitem.unittype=DCStype
stockitem.attribute=attribute
table.insert(self.stock, stockitem)
end
else
-- Group name does not exist!
self:E(string.format("ERROR: Template group name not defined in the mission editor. Check the spelling! templategroupname=%s",tostring(templategroupname)))
end
return self
end
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-- Helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Route ground units to destination.
-- @param #WAREHOUSE self
-- @param Wrapper.Group#GROUP Group The ground group.
-- @param Core.Point#COORDINATE Coordinate of the destination.
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
function WAREHOUSE:_RouteGround(Group, Coordinate, Speed)
if Group and Group:IsAlive() then
local _speed=Speed or Group:GetSpeedMax()*0.6
-- Create a
local Waypoints = Group:TaskGroundOnRoad(Coordinate, _speed, "Off Road", true)
-- Task function triggering the arrived event.
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
-- Put task function on last waypoint.
local Waypoint = Waypoints[#Waypoints]
Group:SetTaskWaypoint( Waypoint, TaskFunction )
-- Route group to destination.
Group:Route(Waypoints, 1)
end
end
--- Task function for last waypoint. Triggering the Delivered event.
-- @param Wrapper.Group#GROUP Group The group that arrived.
-- @param #WAREHOUSE self
function WAREHOUSE._Arrived(Group, self)
--Trigger delivered event.
self:__Delivered(1, Group)
end
--- Route the airplane from one airbase another.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
-- @param Wrapper.Airbase#AIRBASE ToAirbase Destination airbase.
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
function WAREHOUSE:_RouteAir(Aircraft, ToAirbase, Speed)
if Aircraft and Aircraft:IsAlive() then
-- Set takeoff type.
local Takeoff = SPAWN.Takeoff.Cold
-- Get template of group.
local Template = Aircraft:GetTemplate()
-- Nil check
if Template==nil then
return
end
-- Waypoints of the route.
local Points={}
-- To point.
local AirbasePointVec2 = ToAirbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
Speed or Aircraft:GetSpeedMax()*0.8
)
ToWaypoint["airdromeId"] = ToAirbase:GetID()
ToWaypoint["speed_locked"] = true
-- Aibase id and category.
local AirbaseID = ToAirbase:GetID()
local AirbaseCategory = ToAirbase:GetDesc().category
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
ToWaypoint.linkUnit = AirbaseID
ToWaypoint.helipadId = AirbaseID
ToWaypoint.airdromeId = nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then
ToWaypoint.airdromeId = AirbaseID
ToWaypoint.helipadId = nil
ToWaypoint.linkUnit = nil
end
-- Task function triggering the arrived event.
local Task = Aircraft:TaskFunction("WAREHOUSE._Arrived", self)
-- or
--ToWaypoint.task=Aircraft:TaskCombo({Task})
ToWaypoint.task={Task}
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
Template.route.points[2] = ToWaypoint
-- Respawn group at the current airbase.
Aircraft:RespawnAtCurrentAirbase(Template, Takeoff, false)
end
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}.
-- @param #string item Descriptor
-- @param value Value of the descriptor.
-- @return #table Filtered stock items table.
function WAREHOUSE:_FilterStock(stock, item, value)
-- Filtered array.
local filtered={}
-- Loop over stock items.
for _i,_stock in ipairs(stock) do
if _stock[item]==value then
_stock.pos=_i
table.insert(filtered, _stock)
end
end
return filtered
end
--- Filter stock assets by table entry.
-- @param #WAREHOUSE self
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Stockitem}.
function WAREHOUSE:_DisplayStockItems(stock)
local text=self.wid..string.format("Warehouse %s stock assets:\n", self.homebase:GetName())
for _,_stock in pairs(stock) do
local mystock=_stock --#WAREHOUSE.Stockitem
text=text..string.format("template = %s, category = %d, unittype = %s, attribute = %s\n", mystock.templatename, mystock.category, mystock.unittype, mystock.attribute)
end
env.info(text)
MESSAGE:New(text, 10):ToAll()
end
--- Check if a group has a generalized attribute.
-- @param #WAREHOUSE self
-- @param #string groupname Name of the group.
-- @param #WAREHOUSE.Attribute attribute Attribute to check.
-- @return #boolean True if group has the specified attribute.
function WAREHOUSE:_HasAttribute(groupname, attribute)
local group=GROUP:FindByName(groupname)
if group then
local groupattribute=self:_HasAttribute(groupname,attribute)
return groupattribute==attribute
end
return false
end
--- Get the generalized attribute of a group.
-- @param #WAREHOUSE self
-- @param #string groupname Name of the group.
-- @return #WAREHOUSE.Attribute Generalized attribute of the group.
function WAREHOUSE:_GetAttribute(groupname)
local group=GROUP:FindByName(groupname)
local attribute=WAREHOUSE.Attribute.OTHER --#WAREHOUSE.Attribute
if group then
-- Get generalized attributes.
-- Transports: Helos, planes and APCs
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local transporthelo=group:HasAttribute("Transport helicopters")
local transportapc=group:HasAttribute("Infantry carriers")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters")
local tanker=group:HasAttribute("Tankers")
local awacs=group:HasAttribute("AWACS")
local artillery=group:HasAttribute("Artillery")
local infantry=group:HasAttribute("Infantry")
local attackhelicopter=group:HasAttribute("Attack helicopters")
local bomber=group:HasAttribute("Bombers")
local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks")
local truck=group:HasAttribute("Trucks")
-- Debug output.
--[[
env.info(string.format("transport pane = %s", tostring(transportplane)))
env.info(string.format("transport helo = %s", tostring(transporthelo)))
env.info(string.format("transport apc = %s", tostring(transportapc)))
env.info(string.format("figther = %s", tostring(fighter)))
env.info(string.format("tanker = %s", tostring(tanker)))
env.info(string.format("awacs = %s", tostring(awacs)))
env.info(string.format("artillery = %s", tostring(artillery)))
env.info(string.format("infantry = %s", tostring(infantry)))
env.info(string.format("attack helo = %s", tostring(attackhelicopter)))
env.info(string.format("bomber = %s", tostring(bomber)))
env.info(string.format("tank = %s", tostring(tank)))
env.info(string.format("truck = %s", tostring(truck)))
]]
if transportplane then
attribute=WAREHOUSE.Attribute.TRANSPORT_PLANE
elseif transporthelo then
attribute=WAREHOUSE.Attribute.TRANSPORT_HELO
elseif transportapc then
attribute=WAREHOUSE.Attribute.TRANSPORT_APC
elseif fighter then
attribute=WAREHOUSE.Attribute.FIGHTER
elseif tanker then
attribute=WAREHOUSE.Attribute.TANKER
elseif awacs then
attribute=WAREHOUSE.Attribute.AWACS
elseif artillery then
attribute=WAREHOUSE.Attribute.ARTILLERY
elseif infantry then
attribute=WAREHOUSE.Attribute.INFANTRY
elseif attackhelicopter then
attribute=WAREHOUSE.Attribute.ATTACKHELICOPTER
elseif bomber then
attribute=WAREHOUSE.Attribute.BOMBER
elseif tank then
attribute=WAREHOUSE.Attribute.TANK
elseif truck then
attribute=WAREHOUSE.Attribute.TRUCK
else
attribute=WAREHOUSE.Attribute.OTHER
end
end
return attribute
end
--- Returns the number of assets for each generalized attribute.
-- @param #WAREHOUSE self
-- @param #table stock The stock of the warehouse.
-- @return #table Data table holding the numbers.
function WAREHOUSE:GetStockInfo(stock)
local _data={}
for _j,_attribute in pairs(WAREHOUSE.Attribute) do
local n=0
for _i,_item in pairs(stock) do
local _ite=_item --#WAREHOUSE.Stockitem
if _ite.attribute==_attribute then
n=n+1
end
end
_data[_attribute]=n
end
return _data
end
--- Delete item from stock.
-- @param #WAREHOUSE self
-- @param #number _uid The unique id of the item to be deleted.
function WAREHOUSE:_DeleteStockItem(_uid)
for _i,_item in pairs(self.stock) do
local item=_item --#WAREHOUSE.Stockitem
if item.id==_uid then
self.stock[_i]=nil
end
end
end
--- Delete item from queue.
-- @param #WAREHOUSE self
-- @param #number _uid The id of the item to be deleted.
function WAREHOUSE:_DeleteQueueItem(_uid)
for _i,_item in pairs(self.queue) do
local item=_item --#WAREHOUSE.Queueitem
if item.uid==_uid then
self.queue[_i]=nil
end
end
end
--- Sort requests queue wrt prio and request uid.
-- @param #WAREHOUSE self
function WAREHOUSE:_SortQueue()
self:F2()
-- Sort results table wrt times they have already been engaged.
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
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