MOOSE/Moose Development/Moose/Ops/FlightGroup.lua
Applevangelist bd01946f88 #AI_A2X...
* Fixes
2023-05-09 09:49:13 +02:00

4806 lines
154 KiB
Lua

--- **Ops** - Enhanced Airborne Group.
--
-- ## Main Features:
--
-- * Monitor flight status of elements and/or the entire group
-- * Monitor fuel and ammo status
-- * Conveniently set radio freqencies, TACAN, ROE etc
-- * Order helos to land at specifc coordinates
-- * Dynamically add and remove waypoints
-- * Sophisticated task queueing system (know when DCS tasks start and end)
-- * Convenient checks when the group enters or leaves a zone
-- * Detection events for new, known and lost units
-- * Simple LASER and IR-pointer setup
-- * Compatible with AUFTRAG class
-- * Many additional events that the mission designer can hook into
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Flightgroup).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.FlightGroup
-- @image OPS_FlightGroup.png
--- FLIGHTGROUP class.
-- @type FLIGHTGROUP
-- @field #string actype Type name of the aircraft.
-- @field #number rangemax Max range in meters.
-- @field #number ceiling Max altitude the aircraft can fly at in meters.
-- @field #number tankertype The refueling system type (0=boom, 1=probe), if the group is a tanker.
-- @field #number refueltype The refueling system type (0=boom, 1=probe), if the group can refuel from a tanker.
-- @field Ops.OpsGroup#OPSGROUP.Ammo ammo Ammunition data. Number of Guns, Rockets, Bombs, Missiles.
-- @field #boolean ai If true, flight is purely AI. If false, flight contains at least one human player.
-- @field #boolean fuellow Fuel low switch.
-- @field #number fuellowthresh Low fuel threshold in percent.
-- @field #boolean fuellowrtb RTB on low fuel switch.
-- @field #boolean fuelcritical Fuel critical switch.
-- @field #number fuelcriticalthresh Critical fuel threshold in percent.
-- @field #boolean fuelcriticalrtb RTB on critical fuel switch.
-- @field Ops.FlightControl#FLIGHTCONTROL flightcontrol The flightcontrol handling this group.
-- @field Ops.Airboss#AIRBOSS airboss The airboss handling this group.
-- @field Core.UserFlag#USERFLAG flaghold Flag for holding.
-- @field #number Tholding Abs. mission time stamp when the group reached the holding point.
-- @field #number Tparking Abs. mission time stamp when the group was spawned uncontrolled and is parking.
-- @field #table menu F10 radio menu.
-- @field #string controlstatus Flight control status.
-- @field #boolean despawnAfterLanding If `true`, group is despawned after landed at an airbase.
-- @field #boolean despawnAfterHolding If `true`, group is despawned after reaching the holding point.
-- @field #number RTBRecallCount Number that counts RTB calls.
-- @field Ops.FlightControl#FLIGHTCONTROL.HoldingStack stack Holding stack.
-- @field #boolean isReadyTO Flight is ready for takeoff. This is for FLIGHTCONTROL.
-- @field #boolean prohibitAB Disallow (true) or allow (false) AI to use the afterburner.
-- @field #boolean jettisonEmptyTanks Allow (true) or disallow (false) AI to jettison empty fuel tanks.
-- @field #boolean jettisonWeapons Allow (true) or disallow (false) AI to jettison weapons if in danger.
--
-- @extends Ops.OpsGroup#OPSGROUP
--- *To invent an airplane is nothing; to build one is something; to fly is everything.* -- Otto Lilienthal
--
-- ===
--
-- # The FLIGHTGROUP Concept
--
-- # Events
--
-- This class introduces a lot of additional events that will be handy in many situations.
-- Certain events like landing, takeoff etc. are triggered for each element and also have a corresponding event when the whole group reaches this state.
--
-- ## Spawning
--
-- ## Parking
--
-- ## Taxiing
--
-- ## Takeoff
--
-- ## Airborne
--
-- ## Landed
--
-- ## Arrived
--
-- ## Dead
--
-- ## Fuel
--
-- ## Ammo
--
-- ## Detected Units
--
-- ## Check In Zone
--
-- ## Passing Waypoint
--
--
-- # Tasking
--
-- The FLIGHTGROUP class significantly simplifies the monitoring of DCS tasks. Two types of tasks can be set
--
-- * **Scheduled Tasks**
-- * **Waypoint Tasks**
--
-- ## Scheduled Tasks
--
-- ## Waypoint Tasks
--
-- # Examples
--
-- Here are some examples to show how things are done.
--
-- ## 1. Spawn
--
--
--
-- @field #FLIGHTGROUP
FLIGHTGROUP = {
ClassName = "FLIGHTGROUP",
homebase = nil,
destbase = nil,
homezone = nil,
destzone = nil,
actype = nil,
speedMax = nil,
rangemax = nil,
ceiling = nil,
fuellow = false,
fuellowthresh = nil,
fuellowrtb = nil,
fuelcritical = nil,
fuelcriticalthresh = nil,
fuelcriticalrtb = false,
outofAAMrtb = false,
outofAGMrtb = false,
flightcontrol = nil,
flaghold = nil,
Tholding = nil,
Tparking = nil,
Twaiting = nil,
menu = nil,
isHelo = nil,
RTBRecallCount = 0,
playerSettings = {},
playerWarnings = {},
prohibitAB = false,
jettisonEmptyTanks = true,
jettisonWeapons = true, -- that's actually a negative option like prohibitAB
}
--- Generalized attribute. See [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes) on hoggit.
-- @type FLIGHTGROUP.Attribute
-- @field #string TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
-- @field #string AWACS Airborne Early Warning and Control System.
-- @field #string FIGHTER Fighter, interceptor, ... airplane.
-- @field #string BOMBER Aircraft which can be used for strategic bombing.
-- @field #string TANKER Airplane which can refuel other aircraft.
-- @field #string TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
-- @field #string ATTACKHELO Attack helicopter.
-- @field #string UAV Unpiloted Aerial Vehicle, e.g. drones.
-- @field #string OTHER Other aircraft type.
FLIGHTGROUP.Attribute = {
TRANSPORTPLANE="TransportPlane",
AWACS="AWACS",
FIGHTER="Fighter",
BOMBER="Bomber",
TANKER="Tanker",
TRANSPORTHELO="TransportHelo",
ATTACKHELO="AttackHelo",
UAV="UAV",
OTHER="Other",
}
--- Radio Text.
-- @type FLIGHTGROUP.RadioText
-- @field #string normal
-- @field #string enhanced
--- Radio messages.
-- @type FLIGHTGROUP.RadioMessage
-- @field #FLIGHTGROUP.RadioText AIRBORNE
-- @field #FLIGHTGROUP.RadioText TAXIING
FLIGHTGROUP.RadioMessage = {
AIRBORNE={normal="Airborn", enhanced="Airborn"},
TAXIING={normal="Taxiing", enhanced="Taxiing"},
}
--- Skill level.
-- @type FLIGHTGROUP.PlayerSkill
-- @field #string STUDENT Flight Student. Shows tips and hints in important phases of the approach.
-- @field #string AVIATOR Naval aviator. Moderate number of hints but not really zip lip.
-- @field #string GRADUATE TOPGUN graduate. For people who know what they are doing. Nearly *ziplip*.
-- @field #string INSTRUCTOR TOPGUN instructor. For people who know what they are doing. Nearly *ziplip*.
FLIGHTGROUP.PlayerSkill = {
STUDENT = "Student",
AVIATOR = "Aviator",
GRADUATE = "Graduate",
INSTRUCTOR = "Instructor",
}
--- Player data.
-- @type FLIGHTGROUP.PlayerData
-- @field #string name Player name.
-- @field #boolean subtitles Display subtitles.
-- @field #string skill Skill level.
--- FLIGHTGROUP players.
-- @field #table Players Player data.
FLIGHTGROUP.Players={}
--- FLIGHTGROUP class version.
-- @field #string version
FLIGHTGROUP.version="1.0.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: VTOL aircraft.
-- TODO: Mark assigned parking spot on F10 map.
-- TODO: Let user request a parking spot via F10 marker :)
-- DONE: Use new UnitLost event instead of crash/dead.
-- DONE: Monitor traveled distance in air ==> calculate fuel consumption ==> calculate range remaining. Will this give half way accurate results?
-- DONE: Out of AG/AA missiles. Safe state of out-of-ammo.
-- DONE: Add TACAN beacon.
-- DONE: Add tasks.
-- DONE: Waypoints, read, add, insert, detour.
-- DONE: Get ammo.
-- DONE: Get pylons.
-- DONE: Fuel threshhold ==> RTB.
-- DONE: ROE
-- NOGO: Respawn? With correct loadout, fuelstate. Solved in DCS 2.5.6!
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLIGHTGROUP object and start the FSM.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Group#GROUP group The group object. Can also be given by its group name as `#string`.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:New(group)
-- First check if we already have a flight group for this group.
local og=_DATABASE:GetOpsGroup(group)
if og then
og:I(og.lid..string.format("WARNING: OPS group already exists in data base!"))
return og
end
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname)
-- Defaults
self:SetDefaultROE()
self:SetDefaultROT()
self:SetDefaultEPLRS(self.isEPLRS)
self:SetDetection()
self:SetFuelLowThreshold()
self:SetFuelLowRTB()
self:SetFuelCriticalThreshold()
self:SetFuelCriticalRTB()
-- Holding flag.
self.flaghold=USERFLAG:New(string.format("%s_FlagHold", self.groupname))
self.flaghold:Set(0)
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "LandAtAirbase", "Inbound") -- Group is ordered to land at an airbase.
self:AddTransition("*", "RTB", "Inbound") -- Group is returning to (home/destination) airbase.
self:AddTransition("*", "RTZ", "Inbound") -- Group is returning to destination zone. Not implemented yet!
self:AddTransition("Inbound", "Holding", "Holding") -- Group is in holding pattern.
self:AddTransition("*", "Refuel", "Going4Fuel") -- Group is send to refuel at a tanker.
self:AddTransition("Going4Fuel", "Refueled", "Cruising") -- Group finished refueling.
self:AddTransition("*", "LandAt", "LandingAt") -- Helo group is ordered to land at a specific point.
self:AddTransition("LandingAt", "LandedAt", "LandedAt") -- Helo group landed landed at a specific point.
self:AddTransition("*", "FuelLow", "*") -- Fuel state of group is low. Default ~25%.
self:AddTransition("*", "FuelCritical", "*") -- Fuel state of group is critical. Default ~10%.
self:AddTransition("Cruising", "EngageTarget", "Engaging") -- Engage targets.
self:AddTransition("Engaging", "Disengage", "Cruising") -- Engagement over.
self:AddTransition("*", "ElementParking", "*") -- An element is parking.
self:AddTransition("*", "ElementEngineOn", "*") -- An element spooled up the engines.
self:AddTransition("*", "ElementTaxiing", "*") -- An element is taxiing to the runway.
self:AddTransition("*", "ElementTakeoff", "*") -- An element took off.
self:AddTransition("*", "ElementAirborne", "*") -- An element is airborne.
self:AddTransition("*", "ElementLanded", "*") -- An element landed.
self:AddTransition("*", "ElementArrived", "*") -- An element arrived.
self:AddTransition("*", "ElementOutOfAmmo", "*") -- An element is completely out of ammo.
self:AddTransition("*", "Parking", "Parking") -- The whole flight group is parking.
self:AddTransition("*", "Taxiing", "Taxiing") -- The whole flight group is taxiing.
self:AddTransition("*", "Takeoff", "Airborne") -- The whole flight group is airborne.
self:AddTransition("*", "Airborne", "Airborne") -- The whole flight group is airborne.
self:AddTransition("*", "Cruise", "Cruising") -- The whole flight group is cruising.
self:AddTransition("*", "Landing", "Landing") -- The whole flight group is landing.
self:AddTransition("*", "Landed", "Landed") -- The whole flight group has landed.
self:AddTransition("*", "Arrived", "Arrived") -- The whole flight group has arrived.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the FLIGHTGROUP and all its event handlers.
-- @param #FLIGHTGROUP self
--- Triggers the FSM event "Stop" after a delay. Stops the FLIGHTGROUP and all its event handlers.
-- @function [parent=#FLIGHTGROUP] __Stop
-- @param #FLIGHTGROUP self
-- @param #number delay Delay in seconds.
-- TODO: Add pseudo functions.
-- 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.PilotDead, self.OnEventPilotDead)
self:HandleEvent(EVENTS.Ejection, self.OnEventEjection)
self:HandleEvent(EVENTS.Crash, self.OnEventCrash)
self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
self:HandleEvent(EVENTS.UnitLost, self.OnEventUnitLost)
self:HandleEvent(EVENTS.Kill, self.OnEventKill)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self.OnEventPlayerLeaveUnit)
-- Initialize group.
self:_InitGroup()
-- Init waypoints.
self:_InitWaypoints()
-- Start the status monitoring.
self.timerStatus=TIMER:New(self.Status, self):Start(1, 30)
-- Start queue update timer.
self.timerQueueUpdate=TIMER:New(self._QueueUpdate, self):Start(2, 5)
-- Start check zone timer.
self.timerCheckZone=TIMER:New(self._CheckInZones, self):Start(3, 10)
-- Add OPSGROUP to _DATABASE.
_DATABASE:AddOpsGroup(self)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an *enroute* task to attack targets in a certain **circular** zone.
-- @param #FLIGHTGROUP self
-- @param Core.Zone#ZONE_RADIUS ZoneRadius The circular zone, where to engage targets.
-- @param #table TargetTypes (Optional) The target types, passed as a table, i.e. mind the curly brackets {}. Default {"Air"}.
-- @param #number Priority (Optional) Priority. Default 0.
function FLIGHTGROUP:AddTaskEnrouteEngageTargetsInZone(ZoneRadius, TargetTypes, Priority)
local Task=self.group:EnRouteTaskEngageTargetsInZone(ZoneRadius:GetVec2(), ZoneRadius:GetRadius(), TargetTypes, Priority)
self:AddTaskEnroute(Task)
end
--- Get airwing the flight group belongs to.
-- @param #FLIGHTGROUP self
-- @return Ops.AirWing#AIRWING The AIRWING object (if any).
function FLIGHTGROUP:GetAirwing()
return self.legion
end
--- Get name of airwing the flight group belongs to.
-- @param #FLIGHTGROUP self
-- @return #string Name of the airwing or "None" if the flightgroup does not belong to any airwing.
function FLIGHTGROUP:GetAirwingName()
local name=self.legion and self.legion.alias or "None"
return name
end
--- Get squadron the flight group belongs to.
-- @param #FLIGHTGROUP self
-- @return Ops.Squadron#SQUADRON The SQUADRON of this flightgroup or #nil if the flightgroup does not belong to any squadron.
function FLIGHTGROUP:GetSquadron()
return self.cohort
end
--- Get squadron name the flight group belongs to.
-- @param #FLIGHTGROUP self
-- @return #string The squadron name or "None" if the flightgroup does not belon to any squadron.
function FLIGHTGROUP:GetSquadronName()
local name=self.cohort and self.cohort:GetName() or "None"
return name
end
--- Set if aircraft is VTOL capable. Unfortunately, there is no DCS way to determine this via scripting.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetVTOL()
self.isVTOL=true
return self
end
--- Set if aircraft is **not** allowed to use afterburner.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetProhibitAfterburner()
self.prohibitAB = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOption(AI.Option.Air.id.PROHIBIT_AB, true)
end
return self
end
--- Set if aircraft is allowed to use afterburner.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetAllowAfterburner()
self.prohibitAB = false
if self:GetGroup():IsAlive() then
self:GetGroup():SetOption(AI.Option.Air.id.PROHIBIT_AB, false)
end
return self
end
--- Set if aircraft is allowed to drop empty fuel tanks - set to true to allow, and false to forbid it.
-- @param #FLIGHTGROUP self
-- @param #boolean Switch true or false
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetJettisonEmptyTanks(Switch)
self.jettisonEmptyTanks = Switch
if self:GetGroup():IsAlive() then
self:GetGroup():SetOption(AI.Option.Air.id.JETT_TANKS_IF_EMPTY, Switch)
end
return self
end
--- Set if aircraft is allowed to drop weapons to escape danger - set to true to allow, and false to forbid it.
-- @param #FLIGHTGROUP self
-- @param #boolean Switch true or false
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetJettisonWeapons(Switch)
self.jettisonWeapons = not Switch
if self:GetGroup():IsAlive() then
self:GetGroup():SetOption(AI.Option.Air.id.PROHIBIT_JETT, not Switch)
end
return self
end
--- Set if group is ready for taxi/takeoff if controlled by a `FLIGHTCONTROL`.
-- @param #FLIGHTGROUP self
-- @param #boolean ReadyTO If `true`, flight is ready for takeoff.
-- @param #number Delay Delay in seconds before value is set. Default 0 sec.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetReadyForTakeoff(ReadyTO, Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, FLIGHTGROUP.SetReadyForTakeoff, self, ReadyTO, 0)
else
self.isReadyTO=ReadyTO
end
return self
end
--- Set the FLIGHTCONTROL controlling this flight group.
-- @param #FLIGHTGROUP self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol The FLIGHTCONTROL object.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFlightControl(flightcontrol)
-- Check if there is already a FC.
if self.flightcontrol then
if self.flightcontrol:IsControlling(self) then
-- Flight control is already controlling this flight!
return
else
-- Remove flight from previous FC.
self.flightcontrol:_RemoveFlight(self)
end
end
-- Set FC.
self:T(self.lid..string.format("Setting FLIGHTCONTROL to airbase %s", flightcontrol.airbasename))
self.flightcontrol=flightcontrol
-- Add flight to all flights.
if not flightcontrol:IsFlight(self) then
table.insert(flightcontrol.flights, self)
end
return self
end
--- Get the FLIGHTCONTROL controlling this flight group.
-- @param #FLIGHTGROUP self
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.
function FLIGHTGROUP:GetFlightControl()
return self.flightcontrol
end
--- Set the homebase.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Airbase#AIRBASE HomeAirbase The home airbase.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetHomebase(HomeAirbase)
if type(HomeAirbase)=="string" then
HomeAirbase=AIRBASE:FindByName(HomeAirbase)
end
self.homebase=HomeAirbase
return self
end
--- Set the destination airbase. This is where the flight will go, when the final waypoint is reached.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Airbase#AIRBASE DestinationAirbase The destination airbase.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetDestinationbase(DestinationAirbase)
if type(DestinationAirbase)=="string" then
DestinationAirbase=AIRBASE:FindByName(DestinationAirbase)
end
self.destbase=DestinationAirbase
return self
end
--- Set the AIRBOSS controlling this flight group.
-- @param #FLIGHTGROUP self
-- @param Ops.Airboss#AIRBOSS airboss The AIRBOSS object.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetAirboss(airboss)
self.airboss=airboss
return self
end
--- Set low fuel threshold. Triggers event "FuelLow" and calls event function "OnAfterFuelLow".
-- @param #FLIGHTGROUP self
-- @param #number threshold Fuel threshold in percent. Default 25 %.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFuelLowThreshold(threshold)
self.fuellowthresh=threshold or 25
return self
end
--- Set if low fuel threshold is reached, flight goes RTB.
-- @param #FLIGHTGROUP self
-- @param #boolean switch If true or nil, flight goes RTB. If false, turn this off.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFuelLowRTB(switch)
if switch==false then
self.fuellowrtb=false
else
self.fuellowrtb=true
end
return self
end
--- Set if flight is out of Air-Air-Missiles, flight goes RTB.
-- @param #FLIGHTGROUP self
-- @param #boolean switch If true or nil, flight goes RTB. If false, turn this off.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOutOfAAMRTB(switch)
if switch==false then
self.outofAAMrtb=false
else
self.outofAAMrtb=true
end
return self
end
--- Set if flight is out of Air-Ground-Missiles, flight goes RTB.
-- @param #FLIGHTGROUP self
-- @param #boolean switch If true or nil, flight goes RTB. If false, turn this off.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOutOfAGMRTB(switch)
if switch==false then
self.outofAGMrtb=false
else
self.outofAGMrtb=true
end
return self
end
--- Set if low fuel threshold is reached, flight tries to refuel at the neares tanker.
-- @param #FLIGHTGROUP self
-- @param #boolean switch If true or nil, flight goes for refuelling. If false, turn this off.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFuelLowRefuel(switch)
if switch==false then
self.fuellowrefuel=false
else
self.fuellowrefuel=true
end
return self
end
--- Set fuel critical threshold. Triggers event "FuelCritical" and event function "OnAfterFuelCritical".
-- @param #FLIGHTGROUP self
-- @param #number threshold Fuel threshold in percent. Default 10 %.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFuelCriticalThreshold(threshold)
self.fuelcriticalthresh=threshold or 10
return self
end
--- Set if critical fuel threshold is reached, flight goes RTB.
-- @param #FLIGHTGROUP self
-- @param #boolean switch If true or nil, flight goes RTB. If false, turn this off.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetFuelCriticalRTB(switch)
if switch==false then
self.fuelcriticalrtb=false
else
self.fuelcriticalrtb=true
end
return self
end
--- Enable that the group is despawned after landing. This can be useful to avoid DCS taxi issues with other AI or players or jamming taxiways.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetDespawnAfterLanding()
self.despawnAfterLanding=true
return self
end
--- Enable that the group is despawned after holding. This can be useful to avoid DCS taxi issues with other AI or players or jamming taxiways.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetDespawnAfterHolding()
self.despawnAfterHolding=true
return self
end
--- Check if flight is parking.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element (Optional) Only check status for given element.
-- @return #boolean If true, flight is parking after spawned.
function FLIGHTGROUP:IsParking(Element)
local is=self:Is("Parking")
if Element then
is=Element.status==OPSGROUP.ElementStatus.PARKING
end
return is
end
--- Check if is taxiing to the runway.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element (Optional) Only check status for given element.
-- @return #boolean If true, flight is taxiing after engine start up.
function FLIGHTGROUP:IsTaxiing(Element)
local is=self:Is("Taxiing")
if Element then
is=Element.status==OPSGROUP.ElementStatus.TAXIING
end
return is
end
--- Check if flight is airborne or cruising.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element (Optional) Only check status for given element.
-- @return #boolean If true, flight is airborne.
function FLIGHTGROUP:IsAirborne(Element)
local is=self:Is("Airborne") or self:Is("Cruising")
if Element then
is=Element.status==OPSGROUP.ElementStatus.AIRBORNE
end
return is
end
--- Check if flight is airborne or cruising.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is airborne.
function FLIGHTGROUP:IsCruising()
local is=self:Is("Cruising")
return is
end
--- Check if flight is landing.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element (Optional) Only check status for given element.
-- @return #boolean If true, flight is landing, i.e. on final approach.
function FLIGHTGROUP:IsLanding(Element)
local is=self:Is("Landing")
if Element then
is=Element.status==OPSGROUP.ElementStatus.LANDING
end
return is
end
--- Check if flight has landed and is now taxiing to its parking spot.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element (Optional) Only check status for given element.
-- @return #boolean If true, flight has landed
function FLIGHTGROUP:IsLanded(Element)
local is=self:Is("Landed")
if Element then
is=Element.status==OPSGROUP.ElementStatus.LANDED
end
return is
end
--- Check if flight has arrived at its destination parking spot.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element (Optional) Only check status for given element.
-- @return #boolean If true, flight has arrived at its destination and is parking.
function FLIGHTGROUP:IsArrived(Element)
local is=self:Is("Arrived")
if Element then
is=Element.status==OPSGROUP.ElementStatus.ARRIVED
end
return is
end
--- Check if flight is inbound and traveling to holding pattern.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is holding.
function FLIGHTGROUP:IsInbound()
local is=self:Is("Inbound")
return is
end
--- Check if flight is holding and waiting for landing clearance.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is holding.
function FLIGHTGROUP:IsHolding()
local is=self:Is("Holding")
return is
end
--- Check if flight is going for fuel.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is refueling.
function FLIGHTGROUP:IsGoing4Fuel()
local is=self:Is("Going4Fuel")
return is
end
--- Check if helo(!) flight is ordered to land at a specific point.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, group has task to land somewhere.
function FLIGHTGROUP:IsLandingAt()
local is=self:Is("LandingAt")
return is
end
--- Check if helo(!) flight has landed at a specific point.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, has landed somewhere.
function FLIGHTGROUP:IsLandedAt()
local is=self:Is("LandedAt")
return is
end
--- Check if flight is low on fuel.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is low on fuel.
function FLIGHTGROUP:IsFuelLow()
return self.fuellow
end
--- Check if flight is critical on fuel.
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is critical on fuel.
function FLIGHTGROUP:IsFuelCritical()
return self.fuelcritical
end
--- Check if flight is good on fuel (not below low or even critical state).
-- @param #FLIGHTGROUP self
-- @return #boolean If true, flight is good on fuel.
function FLIGHTGROUP:IsFuelGood()
local isgood=not (self.fuellow or self.fuelcritical)
return isgood
end
--- Check if flight can do air-to-ground tasks.
-- @param #FLIGHTGROUP self
-- @param #boolean ExcludeGuns If true, exclude gun
-- @return #boolean *true* if has air-to-ground weapons.
function FLIGHTGROUP:CanAirToGround(ExcludeGuns)
local ammo=self:GetAmmoTot()
if ExcludeGuns then
return ammo.MissilesAG+ammo.Rockets+ammo.Bombs>0
else
return ammo.MissilesAG+ammo.Rockets+ammo.Bombs+ammo.Guns>0
end
end
--- Check if flight can do air-to-air attacks.
-- @param #FLIGHTGROUP self
-- @param #boolean ExcludeGuns If true, exclude available gun shells.
-- @return #boolean *true* if has air-to-ground weapons.
function FLIGHTGROUP:CanAirToAir(ExcludeGuns)
local ammo=self:GetAmmoTot()
if ExcludeGuns then
return ammo.MissilesAA>0
else
return ammo.MissilesAA+ammo.Guns>0
end
end
--- Start an *uncontrolled* group.
-- @param #FLIGHTGROUP self
-- @param #number delay (Optional) Delay in seconds before the group is started. Default is immediately.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:StartUncontrolled(delay)
if delay and delay>0 then
self:T2(self.lid..string.format("Starting uncontrolled group in %d seconds", delay))
self:ScheduleOnce(delay, FLIGHTGROUP.StartUncontrolled, self)
else
local alive=self:IsAlive()
if alive~=nil then
-- Check if group is already active.
local _delay=0
if alive==false then
self:Activate()
_delay=1
end
self:T(self.lid.."Starting uncontrolled group")
self.group:StartUncontrolled(_delay)
self.isUncontrolled=false
else
self:T(self.lid.."ERROR: Could not start uncontrolled group as it is NOT alive!")
end
end
return self
end
--- Clear the group for landing when it is holding.
-- @param #FLIGHTGROUP self
-- @param #number Delay Delay in seconds before landing clearance is given.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:ClearToLand(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, FLIGHTGROUP.ClearToLand, self)
else
if self:IsHolding() then
-- Set flag.
self:T(self.lid..string.format("Clear to land ==> setting holding flag to 1 (true)"))
self.flaghold:Set(1)
-- Not holding any more.
self.Tholding=nil
-- Clear holding stack.
if self.stack then
self.stack.flightgroup=nil
self.stack=nil
end
end
end
return self
end
--- Get min fuel of group. This returns the relative fuel amount of the element lowest fuel in the group.
-- @param #FLIGHTGROUP self
-- @return #number Relative fuel in percent.
function FLIGHTGROUP:GetFuelMin()
local fuelmin=math.huge
for i,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
local unit=element.unit
local life=unit:GetLife()
if unit and unit:IsAlive() and life>1 then
local fuel=unit:GetFuel()
if fuel<fuelmin then
fuelmin=fuel
end
end
end
return fuelmin*100
end
--- Get number of kills of this group.
-- @param #FLIGHTGROUP self
-- @return #number Number of units killed.
function FLIGHTGROUP:GetKills()
return self.Nkills
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Status update.
-- @param #FLIGHTGROUP self
function FLIGHTGROUP:Status()
-- FSM state.
local fsmstate=self:GetState()
-- Is group alive?
local alive=self:IsAlive()
if alive then
-- Update position.
self:_UpdatePosition()
-- Check if group has detected any units.
self:_CheckDetectedUnits()
-- Check ammo status.
self:_CheckAmmoStatus()
-- Check damage.
self:_CheckDamage()
-- TODO: Check if group is waiting?
if self:IsWaiting() then
if self.Twaiting and self.dTwait then
if timer.getAbsTime()>self.Twaiting+self.dTwait then
--self.Twaiting=nil
--self.dTwait=nil
--self:Cruise()
end
end
end
-- Get current mission (if any).
local mission=self:GetMissionCurrent()
-- If mission, check if DCS task needs to be updated.
if mission and mission.updateDCSTask then
-- Orbit missions might need updates.
if (mission:GetType()==AUFTRAG.Type.ORBIT or mission:GetType()==AUFTRAG.Type.RECOVERYTANKER or mission:GetType()==AUFTRAG.Type.CAP) and mission.orbitVec2 then
-- Get 2D vector of orbit target.
local vec2=mission:GetTargetVec2()
-- Heading.
local hdg=mission:GetTargetHeading()
-- Heading change?
local hdgchange=false
if mission.orbitLeg then
if UTILS.HdgDiff(hdg, mission.targetHeading)>0 then
hdgchange=true
end
end
-- Distance to previous position.
local dist=UTILS.VecDist2D(vec2, mission.orbitVec2)
-- Distance change?
local distchange=dist>mission.orbitDeltaR
-- Debug info.
self:T3(self.lid..string.format("Checking orbit mission dist=%d meters", dist))
-- Check if distance is larger than threshold.
if distchange or hdgchange then
-- Debug info.
self:T3(self.lid..string.format("Updating orbit!"))
-- Update DCS task. This also sets the new mission.orbitVec2.
local DCSTask=mission:GetDCSMissionTask() --DCS#Task
-- Get task.
local Task=mission:GetGroupWaypointTask(self)
-- Reset current orbit task.
self.controller:resetTask()
-- Push task after one second. We need to give resetTask some time or it will not work!
self:_SandwitchDCSTask(DCSTask, Task, false, 1)
end
end
end
-- TODO: _CheckParking() function
-- Check if flight began to taxi (if it was parking).
if self:IsParking() then
for _,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
-- Check for parking spot.
if element.parking then
-- Get distance to assigned parking spot.
local dist=self:_GetDistToParking(element.parking, element.unit:GetCoord())
-- Debug info.
self:T(self.lid..string.format("Distance to parking spot %d = %.1f meters", element.parking.TerminalID, dist))
-- If distance >10 meters, we consider the unit as taxiing. At least for fighters, the initial distance seems to be around 1.8 meters.
if dist>12 and element.engineOn then
self:ElementTaxiing(element)
end
else
--self:T(self.lid..string.format("Element %s is in PARKING queue but has no parking spot assigned!", element.name))
end
end
end
else
-- Check damage.
self:_CheckDamage()
end
---
-- Group
---
-- Short info.
if self.verbose>=1 then
-- Number of elements.
local nelem=self:CountElements()
local Nelem=#self.elements
-- Get number of tasks and missions.
local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
local nMissions=self:CountRemainingMissison()
-- ROE and Alarm State.
local roe=self:GetROE() or -1
local rot=self:GetROT() or -1
-- Waypoint stuff.
local wpidxCurr=self.currentwp
local wpuidCurr=self:GetWaypointUIDFromIndex(wpidxCurr) or 0
local wpidxNext=self:GetWaypointIndexNext() or 0
local wpuidNext=self:GetWaypointUIDFromIndex(wpidxNext) or 0
local wpN=#self.waypoints or 0
local wpF=tostring(self.passedfinalwp)
-- Speed.
local speed=UTILS.MpsToKnots(self.velocity or 0)
local speedEx=UTILS.MpsToKnots(self:GetExpectedSpeed())
-- Altitude.
local alt=self.position and self.position.y or 0
-- Heading in degrees.
local hdg=self.heading or 0
-- TODO: GetFormation function.
local formation=self.option.Formation or "unknown"
-- Life points.
local life=self.life or 0
-- Total ammo.
local ammo=self:GetAmmoTot().Total
-- Detected units.
local ndetected=self.detectionOn and tostring(self.detectedunits:Count()) or "Off"
-- Get cargo weight.
local cargo=0
for _,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
cargo=cargo+element.weightCargo
end
-- Home and destination base.
local home=self.homebase and self.homebase:GetName() or "unknown"
local dest=self.destbase and self.destbase:GetName() or "unknown"
local curr=self.currbase and self.currbase:GetName() or "N/A"
-- Info text.
local text=string.format("%s [%d/%d]: ROE/ROT=%d/%d | T/M=%d/%d | Wp=%d[%d]-->%d[%d]/%d [%s] | Life=%.1f | v=%.1f (%d) | Hdg=%03d | Ammo=%d | Detect=%s | Cargo=%.1f | Base=%s [%s-->%s]",
fsmstate, nelem, Nelem, roe, rot, nTaskTot, nMissions, wpidxCurr, wpuidCurr, wpidxNext, wpuidNext, wpN, wpF, life, speed, speedEx, hdg, ammo, ndetected, cargo, curr, home, dest)
self:I(self.lid..text)
end
---
-- Elements
---
if self.verbose>=2 then
local text="Elements:"
for i,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
local name=element.name
local status=element.status
local unit=element.unit
local fuel=unit:GetFuel() or 0
local life=unit:GetLifeRelative() or 0
local lp=unit:GetLife()
local lp0=unit:GetLife0()
local parking=element.parking and tostring(element.parking.TerminalID) or "X"
-- Get ammo.
local ammo=self:GetAmmoElement(element)
-- Output text for element.
text=text..string.format("\n[%d] %s: status=%s, fuel=%.1f, life=%.1f [%.1f/%.1f], guns=%d, rockets=%d, bombs=%d, missiles=%d (AA=%d, AG=%d, AS=%s), parking=%s",
i, name, status, fuel*100, life*100, lp, lp0, ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles, ammo.MissilesAA, ammo.MissilesAG, ammo.MissilesAS, parking)
end
if #self.elements==0 then
text=text.." none!"
end
self:I(self.lid..text)
end
---
-- Distance travelled
---
if self.verbose>=4 and alive then
-- TODO: _Check distance travelled.
-- Travelled distance since last check.
local ds=self.travelds
-- Time interval.
local dt=self.dTpositionUpdate
-- Speed.
local v=ds/dt
-- Max fuel time remaining.
local TmaxFuel=math.huge
for _,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
-- Get relative fuel of element.
local fuel=element.unit:GetFuel() or 0
-- Relative fuel used since last check.
local dFrel=element.fuelrel-fuel
-- Relative fuel used per second.
local dFreldt=dFrel/dt
-- Fuel remaining in seconds.
local Tfuel=fuel/dFreldt
if Tfuel<TmaxFuel then
TmaxFuel=Tfuel
end
-- Element consumption.
self:T3(self.lid..string.format("Fuel consumption %s F=%.1f: dF=%.3f dF/min=%.3f ==> Tfuel=%.1f min", element.name, fuel*100, dFrel*100, dFreldt*100*60, Tfuel/60))
-- Store rel fuel.
element.fuelrel=fuel
end
-- Log outut.
self:T(self.lid..string.format("Travelled ds=%.1f km dt=%.1f s ==> v=%.1f knots. Fuel left for %.1f min", self.traveldist/1000, dt, UTILS.MpsToKnots(v), TmaxFuel/60))
end
---
-- Fuel State
---
-- TODO: _CheckFuelState() function.
-- Only if group is in air.
if alive and self.group:IsAirborne(true) then
local fuelmin=self:GetFuelMin()
-- Debug info.
self:T2(self.lid..string.format("Fuel state=%d", fuelmin))
if fuelmin>=self.fuellowthresh then
self.fuellow=false
end
if fuelmin>=self.fuelcriticalthresh then
self.fuelcritical=false
end
-- Low fuel?
if fuelmin<self.fuellowthresh and not self.fuellow then
self:FuelLow()
end
-- Critical fuel?
if fuelmin<self.fuelcriticalthresh and not self.fuelcritical then
self:FuelCritical()
end
end
---
-- Airboss Helo
---
if self.isHelo and self.airboss and self:IsHolding() then
if self.airboss:IsRecovering() or self:IsFuelCritical() then
self:ClearToLand()
end
end
---
-- Engage Detected Targets
---
if self:IsAirborne() and self:IsFuelGood() and self.detectionOn and self.engagedetectedOn then
local targetgroup, targetdist=self:_GetDetectedTarget()
-- If we found a group, we engage it.
if targetgroup then
self:T(self.lid..string.format("Engaging target group %s at distance %d meters", targetgroup:GetName(), targetdist))
self:EngageTarget(targetgroup)
end
end
---
-- Cargo
---
self:_CheckCargoTransport()
---
-- Tasks & Missions
---
self:_PrintTaskAndMissionStatus()
-- Current mission.
local mission=self:GetMissionCurrent()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DCS Events ==> See also OPSGROUP
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Flightgroup event function handling the crash of a unit.
-- @param #FLIGHTGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function FLIGHTGROUP:OnEventEngineStartup(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element then
if self:IsAirborne() or self:IsInbound() or self:IsHolding() then
-- TODO: what?
else
self:T3(self.lid..string.format("EVENT: Element %s started engines ==> taxiing (if AI)", element.name))
-- Element started engies.
self:ElementEngineOn(element)
-- Engines are on.
element.engineOn=true
--[[
-- TODO: could be that this element is part of a human flight group.
-- Problem: when player starts hot, the AI does too and starts to taxi immidiately :(
-- when player starts cold, ?
if self.isAI then
self:ElementEngineOn(element)
else
if element.ai then
-- AI wingmen will start taxiing even if the player/client is still starting up his engines :(
self:ElementEngineOn(element)
end
end
]]
end
end
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #FLIGHTGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function FLIGHTGROUP:OnEventTakeOff(EventData)
self:T3(self.lid.."EVENT: TakeOff")
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element then
self:T2(self.lid..string.format("EVENT: Element %s took off ==> airborne", element.name))
self:ElementTakeoff(element, EventData.Place)
end
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #FLIGHTGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function FLIGHTGROUP:OnEventLanding(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
local airbase=EventData.Place
local airbasename="unknown"
if airbase then
airbasename=tostring(airbase:GetName())
end
if element then
self:T3(self.lid..string.format("EVENT: Element %s landed at %s ==> landed", element.name, airbasename))
self:ElementLanded(element, airbase)
end
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #FLIGHTGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function FLIGHTGROUP:OnEventEngineShutdown(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element then
-- Engines are off.
element.engineOn=false
if element.unit and element.unit:IsAlive() then
local airbase=self:GetClosestAirbase()
local parking=self:GetParkingSpot(element, 100, airbase)
if airbase and parking then
self:ElementArrived(element, airbase, parking)
self:T3(self.lid..string.format("EVENT: Element %s shut down engines ==> arrived", element.name))
else
self:T3(self.lid..string.format("EVENT: Element %s shut down engines but is not parking. Is it dead?", element.name))
end
else
--self:T(self.lid..string.format("EVENT: Element %s shut down engines but is NOT alive ==> waiting for crash event (==> dead)", element.name))
end
end -- element nil?
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #FLIGHTGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function FLIGHTGROUP:OnEventCrash(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element and element.status~=OPSGROUP.ElementStatus.DEAD then
self:T(self.lid..string.format("EVENT: Element %s crashed ==> destroyed", element.name))
self:ElementDestroyed(element)
end
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #FLIGHTGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function FLIGHTGROUP:OnEventUnitLost(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
self:T2(self.lid..string.format("EVENT: Unit %s lost at t=%.3f", EventData.IniUnitName, timer.getTime()))
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element and element.status~=OPSGROUP.ElementStatus.DEAD then
self:T(self.lid..string.format("EVENT: Element %s unit lost ==> destroyed t=%.3f", element.name, timer.getTime()))
self:ElementDestroyed(element)
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementSpawned" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
function FLIGHTGROUP:onafterElementSpawned(From, Event, To, Element)
-- Debug info.
self:T(self.lid..string.format("Element spawned %s", Element.name))
if Element.playerName then
self:_InitPlayerData(Element.playerName)
end
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED)
if Element.unit:InAir(not self.isHelo) then -- Setting check because of problems with helos dynamically spawned where inAir WRONGLY returned true if spawned at an airbase or farp!
-- Trigger ElementAirborne event. Add a little delay because spawn is also delayed!
self:__ElementAirborne(0.11, Element)
else
-- Get parking spot.
local spot=self:GetParkingSpot(Element, 10)
if spot then
-- Trigger ElementParking event. Add a little delay because spawn is also delayed!
self:__ElementParking(0.11, Element, spot)
else
-- TODO: This can happen if spawned on deck of a carrier!
self:T(self.lid..string.format("Element spawned not in air but not on any parking spot."))
self:__ElementParking(0.11, Element)
end
end
end
--- On after "ElementParking" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
-- @param Wrapper.Airbase#AIRBASE.ParkingSpot Spot Parking Spot.
function FLIGHTGROUP:onafterElementParking(From, Event, To, Element, Spot)
-- Set parking spot.
if Spot then
self:_SetElementParkingAt(Element, Spot)
end
-- Debug info.
self:T(self.lid..string.format("Element parking %s at spot %s", Element.name, Element.parking and tostring(Element.parking.TerminalID) or "N/A"))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.PARKING)
if self:IsTakeoffCold() then
-- Wait for engine startup event.
elseif self:IsTakeoffHot() then
self:__ElementEngineOn(0.5, Element) -- delay a bit to allow all elements
Element.engineOn=true
elseif self:IsTakeoffRunway() then
self:__ElementEngineOn(0.5, Element)
Element.engineOn=true
end
end
--- On after "ElementEngineOn" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
function FLIGHTGROUP:onafterElementEngineOn(From, Event, To, Element)
-- Debug info.
self:T(self.lid..string.format("Element %s started engines", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.ENGINEON)
end
--- On after "ElementTaxiing" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
function FLIGHTGROUP:onafterElementTaxiing(From, Event, To, Element)
-- Get terminal ID.
local TerminalID=Element.parking and tostring(Element.parking.TerminalID) or "N/A"
-- Debug info.
self:T(self.lid..string.format("Element taxiing %s. Parking spot %s is now free", Element.name, TerminalID))
-- Set parking spot to free. Also for FC.
self:_SetElementParkingFree(Element)
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.TAXIING)
end
--- On after "ElementTakeoff" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase if applicable or nil.
function FLIGHTGROUP:onafterElementTakeoff(From, Event, To, Element, airbase)
self:T(self.lid..string.format("Element takeoff %s at %s airbase.", Element.name, airbase and airbase:GetName() or "unknown"))
-- Helos with skids just take off without taxiing!
if Element.parking then
self:_SetElementParkingFree(Element)
end
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.TAKEOFF, airbase)
-- Trigger element airborne event.
self:__ElementAirborne(0.01, Element)
end
--- On after "ElementAirborne" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)
end
--- On after "ElementLanded" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase if applicable or nil.
function FLIGHTGROUP:onafterElementLanded(From, Event, To, Element, airbase)
-- Debug info.
self:T2(self.lid..string.format("Element landed %s at %s airbase", Element.name, airbase and airbase:GetName() or "unknown"))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.LANDED, airbase)
-- Helos with skids land directly on parking spots.
if self.isHelo then
local Spot=self:GetParkingSpot(Element, 10, airbase)
if Spot then
self:_SetElementParkingAt(Element, Spot)
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.ARRIVED)
end
end
-- Despawn after landing.
if self.despawnAfterLanding then
if self.legion then
if airbase and self.legion.airbase and airbase.AirbaseName==self.legion.airbase.AirbaseName then
if self:IsLanded() then
-- Everybody landed ==> Return to legion. Will despawn the last one.
self:ReturnToLegion()
else
-- Despawn the element.
self:DespawnElement(Element)
end
end
else
-- Despawn the element.
self:DespawnElement(Element)
end
end
end
--- On after "ElementArrived" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase, where the element arrived.
-- @param Wrapper.Airbase#AIRBASE.ParkingSpot Parking The Parking spot the element has.
function FLIGHTGROUP:onafterElementArrived(From, Event, To, Element, airbase, Parking)
self:T(self.lid..string.format("Element arrived %s at %s airbase using parking spot %d", Element.name, airbase and airbase:GetName() or "unknown", Parking and Parking.TerminalID or -99))
-- Set element parking.
self:_SetElementParkingAt(Element, Parking)
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.ARRIVED)
end
--- On after "ElementDestroyed" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
function FLIGHTGROUP:onafterElementDestroyed(From, Event, To, Element)
-- Call OPSGROUP function.
self:GetParent(self).onafterElementDestroyed(self, From, Event, To, Element)
end
--- On after "ElementDead" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsGroup#OPSGROUP.Element Element The flight group element.
function FLIGHTGROUP:onafterElementDead(From, Event, To, Element)
-- Check for flight control.
if self.flightcontrol and Element.parking then
self.flightcontrol:SetParkingFree(Element.parking)
end
-- Call OPSGROUP function. This will remove the flightcontrol. Therefore, has to be after setting parking free.
self:GetParent(self).onafterElementDead(self, From, Event, To, Element)
-- Not parking any more.
Element.parking=nil
end
--- On after "Spawned" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterSpawned(From, Event, To)
self:T(self.lid..string.format("Flight spawned"))
-- Debug info.
if self.verbose>=1 then
local text=string.format("Initialized Flight Group %s:\n", self.groupname)
text=text..string.format("Unit type = %s\n", self.actype)
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedMax))
text=text..string.format("Range max = %.1f km\n", self.rangemax/1000)
text=text..string.format("Ceiling = %.1f feet\n", UTILS.MetersToFeet(self.ceiling))
text=text..string.format("Weight = %.1f kg\n", self:GetWeightTotal())
text=text..string.format("Cargo bay = %.1f kg\n", self:GetFreeCargobay())
text=text..string.format("Tanker type = %s\n", tostring(self.tankertype))
text=text..string.format("Refuel type = %s\n", tostring(self.refueltype))
text=text..string.format("AI = %s\n", tostring(self.isAI))
text=text..string.format("Has EPLRS = %s\n", tostring(self.isEPLRS))
text=text..string.format("Helicopter = %s\n", tostring(self.isHelo))
text=text..string.format("Elements = %d\n", #self.elements)
text=text..string.format("Waypoints = %d\n", #self.waypoints)
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On))
text=text..string.format("Ammo = %d (G=%d/R=%d/B=%d/M=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Bombs, self.ammo.Missiles)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Is alive = %s\n", tostring(self.group:IsAlive()))
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
text=text..string.format("Uncontrolled = %s\n", tostring(self:IsUncontrolled()))
text=text..string.format("Start Air = %s\n", tostring(self:IsTakeoffAir()))
text=text..string.format("Start Cold = %s\n", tostring(self:IsTakeoffCold()))
text=text..string.format("Start Hot = %s\n", tostring(self:IsTakeoffHot()))
text=text..string.format("Start Rwy = %s\n", tostring(self:IsTakeoffRunway()))
text=text..string.format("Elements:")
for i,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
text=text..string.format("\n[%d] %s: callsign=%s, modex=%s, player=%s", i, element.name, tostring(element.callsign), tostring(element.modex), tostring(element.playerName))
end
self:I(self.lid..text)
end
-- Update position.
self:_UpdatePosition()
-- Not dead or destroyed yet.
self.isDead=false
self.isDestroyed=false
if self.isAI then
-- Set ROE.
self:SwitchROE(self.option.ROE)
-- Set ROT.
self:SwitchROT(self.option.ROT)
-- Set default EPLRS.
self:SwitchEPLRS(self.option.EPLRS)
-- Set default Invisible.
self:SwitchInvisible(self.option.Invisible)
-- Set default Immortal.
self:SwitchImmortal(self.option.Immortal)
-- Set Formation
self:SwitchFormation(self.option.Formation)
-- Set TACAN beacon.
self:_SwitchTACAN()
-- Set radio freq and modu.
if self.radioDefault then
self:SwitchRadio()
else
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, self.radio.On)
end
-- Set callsign.
if self.callsignDefault then
self:SwitchCallsign(self.callsignDefault.NumberSquad, self.callsignDefault.NumberGroup)
else
self:SetDefaultCallsign(self.callsign.NumberSquad, self.callsign.NumberGroup)
end
-- TODO: make this input.
self:GetGroup():SetOption(AI.Option.Air.id.PROHIBIT_JETT, self.jettisonWeapons)
self:GetGroup():SetOption(AI.Option.Air.id.PROHIBIT_AB, self.prohibitAB) -- Does not seem to work. AI still used the after burner.
self:GetGroup():SetOption(AI.Option.Air.id.RTB_ON_BINGO, false)
self:GetGroup():SetOption(AI.Option.Air.id.JETT_TANKS_IF_EMPTY, self.jettisonEmptyTanks)
--self.group:SetOption(AI.Option.Air.id.RADAR_USING, AI.Option.Air.val.RADAR_USING.FOR_CONTINUOUS_SEARCH)
-- Update route.
self:__UpdateRoute(-0.5)
else
-- Set flightcontrol.
if self.currbase then
local flightcontrol=_DATABASE:GetFlightControl(self.currbase:GetName())
if flightcontrol then
self:SetFlightControl(flightcontrol)
else
-- F10 other menu.
self:_UpdateMenu(0.5)
end
else
self:_UpdateMenu(0.5)
end
end
end
--- On after "Parking" event. Add flight to flightcontrol of airbase.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterParking(From, Event, To)
-- Get closest airbase
local airbase=self:GetClosestAirbase()
local airbasename=airbase:GetName() or "unknown"
-- Debug info
self:T(self.lid..string.format("Flight is parking at airbase %s", airbasename))
-- Set current airbase.
self.currbase=airbase
-- Set homebase to current airbase if not defined yet.
-- This is necessary, e.g, when flights are spawned at an airbase because they do not have a takeoff waypoint.
if not self.homebase then
self.homebase=airbase
end
-- Parking time stamp.
self.Tparking=timer.getAbsTime()
-- Get FC of this airbase.
local flightcontrol=_DATABASE:GetFlightControl(airbasename)
if flightcontrol then
-- Set FC for this flight. This also updates the menu.
self:SetFlightControl(flightcontrol)
if self.flightcontrol then
-- Set flight status.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.PARKING)
end
else
self:T3(self.lid.."INFO: No flight control in onAfterParking!")
end
end
--- On after "Taxiing" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterTaxiing(From, Event, To)
self:T(self.lid..string.format("Flight is taxiing"))
-- Parking over.
self.Tparking=nil
if self.flightcontrol and self.flightcontrol:IsControlling(self) then
-- Add AI flight to takeoff queue.
if self.isAI then
-- AI flights go directly to TAKEOFF as we don't know when they finished taxiing.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.TAKEOFF)
else
-- Human flights go to TAXI OUT queue. They will go to the ready for takeoff queue when they request it.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.TAXIOUT)
end
end
end
--- On after "Takeoff" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase the flight landed.
function FLIGHTGROUP:onafterTakeoff(From, Event, To, airbase)
self:T(self.lid..string.format("Flight takeoff from %s", airbase and airbase:GetName() or "unknown airbase"))
-- Remove flight from all FC queues.
if self.flightcontrol and airbase and self.flightcontrol.airbasename==airbase:GetName() then
self.flightcontrol:_RemoveFlight(self)
self.flightcontrol=nil
end
end
--- On after "Airborne" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterAirborne(From, Event, To)
self:T(self.lid..string.format("Flight airborne"))
-- No current airbase any more.
self.currbase=nil
-- Cruising.
self:__Cruise(-0.01)
end
--- On after "Cruising" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterCruise(From, Event, To)
self:T(self.lid..string.format("Flight cruising"))
-- Not waiting anymore.
self.Twaiting=nil
self.dTwait=nil
if self.isAI then
---
-- AI
---
-- Check group Done.
self:_CheckGroupDone(nil, 120)
else
---
-- CLIENT
---
--self:_UpdateMenu(0.1)
end
end
--- On after "Landing" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterLanding(From, Event, To)
self:T(self.lid..string.format("Flight is landing"))
-- Everyone is landing now.
self:_SetElementStatusAll(OPSGROUP.ElementStatus.LANDING)
if self.flightcontrol and self.flightcontrol:IsControlling(self) then
-- Add flight to landing queue.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.LANDING)
end
-- Not holding any more.
self.Tholding=nil
-- Clear holding stack.
if self.stack then
self.stack.flightgroup=nil
self.stack=nil
end
end
--- On after "Landed" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase the flight landed.
function FLIGHTGROUP:onafterLanded(From, Event, To, airbase)
self:T(self.lid..string.format("Flight landed at %s", airbase and airbase:GetName() or "unknown place"))
if self.flightcontrol and self.flightcontrol:IsControlling(self) then
-- Add flight to taxiinb queue.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.TAXIINB)
end
end
--- On after "LandedAt" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterLandedAt(From, Event, To)
self:T(self.lid..string.format("Flight landed at"))
-- Trigger (un-)loading process.
if self:IsPickingup() then
self:__Loading(-1)
elseif self:IsTransporting() then
self:__Unloading(-1)
end
end
--- On after "Arrived" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterArrived(From, Event, To)
self:T(self.lid..string.format("Flight arrived"))
-- Flight Control
if self.flightcontrol then
-- Add flight to arrived queue.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.ARRIVED)
end
if not self.isAI then
-- Player landed. No despawn.
return
end
--TODO: Check that current base is airwing base.
local airwing=self:GetAirwing() --airwing:GetAirbaseName()==self.currbase:GetName()
-- Check what to do.
if airwing and not (self:IsPickingup() or self:IsTransporting()) then
-- Debug info.
self:T(self.lid..string.format("Airwing asset group %s arrived ==> Adding asset back to stock of airwing %s", self.groupname, airwing.alias))
-- Add the asset back to the airwing.
--airwing:AddAsset(self.group, 1)
self:ReturnToLegion(1)
elseif self.isLandingAtAirbase then
local Template=UTILS.DeepCopy(self.template) --DCS#Template
-- No late activation.
self.isLateActivated=false
Template.lateActivation=self.isLateActivated
-- Spawn in uncontrolled state.
self.isUncontrolled=true
Template.uncontrolled=self.isUncontrolled
-- First waypoint of the group.
local SpawnPoint=Template.route.points[1]
-- These are only for ships and FARPS.
SpawnPoint.linkUnit = nil
SpawnPoint.helipadId = nil
SpawnPoint.airdromeId = nil
-- Airbase.
local airbase=self.isLandingAtAirbase --Wrapper.Airbase#AIRBASE
-- Get airbase ID and category.
local AirbaseID = airbase:GetID()
-- Set airdromeId.
if airbase:IsShip() then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif airbase:IsHelipad() then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif airbase:IsAirdrome() then
SpawnPoint.airdromeId = AirbaseID
end
-- Set waypoint type/action.
SpawnPoint.alt = 0
SpawnPoint.type = COORDINATE.WaypointType.TakeOffParking
SpawnPoint.action = COORDINATE.WaypointAction.FromParkingArea
local units=Template.units
for i=#units,1,-1 do
local unit=units[i]
local element=self:GetElementByName(unit.name)
if element and element.status~=OPSGROUP.ElementStatus.DEAD then
unit.parking=element.parking and element.parking.TerminalID or nil
unit.parking_id=nil
local vec3=element.unit:GetVec3()
local heading=element.unit:GetHeading()
unit.x=vec3.x
unit.y=vec3.z
unit.alt=vec3.y
unit.heading=math.rad(heading)
unit.psi=-unit.heading
else
table.remove(units, i)
end
end
-- Respawn with this template.
self:_Respawn(0, Template)
-- Reset.
self.isLandingAtAirbase=nil
-- Init (un-)loading process.
if self:IsPickingup() then
self:__Loading(-1)
elseif self:IsTransporting() then
self:__Unloading(-1)
end
else
-- Depawn after 5 min. Important to trigger dead events before DCS despawns on its own without any notification.
self:T(self.lid..string.format("Despawning group in 5 minutes after arrival!"))
self:Despawn(5*60)
end
end
--- On after "Dead" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterDead(From, Event, To)
-- Remove flight from all FC queues.
if self.flightcontrol then
self.flightcontrol:_RemoveFlight(self)
self.flightcontrol=nil
end
-- Call OPSGROUP function.
self:GetParent(self).onafterDead(self, From, Event, To)
end
--- On before "UpdateRoute" event. Update route of group, e.g after new waypoints and/or waypoint tasks have been added.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Next waypoint index. Default is the one coming after that one that has been passed last.
-- @param #number N Waypoint Max waypoint index to be included in the route. Default is the final waypoint.
-- @return #boolean Transision allowed?
function FLIGHTGROUP:onbeforeUpdateRoute(From, Event, To, n, N)
-- Is transition allowed? We assume yes until proven otherwise.
local allowed=true
local trepeat=nil
if self:IsAlive() then
-- Alive & Airborne ==> Update route possible.
self:T3(self.lid.."Update route possible. Group is ALIVE")
elseif self:IsDead() then
-- Group is dead! No more updates.
self:T(self.lid.."Update route denied. Group is DEAD!")
allowed=false
elseif self:IsInUtero() then
self:T(self.lid.."Update route denied. Group is INUTERO!")
allowed=false
else
-- Not airborne yet. Try again in 5 sec.
self:T(self.lid.."Update route denied ==> checking back in 5 sec")
trepeat=-5
allowed=false
end
-- Check if group is uncontrolled. If so, the mission task cannot be set yet!
if allowed and self:IsUncontrolled() then
self:T(self.lid.."Update route denied. Group is UNCONTROLLED!")
local mission=self:GetMissionCurrent()
if mission and mission.type==AUFTRAG.Type.ALERT5 then
trepeat=nil --Alert 5 is just waiting for the real mission. No need to try to update the route.
else
trepeat=-5
end
allowed=false
end
-- Requested waypoint index <1. Something is seriously wrong here!
if n and n<1 then
self:T(self.lid.."Update route denied because waypoint n<1!")
allowed=false
end
-- No current waypoint. Something is serously wrong!
if not self.currentwp then
self:T(self.lid.."Update route denied because self.currentwp=nil!")
allowed=false
end
local Nn=n or self.currentwp+1
if not Nn or Nn<1 then
self:T(self.lid.."Update route denied because N=nil or N<1")
trepeat=-5
allowed=false
end
-- Check for a current task.
if self.taskcurrent>0 then
-- Get the current task. Must not be executing already.
local task=self:GetTaskByID(self.taskcurrent)
if task then
if task.dcstask.id=="PatrolZone" then
-- For patrol zone, we need to allow the update as we insert new waypoints.
self:T2(self.lid.."Allowing update route for Task: PatrolZone")
elseif task.dcstask.id=="ReconMission" then
-- For recon missions, we need to allow the update as we insert new waypoints.
self:T2(self.lid.."Allowing update route for Task: ReconMission")
elseif task.dcstask.id=="Hover" then
-- For recon missions, we need to allow the update as we insert new waypoints.
self:T2(self.lid.."Allowing update route for Task: Hover")
elseif task.dcstask.id==AUFTRAG.SpecialTask.RELOCATECOHORT then
-- For relocate
self:T2(self.lid.."Allowing update route for Task: Relocate Cohort")
elseif task.description and task.description=="Task_Land_At" then
-- We allow this
self:T2(self.lid.."Allowing update route for Task: Task_Land_At")
else
local taskname=task and task.description or "No description"
self:T(self.lid..string.format("WARNING: Update route denied because taskcurrent=%d>0! Task description = %s", self.taskcurrent, tostring(taskname)))
allowed=false
end
else
-- Now this can happen, if we directly use TaskExecute as the task is not in the task queue and cannot be removed. Therefore, also directly executed tasks should be added to the queue!
self:T(self.lid..string.format("WARNING: before update route taskcurrent=%d (>0!) but no task?!", self.taskcurrent))
-- Anyhow, a task is running so we do not allow to update the route!
allowed=false
end
end
-- Not good, because mission will never start. Better only check if there is a current task!
--if self.currentmission then
--end
-- Only AI flights.
if not self.isAI then
allowed=false
end
-- Debug info.
self:T2(self.lid..string.format("Onbefore Updateroute in state %s: allowed=%s (repeat in %s)", self:GetState(), tostring(allowed), tostring(trepeat)))
-- Try again?
if trepeat then
self:__UpdateRoute(trepeat, n)
end
return allowed
end
--- On after "UpdateRoute" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Next waypoint index. Default is the one coming after that one that has been passed last.
-- @param #number N Waypoint Max waypoint index to be included in the route. Default is the final waypoint.
function FLIGHTGROUP:onafterUpdateRoute(From, Event, To, n, N)
-- Update route from this waypoint number onwards.
n=n or self.currentwp+1
-- Max index.
N=N or #self.waypoints
N=math.min(N, #self.waypoints)
-- Waypoints.
local wp={}
-- Current velocity.
local speed=self.group and self.group:GetVelocityKMH() or 100
-- Waypoint type.
local waypointType=COORDINATE.WaypointType.TurningPoint
local waypointAction=COORDINATE.WaypointAction.TurningPoint
if self:IsLanded() or self:IsLandedAt() or self:IsAirborne()==false then
-- Had some issues with passing waypoint function of the next WP called too ealy when the type is TurningPoint. Setting it to TakeOff solved it!
waypointType=COORDINATE.WaypointType.TakeOff
--waypointType=COORDINATE.WaypointType.TakeOffGroundHot
--waypointAction=COORDINATE.WaypointAction.FromGroundAreaHot
end
-- Set current waypoint or we get problem that the _PassingWaypoint function is triggered too early, i.e. right now and not when passing the next WP.
local current=self:GetCoordinate():WaypointAir(COORDINATE.WaypointAltType.BARO, waypointType, waypointAction, speed, true, nil, {}, "Current")
table.insert(wp, current)
-- Add remaining waypoints to route.
for i=n, N do
table.insert(wp, self.waypoints[i])
end
if wp[2] then
self.speedWp=wp[2].speed
end
-- Debug info.
local hb=self.homebase and self.homebase:GetName() or "unknown"
local db=self.destbase and self.destbase:GetName() or "unknown"
self:T(self.lid..string.format("Updating route for WP #%d-%d [%s], homebase=%s destination=%s", n, #wp, self:GetState(), hb, db))
if #wp>1 then
-- Route group to all defined waypoints remaining.
self:Route(wp)
else
---
-- No waypoints left
---
if self:IsAirborne() then
self:T(self.lid.."No waypoints left ==> CheckGroupDone")
self:_CheckGroupDone()
end
end
end
--- On after "OutOfMissilesAA" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterOutOfMissilesAA(From, Event, To)
self:T(self.lid.."Group is out of AA Missiles!")
if self.outofAAMrtb then
-- Back to destination or home.
local airbase=self.destbase or self.homebase
self:__RTB(-5, airbase)
end
end
--- On after "OutOfMissilesAG" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterOutOfMissilesAG(From, Event, To)
self:T(self.lid.."Group is out of AG Missiles!")
if self.outofAGMrtb then
-- Back to destination or home.
local airbase=self.destbase or self.homebase
self:__RTB(-5, airbase)
end
end
--- Check if flight is done, i.e.
--
-- * passed the final waypoint,
-- * no current task
-- * no current mission
-- * number of remaining tasks is zero
-- * number of remaining missions is zero
--
-- @param #FLIGHTGROUP self
-- @param #number delay Delay in seconds.
-- @param #number waittime Time to wait if group is done.
function FLIGHTGROUP:_CheckGroupDone(delay, waittime)
-- FSM state.
local fsmstate=self:GetState()
if self:IsAlive() and self.isAI then
if delay and delay>0 then
-- Debug info.
self:T(self.lid..string.format("Check FLIGHTGROUP [state=%s] done in %.3f seconds... (t=%.4f)", fsmstate, delay, timer.getTime()))
-- Delayed call.
self:ScheduleOnce(delay, FLIGHTGROUP._CheckGroupDone, self)
else
-- Debug info.
self:T(self.lid..string.format("Check FLIGHTGROUP [state=%s] done? (t=%.4f)", fsmstate, timer.getTime()))
-- Group is currently engaging.
if self:IsEngaging() then
self:T(self.lid.."Engaging! Group NOT done...")
return
end
-- Number of tasks remaining.
local nTasks=self:CountRemainingTasks()
-- Number of mission remaining.
local nMissions=self:CountRemainingMissison()
-- Number of cargo transports remaining.
local nTransports=self:CountRemainingTransports()
-- Number of paused missions.
local nPaused=self:_CountPausedMissions()
-- First check if there is a paused mission and that all remaining missions are paused. If there are other missions in the queue, we will run those.
if nPaused>0 and nPaused==nMissions then
local missionpaused=self:_GetPausedMission()
self:T(self.lid..string.format("Found paused mission %s [%s]. Unpausing mission...", missionpaused.name, missionpaused.type))
self:UnpauseMission()
return
end
-- Group is ordered to land at an airbase.
if self.isLandingAtAirbase then
self:T(self.lid..string.format("Landing at airbase %s! Group NOT done...", self.isLandingAtAirbase:GetName()))
return
end
-- Group is waiting.
if self:IsWaiting() then
self:T(self.lid.."Waiting! Group NOT done...")
return
end
-- Debug info.
self:T(self.lid..string.format("Remaining (final=%s): missions=%d, tasks=%d, transports=%d", tostring(self.passedfinalwp), nMissions, nTasks, nTransports))
-- Final waypoint passed?
-- Or next waypoint index is the first waypoint. Could be that the group was on a mission and the mission waypoints were deleted. then the final waypoint is FALSE but no real waypoint left.
-- Since we do not do ad infinitum, this leads to a rapid oscillation between UpdateRoute and CheckGroupDone!
if self:HasPassedFinalWaypoint() or self:GetWaypointIndexNext()==1 then
---
-- Final Waypoint PASSED
---
-- Got current mission or task?
if self.currentmission==nil and self.taskcurrent==0 and (self.cargoTransport==nil or self.cargoTransport:GetCarrierTransportStatus(self)==OPSTRANSPORT.Status.DELIVERED) then
-- Number of remaining tasks/missions?
if nTasks==0 and nMissions==0 and nTransports==0 then
local destbase=self.destbase or self.homebase
local destzone=self.destzone or self.homezone
-- Send flight to destination.
if waittime then
self:T(self.lid..string.format("Passed Final WP and No current and/or future missions/tasks/transports. Waittime given ==> Waiting for %d sec!", waittime))
self:Wait(waittime)
elseif destbase then
if self.currbase and self.currbase.AirbaseName==destbase.AirbaseName and self:IsParking() then
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports AND parking at destination airbase ==> Arrived!")
self:Arrived()
else
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports ==> RTB!")
self:__RTB(-0.1, destbase)
end
elseif destzone then
self:T(self.lid.."Passed Final WP and No current and/or future missions/tasks/transports ==> RTZ!")
self:__RTZ(-0.1, destzone)
else
self:T(self.lid.."Passed Final WP and NO Tasks/Missions left. No DestBase or DestZone ==> Wait!")
self:__Wait(-1)
end
else
self:T(self.lid..string.format("Passed Final WP but Tasks=%d or Missions=%d left in the queue. Wait!", nTasks, nMissions))
self:__Wait(-1)
end
else
self:T(self.lid..string.format("Passed Final WP but still have current Task (#%s) or Mission (#%s) left to do", tostring(self.taskcurrent), tostring(self.currentmission)))
end
else
---
-- Final Waypoint NOT PASSED
---
-- Debug info.
self:T(self.lid..string.format("Flight (status=%s) did NOT pass the final waypoint yet ==> update route in -0.01 sec", self:GetState()))
-- Update route.
self:__UpdateRoute(-0.01)
end
end
end
end
--- On before "RTB" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase to hold at.
-- @param #number SpeedTo Speed used for travelling from current position to holding point in knots.
-- @param #number SpeedHold Holding speed in knots.
function FLIGHTGROUP:onbeforeRTB(From, Event, To, airbase, SpeedTo, SpeedHold)
-- Debug info.
self:T(self.lid..string.format("RTB: before event=%s: %s --> %s to %s", Event, From, To, airbase and airbase:GetName() or "None"))
if self:IsAlive() then
local allowed=true
local Tsuspend=nil
if airbase==nil then
self:T(self.lid.."ERROR: Airbase is nil in RTB() call!")
allowed=false
end
-- Check that coaliton is okay. We allow same (blue=blue, red=red) or landing on neutral bases.
if airbase and airbase:GetCoalition()~=self.group:GetCoalition() and airbase:GetCoalition()>0 then
self:T(self.lid..string.format("ERROR: Wrong airbase coalition %d in RTB() call! We allow only same as group %d or neutral airbases 0", airbase:GetCoalition(), self.group:GetCoalition()))
return false
end
if self.currbase and self.currbase:GetName()==airbase:GetName() then
self:T(self.lid.."WARNING: Currbase is already same as RTB airbase. RTB canceled!")
return false
end
-- Check if the group has landed at an airbase. If so, we lost control and RTBing is not possible (only after a respawn).
if self:IsLanded() then
self:T(self.lid.."WARNING: Flight has already landed. RTB canceled!")
return false
end
if not self.group:IsAirborne(true) then
-- this should really not happen, either the AUFTRAG is cancelled before the group was airborne or it is stuck at the ground for some reason
self:T(self.lid..string.format("WARNING: Group [%s] is not AIRBORNE ==> RTB event is suspended for 20 sec", self:GetState()))
allowed=false
Tsuspend=-20
local groupspeed = self.group:GetVelocityMPS()
if groupspeed<=1 and not self:IsParking() then
self.RTBRecallCount = self.RTBRecallCount+1
end
if self.RTBRecallCount>6 then
self:T(self.lid..string.format("WARNING: Group [%s] is not moving and was called RTB %d times. Assuming a problem and despawning!", self:GetState(), self.RTBRecallCount))
self.RTBRecallCount=0
self:Despawn(5)
return
end
end
-- Only if fuel is not low or critical.
if self:IsFuelGood() then
-- Check if there are remaining tasks.
local Ntot,Nsched, Nwp=self:CountRemainingTasks()
if self.taskcurrent>0 then
self:T(self.lid..string.format("WARNING: Got current task ==> RTB event is suspended for 10 sec"))
Tsuspend=-10
allowed=false
end
if Nsched>0 then
self:T(self.lid..string.format("WARNING: Still got %d SCHEDULED tasks in the queue ==> RTB event is suspended for 10 sec", Nsched))
Tsuspend=-10
allowed=false
end
if Nwp>0 then
self:T(self.lid..string.format("WARNING: Still got %d WAYPOINT tasks in the queue ==> RTB event is suspended for 10 sec", Nwp))
Tsuspend=-10
allowed=false
end
if self.Twaiting and self.dTwait then
self:T(self.lid..string.format("WARNING: Group is Waiting for a specific duration ==> RTB event is canceled", Nwp))
allowed=false
end
end
if Tsuspend and not allowed then
self:__RTB(Tsuspend, airbase, SpeedTo, SpeedHold)
end
return allowed
else
self:T(self.lid.."WARNING: Group is not alive! RTB call not allowed.")
return false
end
end
--- On after "RTB" event. Order flight to hold at an airbase and wait for signal to land.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase to hold at.
-- @param #number SpeedTo Speed used for traveling from current position to holding point in knots. Default 75% of max speed.
-- @param #number SpeedHold Holding speed in knots. Default 250 kts.
-- @param #number SpeedLand Landing speed in knots. Default 170 kts.
function FLIGHTGROUP:onafterRTB(From, Event, To, airbase, SpeedTo, SpeedHold, SpeedLand)
-- Debug info.
self:T(self.lid..string.format("RTB: event=%s: %s --> %s to %s", Event, From, To, airbase:GetName()))
-- Set the destination base.
self.destbase=airbase
-- Cancel all missions.
self:CancelAllMissions()
-- Land at airbase.
self:_LandAtAirbase(airbase, SpeedTo, SpeedHold, SpeedLand)
end
--- On before "LandAtAirbase" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase to hold at.
function FLIGHTGROUP:onbeforeLandAtAirbase(From, Event, To, airbase)
if self:IsAlive() then
local allowed=true
local Tsuspend=nil
if airbase==nil then
self:T(self.lid.."ERROR: Airbase is nil in LandAtAirase() call!")
allowed=false
end
-- Check that coaliton is okay. We allow same (blue=blue, red=red) or landing on neutral bases.
if airbase and airbase:GetCoalition()~=self.group:GetCoalition() and airbase:GetCoalition()>0 then
self:T(self.lid..string.format("ERROR: Wrong airbase coalition %d in LandAtAirbase() call! We allow only same as group %d or neutral airbases 0", airbase:GetCoalition(), self.group:GetCoalition()))
return false
end
if self.currbase and self.currbase:GetName()==airbase:GetName() then
self:T(self.lid.."WARNING: Currbase is already same as LandAtAirbase airbase. LandAtAirbase canceled!")
return false
end
-- Check if the group has landed at an airbase. If so, we lost control and RTBing is not possible (only after a respawn).
if self:IsLanded() then
self:T(self.lid.."WARNING: Flight has already landed. LandAtAirbase canceled!")
return false
end
if self:IsParking() then
allowed=false
Tsuspend=-30
self:T(self.lid.."WARNING: Flight is parking. LandAtAirbase call delayed by 30 sec")
elseif self:IsTaxiing() then
allowed=false
Tsuspend=-1
self:T(self.lid.."WARNING: Flight is parking. LandAtAirbase call delayed by 1 sec")
end
if Tsuspend and not allowed then
self:__LandAtAirbase(Tsuspend, airbase)
end
return allowed
else
self:T(self.lid.."WARNING: Group is not alive! LandAtAirbase call not allowed")
return false
end
end
--- On after "LandAtAirbase" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE airbase The airbase to hold at.
function FLIGHTGROUP:onafterLandAtAirbase(From, Event, To, airbase)
self.isLandingAtAirbase=airbase
self:_LandAtAirbase(airbase)
end
--- Land at an airbase.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Airbase#AIRBASE airbase Airbase where the group shall land.
-- @param #number SpeedTo Speed used for travelling from current position to holding point in knots.
-- @param #number SpeedHold Holding speed in knots.
-- @param #number SpeedLand Landing speed in knots. Default 170 kts.
function FLIGHTGROUP:_LandAtAirbase(airbase, SpeedTo, SpeedHold, SpeedLand)
-- Set current airbase.
self.currbase=airbase
-- Passed final waypoint!
self:_PassedFinalWaypoint(true, "_LandAtAirbase")
-- Not waiting any more.
self.Twaiting=nil
self.dTwait=nil
-- Defaults:
SpeedTo=SpeedTo or UTILS.KmphToKnots(self.speedCruise)
SpeedHold=SpeedHold or (self.isHelo and 80 or 250)
SpeedLand=SpeedLand or (self.isHelo and 40 or 170)
-- Clear holding time in any case.
self.Tholding=nil
-- Debug message.
local text=string.format("Flight group set to hold at airbase %s. SpeedTo=%d, SpeedHold=%d, SpeedLand=%d", airbase:GetName(), SpeedTo, SpeedHold, SpeedLand)
self:T(self.lid..text)
-- Holding altitude.
local althold=self.isHelo and 1000+math.random(10)*100 or math.random(4,10)*1000
-- Holding points.
local c0=self:GetCoordinate()
local p0=airbase:GetZone():GetRandomCoordinate():SetAltitude(UTILS.FeetToMeters(althold))
local p1=nil
local wpap=nil
-- Do we have a flight control?
local fc=_DATABASE:GetFlightControl(airbase:GetName())
if fc and self.isAI then
-- Get holding stack from flight control.
local stack=fc:_GetHoldingStack(self)
if stack then
stack.flightgroup=self
self.stack=stack
-- Race track points.
p0=stack.pos0
p1=stack.pos1
-- Debug marks.
if false then
p0:MarkToAll(string.format("%s: Holding stack P0, alt=%d meters", self:GetName(), p0.y))
p1:MarkToAll(string.format("%s: Holding stack P1, alt=%d meters", self:GetName(), p0.y))
end
else
end
-- Set flightcontrol for this flight.
self:SetFlightControl(fc)
-- Add flight to inbound queue.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.INBOUND)
-- Callsign.
local callsign=self:GetCallsignName()
-- Pilot calls inbound for landing.
local text=string.format("%s, %s, inbound for landing", fc.alias, callsign)
-- Radio message.
fc:TransmissionPilot(text, self)
-- Message text.
local text=string.format("%s, %s, roger, hold at angels %d. Report entering the pattern.", callsign, fc.alias, stack.angels)
-- Send message.
fc:TransmissionTower(text, self, 10)
end
-- Some intermediate coordinate to climb to the default cruise alitude.
local c1=c0:GetIntermediateCoordinate(p0, 0.25):SetAltitude(self.altitudeCruise, true)
local c2=c0:GetIntermediateCoordinate(p0, 0.75):SetAltitude(self.altitudeCruise, true)
-- Altitude above ground for a glide slope of 3 degrees.
local x1=self.isHelo and UTILS.NMToMeters(2.0) or UTILS.NMToMeters(10)
local x2=self.isHelo and UTILS.NMToMeters(1.0) or UTILS.NMToMeters(5)
local alpha=math.rad(3)
local h1=x1*math.tan(alpha)
local h2=x2*math.tan(alpha)
-- Get active runway.
local runway=airbase:GetActiveRunwayLanding()
-- Set holding flag to 0=false.
self.flaghold:Set(0)
-- Set holding time.
local holdtime=2*60
if fc or self.airboss then
holdtime=nil
end
-- Task fuction when reached holding point.
local TaskArrived=self.group:TaskFunction("FLIGHTGROUP._ReachedHolding", self)
-- Orbit until flaghold=1 (true) but max 5 min if no FC is giving the landing clearance.
local TaskOrbit = self.group:TaskOrbit(p0, nil, UTILS.KnotsToMps(SpeedHold), p1)
local TaskLand = self.group:TaskCondition(nil, self.flaghold.UserFlagName, 1, nil, holdtime)
local TaskHold = self.group:TaskControlled(TaskOrbit, TaskLand)
local TaskKlar = self.group:TaskFunction("FLIGHTGROUP._ClearedToLand", self) -- Once the holding flag becomes true, set trigger FLIGHTLANDING, i.e. set flight STATUS to LANDING.
-- Waypoints from current position to holding point.
local wp={}
-- NOTE: Currently, this first waypoint confuses the AI. It makes them go in circles. Looks like they cannot find the waypoint and are flying around it.
--wp[#wp+1]=c0:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, UTILS.KnotsToKmph(SpeedTo), true , nil, {}, "Current Pos")
wp[#wp+1]=c1:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, UTILS.KnotsToKmph(SpeedTo), true , nil, {}, "Climb")
wp[#wp+1]=c2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, UTILS.KnotsToKmph(SpeedTo), true , nil, {}, "Descent")
wp[#wp+1]=p0:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, UTILS.KnotsToKmph(SpeedTo), true , nil, {TaskArrived, TaskHold, TaskKlar}, "Holding Point")
-- Approach point: 10 NN in direction of runway.
if airbase:IsAirdrome() then
---
-- Airdrome
---
-- Call a function to tell everyone we are on final.
local TaskFinal = self.group:TaskFunction("FLIGHTGROUP._OnFinal", self)
-- Final approach waypoint.
local papp=airbase:GetCoordinate():Translate(x1, runway.heading-180):SetAltitude(h1)
wp[#wp+1]=papp:WaypointAirTurningPoint("BARO", UTILS.KnotsToKmph(SpeedLand), {TaskFinal}, "Final Approach")
-- Okay, it looks like it's best to specify the coordinates not at the airbase but a bit away. This causes a more direct landing approach.
local pland=airbase:GetCoordinate():Translate(x2, runway.heading-180):SetAltitude(h2)
wp[#wp+1]=pland:WaypointAirLanding(UTILS.KnotsToKmph(SpeedLand), airbase, {}, "Landing")
elseif airbase:IsShip() or airbase:IsHelipad() then
---
-- Ship or Helipad
---
local pland=airbase:GetCoordinate()
wp[#wp+1]=pland:WaypointAirLanding(UTILS.KnotsToKmph(SpeedLand), airbase, {}, "Landing")
end
if self.isAI then
-- Clear all tasks.
-- Warning, looks like this can make DCS CRASH! Had this after calling RTB once passed the final waypoint.
--self:ClearTasks()
-- Just route the group. Respawn might happen when going from holding to final.
-- NOTE: I have delayed that here because of RTB calling _LandAtAirbase which resets current task immediately.
-- So the stop flag change to 1 will not trigger TaskDone() and a current mission is not done either!
-- Looks like a delay of 0.1 sec was not enough for the stopflag to take effect. Increasing this to 1.0 sec.
-- This delay is looking better. Hopefully not any unwanted side effects in other situations.
self:Route(wp, 1.0)
end
end
--- On before "Wait" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Duration Duration how long the group will be waiting in seconds. Default `nil` (=forever).
-- @param #number Altitude Altitude in feet. Default 10,000 ft for airplanes and 1,000 feet for helos.
-- @param #number Speed Speed in knots. Default 250 kts for airplanes and 20 kts for helos.
function FLIGHTGROUP:onbeforeWait(From, Event, To, Duration, Altitude, Speed)
local allowed=true
local Tsuspend=nil
-- Check for a current task.
if self.taskcurrent>0 and not self:IsLandedAt() then
self:T(self.lid..string.format("WARNING: Got current task ==> WAIT event is suspended for 30 sec!"))
Tsuspend=-30
allowed=false
end
-- Check for a current transport assignment.
if self.cargoTransport and not self:IsLandedAt() then
--self:T(self.lid..string.format("WARNING: Got current TRANSPORT assignment ==> WAIT event is suspended for 30 sec!"))
--Tsuspend=-30
--allowed=false
end
-- Call wait again.
if Tsuspend and not allowed then
self:__Wait(Tsuspend, Duration, Altitude, Speed)
end
return allowed
end
--- On after "Wait" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Duration Duration how long the group will be waiting in seconds. Default `nil` (=forever).
-- @param #number Altitude Altitude in feet. Default 10,000 ft for airplanes and 1,000 feet for helos.
-- @param #number Speed Speed in knots. Default 250 kts for airplanes and 20 kts for helos.
function FLIGHTGROUP:onafterWait(From, Event, To, Duration, Altitude, Speed)
-- Group will orbit at its current position.
local Coord=self:GetCoordinate()
-- Set altitude: 1000 ft for helos and 10,000 ft for panes.
if Altitude then
Altitude=UTILS.FeetToMeters(Altitude)
else
Altitude=self.altitudeCruise
end
-- Set speed.
Speed=Speed or (self.isHelo and 20 or 250)
-- Debug message.
local text=string.format("Group set to wait/orbit at altitude %d m and speed %.1f km/h for %s seconds", Altitude, Speed, tostring(Duration))
self:T(self.lid..text)
--TODO: set ROE passive. introduce roe event/state/variable.
-- Orbit until flaghold=1 (true) but max 5 min if no FC is giving the landing clearance.
self.flaghold:Set(0)
local TaskOrbit = self.group:TaskOrbit(Coord, Altitude, UTILS.KnotsToMps(Speed))
local TaskStop = self.group:TaskCondition(nil, self.flaghold.UserFlagName, 1, nil, Duration)
local TaskCntr = self.group:TaskControlled(TaskOrbit, TaskStop)
local TaskOver = self.group:TaskFunction("FLIGHTGROUP._FinishedWaiting", self)
local DCSTasks
if Duration or true then
DCSTasks=self.group:TaskCombo({TaskCntr, TaskOver})
else
DCSTasks=self.group:TaskCombo({TaskOrbit, TaskOver})
end
-- Set task.
self:PushTask(DCSTasks)
-- Set time stamp.
self.Twaiting=timer.getAbsTime()
-- Max waiting
self.dTwait=Duration
end
--- On after "Refuel" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The coordinate.
function FLIGHTGROUP:onafterRefuel(From, Event, To, Coordinate)
-- Debug message.
local text=string.format("Flight group set to refuel at the nearest tanker")
self:T(self.lid..text)
--TODO: set ROE passive. introduce roe event/state/variable.
--TODO: cancel current task
-- Pause current mission if there is any.
self:PauseMission()
-- Refueling task.
local TaskRefuel=self.group:TaskRefueling()
local TaskFunction=self.group:TaskFunction("FLIGHTGROUP._FinishedRefuelling", self)
local DCSTasks={TaskRefuel, TaskFunction}
local Speed=self.speedCruise
local coordinate=self:GetCoordinate()
Coordinate=Coordinate or coordinate:Translate(UTILS.NMToMeters(5), self.group:GetHeading(), true)
local wp0=coordinate:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
local wp9=Coordinate:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true, nil, DCSTasks, "Refuel")
self:Route({wp0, wp9}, 1)
end
--- On after "Refueled" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterRefueled(From, Event, To)
-- Debug message.
local text=string.format("Flight group finished refuelling")
self:T(self.lid..text)
-- Check if flight is done.
self:_CheckGroupDone(1)
end
--- On after "Holding" event. Flight arrived at the holding point.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterHolding(From, Event, To)
-- Set holding flag to 0 (just in case).
self.flaghold:Set(0)
-- Despawn after holding.
if self.despawnAfterHolding then
if self.legion then
self:ReturnToLegion(1)
else
self:Despawn(1)
end
return
end
-- Holding time stamp.
self.Tholding=timer.getAbsTime()
-- Debug message.
local text=string.format("Flight group %s is HOLDING now", self.groupname)
self:T(self.lid..text)
-- Add flight to waiting/holding queue.
if self.flightcontrol then
-- Set flight status to holding.
self.flightcontrol:SetFlightStatus(self, FLIGHTCONTROL.FlightStatus.HOLDING)
if self.isAI then
-- Callsign.
local callsign=self:GetCallsignName()
-- Pilot arrived at holding pattern.
local text=string.format("%s, %s, arrived at holding pattern", self.flightcontrol.alias, callsign)
if self.stack then
text=text..string.format(", angels %d.", self.stack.angels)
end
-- Radio message.
self.flightcontrol:TransmissionPilot(text, self)
-- Message to flight
local text=string.format("%s, roger, fly heading %d and wait for landing clearance", callsign, self.stack.heading)
-- Radio message from tower.
self.flightcontrol:TransmissionTower(text, self, 10)
end
elseif self.airboss then
if self.isHelo then
local carrierpos=self.airboss:GetCoordinate()
local carrierheading=self.airboss:GetHeading()
local Distance=UTILS.NMToMeters(5)
local Angle=carrierheading+90
local altitude=math.random(12, 25)*100
local oc=carrierpos:Translate(Distance,Angle):SetAltitude(altitude, true)
-- Orbit until flaghold=1 (true) but max 5 min if no FC is giving the landing clearance.
local TaskOrbit=self.group:TaskOrbit(oc, nil, UTILS.KnotsToMps(50))
local TaskLand=self.group:TaskCondition(nil, self.flaghold.UserFlagName, 1)
local TaskHold=self.group:TaskControlled(TaskOrbit, TaskLand)
local TaskKlar=self.group:TaskFunction("FLIGHTGROUP._ClearedToLand", self) -- Once the holding flag becomes true, set trigger FLIGHTLANDING, i.e. set flight STATUS to LANDING.
local DCSTask=self.group:TaskCombo({TaskOrbit, TaskHold, TaskKlar})
self:SetTask(DCSTask)
end
end
end
--- On after "EngageTarget" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table Target Target object. Can be a UNIT, STATIC, GROUP, SET_UNIT or SET_GROUP object.
function FLIGHTGROUP:onafterEngageTarget(From, Event, To, Target)
-- DCS task.
local DCStask=nil
-- Check target object.
if Target:IsInstanceOf("UNIT") or Target:IsInstanceOf("STATIC") then
DCStask=self:GetGroup():TaskAttackUnit(Target, true)
elseif Target:IsInstanceOf("GROUP") then
DCStask=self:GetGroup():TaskAttackGroup(Target, nil, nil, nil, nil, nil, nil, true)
elseif Target:IsInstanceOf("SET_UNIT") then
local DCSTasks={}
for _,_unit in pairs(Target:GetSet()) do --detected by =HRP= Zero
local unit=_unit --Wrapper.Unit#UNIT
local task=self:GetGroup():TaskAttackUnit(unit, true)
table.insert(DCSTasks)
end
-- Task combo.
DCStask=self:GetGroup():TaskCombo(DCSTasks)
elseif Target:IsInstanceOf("SET_GROUP") then
local DCSTasks={}
for _,_unit in pairs(Target:GetSet()) do --detected by =HRP= Zero
local unit=_unit --Wrapper.Unit#UNIT
local task=self:GetGroup():TaskAttackGroup(Target, nil, nil, nil, nil, nil, nil, true)
table.insert(DCSTasks)
end
-- Task combo.
DCStask=self:GetGroup():TaskCombo(DCSTasks)
else
self:T("ERROR: unknown Target in EngageTarget! Needs to be a UNIT, STATIC, GROUP, SET_UNIT or SET_GROUP")
return
end
-- Create new task.The description "Engage_Target" is checked so do not change that lightly.
local Task=self:NewTaskScheduled(DCStask, 1, "Engage_Target", 0)
-- Backup ROE setting.
Task.backupROE=self:GetROE()
-- Switch ROE to open fire
self:SwitchROE(ENUMS.ROE.OpenFire)
-- Pause current mission.
local mission=self:GetMissionCurrent()
if mission then
self:PauseMission()
end
-- Execute task.
self:TaskExecute(Task)
end
--- On after "Disengage" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Set#SET_UNIT TargetUnitSet
function FLIGHTGROUP:onafterDisengage(From, Event, To)
self:T(self.lid.."Disengage target")
end
--- On before "LandAt" event. Check we have a helo group.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to land. Default is current position.
-- @param #number Duration The duration in seconds to remain on ground. Default 600 sec (10 min).
function FLIGHTGROUP:onbeforeLandAt(From, Event, To, Coordinate, Duration)
return self.isHelo
end
--- On after "LandAt" event. Order helicopter to land at a specific point.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to land. Default is current position.
-- @param #number Duration The duration in seconds to remain on ground. Default `nil` = forever.
function FLIGHTGROUP:onafterLandAt(From, Event, To, Coordinate, Duration)
-- Duration.
--Duration=Duration or 600
self:T(self.lid..string.format("Landing at Coordinate for %s seconds", tostring(Duration)))
Coordinate=Coordinate or self:GetCoordinate()
local DCStask=self.group:TaskLandAtVec2(Coordinate:GetVec2(), Duration)
local Task=self:NewTaskScheduled(DCStask, 1, "Task_Land_At", 0)
self:TaskExecute(Task)
end
--- On after "FuelLow" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterFuelLow(From, Event, To)
-- Current min fuel.
local fuel=self:GetFuelMin() or 0
-- Debug message.
local text=string.format("Low fuel %d for flight group %s", fuel, self.groupname)
self:T(self.lid..text)
-- Set switch to true.
self.fuellow=true
-- Back to destination or home.
local airbase=self.destbase or self.homebase
if self.fuellowrefuel and self.refueltype then
-- Find nearest tanker within 50 NM.
local tanker=self:FindNearestTanker(50)
if tanker then
-- Debug message.
self:T(self.lid..string.format("Send to refuel at tanker %s", tanker:GetName()))
-- Get a coordinate towards the tanker.
local coordinate=self:GetCoordinate():GetIntermediateCoordinate(tanker:GetCoordinate(), 0.75)
-- Trigger refuel even.
self:Refuel(coordinate)
return
end
end
-- Send back to airbase.
if airbase and self.fuellowrtb then
self:RTB(airbase)
--TODO: RTZ
end
end
--- On after "FuelCritical" event.
-- @param #FLIGHTGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLIGHTGROUP:onafterFuelCritical(From, Event, To)
-- Debug message.
local text=string.format("Critical fuel for flight group %s", self.groupname)
self:T(self.lid..text)
-- Set switch to true.
self.fuelcritical=true
-- Airbase.
local airbase=self.destbase or self.homebase
if airbase and self.fuelcriticalrtb and not self:IsGoing4Fuel() then
self:RTB(airbase)
--TODO: RTZ
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Task functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Mission functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Special Task Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function called when flight has reached the holding point.
-- @param Wrapper.Group#GROUP group Group object.
-- @param #FLIGHTGROUP flightgroup Flight group object.
function FLIGHTGROUP._ReachedHolding(group, flightgroup)
flightgroup:T2(flightgroup.lid..string.format("Group reached holding point"))
-- Trigger Holding event.
flightgroup:__Holding(-1)
end
--- Function called when flight has reached the holding point.
-- @param Wrapper.Group#GROUP group Group object.
-- @param #FLIGHTGROUP flightgroup Flight group object.
function FLIGHTGROUP._ClearedToLand(group, flightgroup)
flightgroup:T2(flightgroup.lid..string.format("Group was cleared to land"))
-- Trigger Landing event.
flightgroup:__Landing(-1)
end
--- Function called when flight is on final.
-- @param Wrapper.Group#GROUP group Group object.
-- @param #FLIGHTGROUP flightgroup Flight group object.
function FLIGHTGROUP._OnFinal(group, flightgroup)
flightgroup:T2(flightgroup.lid..string.format("Group on final approach"))
local fc=flightgroup.flightcontrol
if fc and fc:IsControlling(flightgroup) then
fc:_FlightOnFinal(flightgroup)
end
end
--- Function called when flight finished refuelling.
-- @param Wrapper.Group#GROUP group Group object.
-- @param #FLIGHTGROUP flightgroup Flight group object.
function FLIGHTGROUP._FinishedRefuelling(group, flightgroup)
flightgroup:T2(flightgroup.lid..string.format("Group finished refueling"))
-- Trigger Holding event.
flightgroup:__Refueled(-1)
end
--- Function called when flight finished waiting.
-- @param Wrapper.Group#GROUP group Group object.
-- @param #FLIGHTGROUP flightgroup Flight group object.
function FLIGHTGROUP._FinishedWaiting(group, flightgroup)
flightgroup:T(flightgroup.lid..string.format("Group finished waiting"))
-- Not waiting any more.
flightgroup.Twaiting=nil
flightgroup.dTwait=nil
-- Check group done.
flightgroup:_CheckGroupDone(0.1)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Initialize group parameters. Also initializes waypoints if self.waypoints is nil.
-- @param #FLIGHTGROUP self
-- @param #table Template Template used to init the group. Default is `self.template`.
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:_InitGroup(Template)
-- First check if group was already initialized.
if self.groupinitialized then
self:T(self.lid.."WARNING: Group was already initialized! Will NOT do it again!")
return
end
-- Group object.
local group=self.group --Wrapper.Group#GROUP
-- Get template of group.
local template=Template or self:_GetTemplate()
-- Helo group.
self.isHelo=group:IsHelicopter()
-- Is (template) group uncontrolled.
self.isUncontrolled=template.uncontrolled
-- Is (template) group late activated.
self.isLateActivated=template.lateActivation
-- Max speed in km/h.
self.speedMax=group:GetSpeedMax()
-- Is group mobile?
if self.speedMax>3.6 then
self.isMobile=true
else
self.isMobile=false
end
-- Cruise speed limit 380 kts for fixed and 110 knots for rotary wings.
local speedCruiseLimit=self.isHelo and UTILS.KnotsToKmph(110) or UTILS.KnotsToKmph(380)
-- Cruise speed: 70% of max speed but within limit.
self.speedCruise=math.min(self.speedMax*0.7, speedCruiseLimit)
-- Group ammo.
self.ammo=self:GetAmmoTot()
-- Radio parameters from template. Default is set on spawn if not modified by user.
self.radio.Freq=tonumber(template.frequency)
self.radio.Modu=tonumber(template.modulation)
self.radio.On=template.communication
-- Set callsign. Default is set on spawn if not modified by user.
local callsign=template.units[1].callsign
--self:I({callsign=callsign})
if type(callsign)=="number" then -- Sometimes callsign is just "101".
local cs=tostring(callsign)
callsign={}
callsign[1]=cs:sub(1,1)
callsign[2]=cs:sub(2,2)
callsign[3]=cs:sub(3,3)
end
self.callsign.NumberSquad=tonumber(callsign[1])
self.callsign.NumberGroup=tonumber(callsign[2])
self.callsign.NameSquad=UTILS.GetCallsignName(self.callsign.NumberSquad)
-- Set default formation.
if self.isHelo then
self.optionDefault.Formation=ENUMS.Formation.RotaryWing.EchelonLeft.D300
else
self.optionDefault.Formation=ENUMS.Formation.FixedWing.EchelonLeft.Group
end
-- Default TACAN off.
self:SetDefaultTACAN(nil, nil, nil, nil, true)
self.tacan=UTILS.DeepCopy(self.tacanDefault)
-- Is this purely AI?
self.isAI=not self:_IsHuman(group)
-- Create Menu.
if not self.isAI then
self.menu=self.menu or {}
self.menu.atc=self.menu.atc or {} --#table
self.menu.atc.root=self.menu.atc.root or MENU_GROUP:New(self.group, "ATC") --Core.Menu#MENU_GROUP
self.menu.atc.help=self.menu.atc.help or MENU_GROUP:New(self.group, "Help", self.menu.atc.root) --Core.Menu#MENU_GROUP
end
-- Units of the group.
local units=self.group:GetUnits()
-- DCS group.
local dcsgroup=Group.getByName(self.groupname)
local size0=dcsgroup:getInitialSize()
-- Quick check.
if #units~=size0 then
self:T(self.lid..string.format("ERROR: Got #units=%d but group consists of %d units!", #units, size0))
end
-- Add elemets.
for _,unit in pairs(units) do
self:_AddElementByName(unit:GetName())
end
-- Init done.
self.groupinitialized=true
return self
end
--- Check if a unit is and element of the flightgroup.
-- @param #FLIGHTGROUP self
-- @return Wrapper.Airbase#AIRBASE Final destination airbase or #nil.
function FLIGHTGROUP:GetHomebaseFromWaypoints()
local wp=self.waypoints0 and self.waypoints0[1] or nil --self:GetWaypoint(1)
if wp then
if wp and wp.action and wp.action==COORDINATE.WaypointAction.FromParkingArea
or wp.action==COORDINATE.WaypointAction.FromParkingAreaHot
or wp.action==COORDINATE.WaypointAction.FromRunway then
-- Get airbase ID depending on airbase category.
local airbaseID=nil
if wp.airdromeId then
airbaseID=wp.airdromeId
else
airbaseID=-wp.helipadId
end
local airbase=AIRBASE:FindByID(airbaseID)
return airbase
end
--TODO: Handle case where e.g. only one WP but that is not landing.
--TODO: Probably other cases need to be taken care of.
end
return nil
end
--- Find the nearest friendly airbase (same or neutral coalition).
-- @param #FLIGHTGROUP self
-- @param #number Radius Search radius in NM. Default 50 NM.
-- @return Wrapper.Airbase#AIRBASE Closest tanker group #nil.
function FLIGHTGROUP:FindNearestAirbase(Radius)
local coord=self:GetCoordinate()
local dmin=math.huge
local airbase=nil --Wrapper.Airbase#AIRBASE
for _,_airbase in pairs(AIRBASE.GetAllAirbases()) do
local ab=_airbase --Wrapper.Airbase#AIRBASE
local coalitionAB=ab:GetCoalition()
if coalitionAB==self:GetCoalition() or coalitionAB==coalition.side.NEUTRAL then
if airbase then
local d=ab:GetCoordinate():Get2DDistance(coord)
if d<dmin then
d=dmin
airbase=ab
end
end
end
end
return airbase
end
--- Find the nearest tanker.
-- @param #FLIGHTGROUP self
-- @param #number Radius Search radius in NM. Default 50 NM.
-- @return Wrapper.Group#GROUP Closest tanker group or `nil` if no tanker is in the given radius.
function FLIGHTGROUP:FindNearestTanker(Radius)
Radius=UTILS.NMToMeters(Radius or 50)
if self.refueltype then
local coord=self:GetCoordinate()
local units=coord:ScanUnits(Radius)
local dmin=math.huge
local tanker=nil --Wrapper.Unit#UNIT
for _,_unit in pairs(units.Set) do
local unit=_unit --Wrapper.Unit#UNIT
local istanker, refuelsystem=unit:IsTanker()
if istanker and self.refueltype==refuelsystem and unit:IsAlive() and unit:GetCoalition()==self:GetCoalition() then
-- Distance.
local d=unit:GetCoordinate():Get2DDistance(coord)
if d<dmin then
dmin=d
tanker=unit
end
end
end
if tanker then
return tanker:GetGroup()
end
end
return nil
end
--- Check if a unit is and element of the flightgroup.
-- @param #FLIGHTGROUP self
-- @return Wrapper.Airbase#AIRBASE Final destination airbase or #nil.
function FLIGHTGROUP:GetDestinationFromWaypoints()
local wp=self.waypoints0 and self.waypoints0[#self.waypoints0] or nil --self:GetWaypointFinal()
if wp then
if wp and wp.action and wp.action==COORDINATE.WaypointAction.Landing then
-- Get airbase ID depending on airbase category.
local airbaseID=wp.airdromeId or wp.helipadId
local airbase=AIRBASE:FindByID(airbaseID)
return airbase
end
--TODO: Handle case where e.g. only one WP but that is not landing.
--TODO: Probably other cases need to be taken care of.
end
return nil
end
--- Check if this is a hot start.
-- @param #FLIGHTGROUP self
-- @return #boolean Hot start?
function FLIGHTGROUP:IsTakeoffHot()
local wp=self.waypoints0 and self.waypoints0[1] or nil --self:GetWaypoint(1)
if wp then
if wp.action and wp.action==COORDINATE.WaypointAction.FromParkingAreaHot then
return true
else
return false
end
end
return nil
end
--- Check if this is a cold start.
-- @param #FLIGHTGROUP self
-- @return #boolean Cold start, i.e. engines off when spawned?
function FLIGHTGROUP:IsTakeoffCold()
local wp=self.waypoints0 and self.waypoints0[1] or nil --self:GetWaypoint(1)
if wp then
if wp.action and wp.action==COORDINATE.WaypointAction.FromParkingArea then
return true
else
return false
end
end
return nil
end
--- Check if this is a runway start.
-- @param #FLIGHTGROUP self
-- @return #boolean Runway start?
function FLIGHTGROUP:IsTakeoffRunway()
local wp=self.waypoints0 and self.waypoints0[1] or nil --self:GetWaypoint(1)
if wp then
if wp.action and wp.action==COORDINATE.WaypointAction.FromRunway then
return true
else
return false
end
end
return nil
end
--- Check if this is an air start.
-- @param #FLIGHTGROUP self
-- @return #boolean Air start?
function FLIGHTGROUP:IsTakeoffAir()
local wp=self.waypoints0 and self.waypoints0[1] or nil --self:GetWaypoint(1)
if wp then
if wp.action and wp.action==COORDINATE.WaypointAction.TurningPoint or wp.action==COORDINATE.WaypointAction.FlyoverPoint then
return true
else
return false
end
end
return nil
end
--- Check if the final waypoint is in the air.
-- @param #FLIGHTGROUP self
-- @param #table wp Waypoint. Default final waypoint.
-- @return #boolean If `true` final waypoint is a turning or flyover but not a landing type waypoint.
function FLIGHTGROUP:IsLandingAir(wp)
wp=wp or self:GetWaypointFinal()
if wp then
if wp.action and wp.action==COORDINATE.WaypointAction.TurningPoint or wp.action==COORDINATE.WaypointAction.FlyoverPoint then
return true
else
return false
end
end
return nil
end
--- Check if the final waypoint is at an airbase.
-- @param #FLIGHTGROUP self
-- @param #table wp Waypoint. Default final waypoint.
-- @return #boolean If `true`, final waypoint is a landing waypoint at an airbase.
function FLIGHTGROUP:IsLandingAirbase(wp)
wp=wp or self:GetWaypointFinal()
if wp then
if wp.action and wp.action==COORDINATE.WaypointAction.Landing then
return true
else
return false
end
end
return nil
end
--- Initialize Mission Editor waypoints.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:InitWaypoints()
-- Template waypoints.
self.waypoints0=self.group:GetTemplateRoutePoints()
-- Waypoints
self.waypoints={}
for index,wp in pairs(self.waypoints0) do
local waypoint=self:_CreateWaypoint(wp)
self:_AddWaypoint(waypoint)
end
-- Get home and destination airbases from waypoints.
self.homebase=self.homebase or self:GetHomebaseFromWaypoints()
self.destbase=self.destbase or self:GetDestinationFromWaypoints()
self.currbase=self:GetHomebaseFromWaypoints()
-- Remove the landing waypoint. We use RTB for that. It makes adding new waypoints easier as we do not have to check if the last waypoint is the landing waypoint.
if self.destbase and #self.waypoints>1 then
table.remove(self.waypoints, #self.waypoints)
else
self.destbase=self.homebase
end
-- Debug info.
self:T(self.lid..string.format("Initializing %d waypoints. Homebase %s ==> %s Destination", #self.waypoints, self.homebase and self.homebase:GetName() or "unknown", self.destbase and self.destbase:GetName() or "uknown"))
-- Update route.
if #self.waypoints>0 then
-- Check if only 1 wp?
if #self.waypoints==1 then
self:_PassedFinalWaypoint(true, "FLIGHTGROUP:InitWaypoints #self.waypoints==1")
end
end
return self
end
--- Add an AIR waypoint to the flight plan.
-- @param #FLIGHTGROUP self
-- @param Core.Point#COORDINATE Coordinate The coordinate of the waypoint. Use COORDINATE:SetAltitude(altitude) to define the altitude.
-- @param #number Speed Speed in knots. Default is cruise speed.
-- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint.
-- @param #number Altitude Altitude in feet. Default is y-component of Coordinate. Note that these altitudes are wrt to sea level (barometric altitude).
-- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call.
-- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table.
function FLIGHTGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Altitude, Updateroute)
-- Create coordinate.
local coordinate=self:_CoordinateFromObject(Coordinate)
-- Set waypoint index.
local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID)
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- Debug info.
self:T3(self.lid..string.format("Waypoint Speed=%.1f knots", Speed))
-- Alt type default is barometric (ASL). For helos we use radar (AGL).
local alttype=COORDINATE.WaypointAltType.BARO
if self.isHelo then
alttype=COORDINATE.WaypointAltType.RADIO
end
-- Create air waypoint.
local wp=coordinate:WaypointAir(alttype, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, UTILS.KnotsToKmph(Speed), true, nil, {})
-- Create waypoint data table.
local waypoint=self:_CreateWaypoint(wp)
-- Set altitude.
if Altitude then
waypoint.alt=UTILS.FeetToMeters(Altitude)
end
-- Add waypoint to table.
self:_AddWaypoint(waypoint, wpnumber)
-- Debug info.
self:T(self.lid..string.format("Adding AIR waypoint #%d, speed=%.1f knots. Last waypoint passed was #%s. Total waypoints #%d", wpnumber, Speed, self.currentwp, #self.waypoints))
-- Update route.
if Updateroute==nil or Updateroute==true then
self:__UpdateRoute(-0.01)
end
return waypoint
end
--- Add an LANDING waypoint to the flight plan.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Airbase#AIRBASE Airbase The airbase where the group should land.
-- @param #number Speed Speed in knots. Default 350 kts.
-- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint.
-- @param #number Altitude Altitude in feet. Default is y-component of Coordinate. Note that these altitudes are wrt to sea level (barometric altitude).
-- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call.
-- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table.
function FLIGHTGROUP:AddWaypointLanding(Airbase, Speed, AfterWaypointWithID, Altitude, Updateroute)
-- Set waypoint index.
local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID)
if wpnumber>self.currentwp then
self:_PassedFinalWaypoint(false, "AddWaypointLanding")
end
-- Speed in knots.
Speed=Speed or self.speedCruise
-- Get coordinate of airbase.
local Coordinate=Airbase:GetCoordinate()
-- Create air waypoint.
local wp=Coordinate:WaypointAir(COORDINATE.WaypointAltType.BARO, COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, Speed, nil, Airbase, {}, "Landing Temp", nil)
-- Create waypoint data table.
local waypoint=self:_CreateWaypoint(wp)
-- Set altitude.
if Altitude then
waypoint.alt=UTILS.FeetToMeters(Altitude)
end
-- Add waypoint to table.
self:_AddWaypoint(waypoint, wpnumber)
-- Debug info.
self:T(self.lid..string.format("Adding AIR waypoint #%d, speed=%.1f knots. Last waypoint passed was #%s. Total waypoints #%d", wpnumber, Speed, self.currentwp, #self.waypoints))
-- Update route.
if Updateroute==nil or Updateroute==true then
self:__UpdateRoute(-1)
end
return waypoint
end
--- Get player element.
-- @param #FLIGHTGROUP self
-- @return Ops.OpsGroup#OPSGROUP.Element The element.
function FLIGHTGROUP:GetPlayerElement()
for _,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
if not element.ai then
return element
end
end
return nil
end
--- Get player element.
-- @param #FLIGHTGROUP self
-- @return #string Player name or `nil`.
function FLIGHTGROUP:GetPlayerName()
local playerElement=self:GetPlayerElement()
if playerElement then
return playerElement.playerName
end
return nil
end
--- Set parking spot of element.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element The element.
-- @param Wrapper.Airbase#AIRBASE.ParkingSpot Spot Parking Spot.
function FLIGHTGROUP:_SetElementParkingAt(Element, Spot)
-- Element is parking here.
Element.parking=Spot
if Spot then
-- Debug info.
self:T(self.lid..string.format("Element %s is parking on spot %d", Element.name, Spot.TerminalID))
-- Get flightcontrol.
local fc=_DATABASE:GetFlightControl(Spot.AirbaseName)
if fc and not self.flightcontrol then
self:SetFlightControl(fc)
end
if self.flightcontrol then
-- Set parking spot to OCCUPIED.
self.flightcontrol:SetParkingOccupied(Element.parking, Element.name)
end
end
end
--- Set parking spot of element to free
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element Element The element.
function FLIGHTGROUP:_SetElementParkingFree(Element)
if Element.parking then
-- Set parking to FREE.
if self.flightcontrol then
self.flightcontrol:SetParkingFree(Element.parking)
end
-- Not parking any more.
Element.parking=nil
end
end
--- Get onboard number.
-- @param #FLIGHTGROUP self
-- @param #string unitname Name of the unit.
-- @return #string Modex.
function FLIGHTGROUP:_GetOnboardNumber(unitname)
local group=UNIT:FindByName(unitname):GetGroup()
-- Units of template group.
local units=group:GetTemplate().units
-- Get numbers.
local numbers={}
for _,unit in pairs(units) do
if unitname==unit.name then
return tostring(unit.onboard_num)
end
end
return nil
end
--- Checks if a human player sits in the unit.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Unit#UNIT unit Aircraft unit.
-- @return #boolean If true, human player inside the unit.
function FLIGHTGROUP:_IsHumanUnit(unit)
-- Get player unit or nil if no player unit.
local playerunit=self:_GetPlayerUnitAndName(unit:GetName())
if playerunit then
return true
else
return false
end
end
--- Checks if a group has a human player.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Group#GROUP group Aircraft group.
-- @return #boolean If true, human player inside group.
function FLIGHTGROUP:_IsHuman(group)
-- Get all units of the group.
local units=group:GetUnits()
-- Loop over all units.
for _,_unit in pairs(units) do
-- Check if unit is human.
local human=self:_IsHumanUnit(_unit)
if human then
return true
end
end
return false
end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #FLIGHTGROUP self
-- @param #string _unitName Name of the player unit.
-- @return Wrapper.Unit#UNIT Unit of player or nil.
-- @return #string Name of the player or nil.
function FLIGHTGROUP:_GetPlayerUnitAndName(_unitName)
self:F2(_unitName)
if _unitName ~= nil then
-- Get DCS unit from its name.
local DCSunit=Unit.getByName(_unitName)
if DCSunit then
local playername=DCSunit:getPlayerName()
local unit=UNIT:Find(DCSunit)
if DCSunit and unit and playername then
return unit, playername
end
end
end
-- Return nil if we could not find a player.
return nil,nil
end
--- Returns the parking spot of the element.
-- @param #FLIGHTGROUP self
-- @param Ops.OpsGroup#OPSGROUP.Element element Element of the flight group.
-- @param #number maxdist Distance threshold in meters. Default 5 m.
-- @param Wrapper.Airbase#AIRBASE airbase (Optional) The airbase to check for parking. Default is closest airbase to the element.
-- @return Wrapper.Airbase#AIRBASE.ParkingSpot Parking spot or nil if no spot is within distance threshold.
function FLIGHTGROUP:GetParkingSpot(element, maxdist, airbase)
-- Coordinate of unit landed
local coord=element.unit:GetCoordinate()
-- Airbase.
airbase=airbase or self:GetClosestAirbase()
-- Parking table of airbase.
local parking=airbase.parking --:GetParkingSpotsTable()
-- If airbase is ship, translate parking coords. Alternatively, we just move the coordinate of the unit to the origin of the map, which is way more efficient.
if airbase and airbase:IsShip() then
coord.x=0
coord.z=0
maxdist=500 -- 100 meters was not enough, e.g. on the Seawise Giant, where the spot is 139 meters from the "center".
end
local spot=nil --Wrapper.Airbase#AIRBASE.ParkingSpot
local dist=nil
local distmin=math.huge
for _,_parking in pairs(parking) do
local parking=_parking --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Distance to spot.
dist=coord:Get2DDistance(parking.Coordinate)
if dist<distmin then
distmin=dist
spot=_parking
end
end
if distmin<=maxdist and not element.unit:InAir() then
return spot
else
return nil
end
end
--- Get holding time.
-- @param #FLIGHTGROUP self
-- @return #number Holding time in seconds or -1 if flight is not holding.
function FLIGHTGROUP:GetHoldingTime()
if self.Tholding then
return timer.getAbsTime()-self.Tholding
end
return -1
end
--- Get parking time.
-- @param #FLIGHTGROUP self
-- @return #number Holding time in seconds or -1 if flight is not holding.
function FLIGHTGROUP:GetParkingTime()
if self.Tparking then
return timer.getAbsTime()-self.Tparking
end
return -1
end
--- Search unoccupied parking spots at the airbase for all flight elements.
-- @param #FLIGHTGROUP self
-- @return Wrapper.Airbase#AIRBASE Closest airbase
function FLIGHTGROUP:GetClosestAirbase()
local group=self.group --Wrapper.Group#GROUP
if group and group:IsAlive() then
local coord=group:GetCoordinate()
local coalition=self:GetCoalition()
local airbase=coord:GetClosestAirbase() --(nil, coalition)
return airbase
else
return nil
end
end
--- Search unoccupied parking spots at the airbase for all flight elements.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Airbase#AIRBASE airbase The airbase where we search for parking spots.
-- @return #table Table of coordinates and terminal IDs of free parking spots.
function FLIGHTGROUP:GetParking(airbase)
-- Init default
local scanradius=50
local scanunits=true
local scanstatics=true
local scanscenery=false
local verysafe=true
-- Function calculating the overlap of two (square) objects.
local function _overlap(l1,l2,dist)
local safedist=(l1/2+l2/2)*1.05 -- 5% safety margine added to safe distance!
local safe = (dist > safedist)
return safe
end
-- Get client coordinates.
local function _clients()
local clients=_DATABASE.CLIENTS
local coords={}
for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
end
return coords
end
-- Get airbase category.
local airbasecategory=airbase:GetAirbaseCategory()
-- 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 currently present obstacles.
-- How long does this take on very large airbases, i.e. those with hundereds of parking spots? Seems to be okay!
-- The alternative would be to perform the scan once but with a much larger radius and store all data.
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Scan a radius of 100 meters around the spot.
local _,_,_,_units,_statics,_sceneries=parkingspot.Coordinate: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, {coord=_coord, size=_size, name=_name, type="unit"})
end
-- Check all clients.
local clientcoords=_clients()
for clientname,_coord in pairs(clientcoords) do
table.insert(obstacles, {coord=_coord, size=15, name=clientname, type="client"})
end
-- Check all statics.
for _,static in pairs(_statics) do
local _vec3=static:getPoint()
local _coord=COORDINATE:NewFromVec3(_vec3)
local _name=static:getName()
local _size=self:_GetObjectSize(static)
table.insert(obstacles, {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,{coord=_coord, size=_size, name=_name, type="scenery"})
end
end
-- Parking data for all assets.
local parking={}
-- Get terminal type.
local terminaltype=self:_GetTerminal(self.attribute, airbase:GetAirbaseCategory())
-- Loop over all units - each one needs a spot.
for i,_element in pairs(self.elements) do
local element=_element --Ops.OpsGroup#OPSGROUP.Element
-- Loop over all parking spots.
local gotit=false
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
-- Assume free and no problematic obstacle.
local free=true
local problem=nil
-- Safe parking using TO_AC from DCS result.
if verysafe and parkingspot.TOAC then
free=false
self:T2(self.lid..string.format("Parking spot %d is occupied by other aircraft taking off (TOAC).", parkingspot.TerminalID))
end
-- Loop over all obstacles.
for _,obstacle in pairs(obstacles) do
-- Check if aircraft overlaps with any obstacle.
local dist=parkingspot.Coordinate:Get2DDistance(obstacle.coord)
local safe=_overlap(element.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
free=false
problem=obstacle
problem.dist=dist
break
end
end
-- Check flightcontrol data.
if self.flightcontrol and self.flightcontrol.airbasename==airbase:GetName() then
local problem=self.flightcontrol:IsParkingReserved(parkingspot) or self.flightcontrol:IsParkingOccupied(parkingspot)
if problem then
free=false
end
end
-- Check if spot is free
if free then
-- Add parkingspot for this element.
table.insert(parking, parkingspot)
self:T2(self.lid..string.format("Parking spot %d is free for element %s!", parkingspot.TerminalID, element.name))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
table.insert(obstacles, {coord=parkingspot.Coordinate, size=element.size, name=element.name, type="element"})
gotit=true
break
else
-- Debug output for occupied spots.
self:T2(self.lid..string.format("Parking spot %d is occupied or not big enough!", parkingspot.TerminalID))
end
end -- check terminal type
end -- loop over parking spots
-- No parking spot for at least one asset :(
if not gotit then
self:T(self.lid..string.format("WARNING: No free parking spot for element %s", element.name))
return nil
end
end -- loop over asset units
return parking
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 #FLIGHTGROUP self
-- @param DCS#Object DCSobject The DCS object for which the size is needed.
-- @return #number Max size of object in meters (length (x) or width (z) components not including height (y)).
-- @return #number Length (x component) of size.
-- @return #number Height (y component) of size.
-- @return #number Width (z component) of size.
function FLIGHTGROUP:_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
--- Get the generalized attribute of a group.
-- @param #FLIGHTGROUP self
-- @return #string Generalized attribute of the group.
function FLIGHTGROUP:_GetAttribute()
-- Default
local attribute=FLIGHTGROUP.Attribute.OTHER
local group=self.group --Wrapper.Group#GROUP
if group then
--- 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") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers"))
local bomber=group:HasAttribute("Strategic bombers")
local tanker=group:HasAttribute("Tankers")
local uav=group:HasAttribute("UAVs")
--- Helicopters
local transporthelo=group:HasAttribute("Transport helicopters")
local attackhelicopter=group:HasAttribute("Attack helicopters")
-- Define attribute. Order is important.
if transportplane then
attribute=FLIGHTGROUP.Attribute.AIR_TRANSPORTPLANE
elseif awacs then
attribute=FLIGHTGROUP.Attribute.AIR_AWACS
elseif fighter then
attribute=FLIGHTGROUP.Attribute.AIR_FIGHTER
elseif bomber then
attribute=FLIGHTGROUP.Attribute.AIR_BOMBER
elseif tanker then
attribute=FLIGHTGROUP.Attribute.AIR_TANKER
elseif transporthelo then
attribute=FLIGHTGROUP.Attribute.AIR_TRANSPORTHELO
elseif attackhelicopter then
attribute=FLIGHTGROUP.Attribute.AIR_ATTACKHELO
elseif uav then
attribute=FLIGHTGROUP.Attribute.AIR_UAV
end
end
return attribute
end
--- Get the proper terminal type based on generalized attribute of the group.
--@param #FLIGHTGROUP self
--@param #FLIGHTGROUP.Attribute _attribute Generlized attibute of unit.
--@param #number _category Airbase category.
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
function FLIGHTGROUP:_GetTerminal(_attribute, _category)
-- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==FLIGHTGROUP.Attribute.AIR_FIGHTER then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==FLIGHTGROUP.Attribute.AIR_BOMBER or _attribute==FLIGHTGROUP.Attribute.AIR_TRANSPORTPLANE or _attribute==FLIGHTGROUP.Attribute.AIR_TANKER or _attribute==FLIGHTGROUP.Attribute.AIR_AWACS then
-- Bigger aircraft.
_terminal=AIRBASE.TerminalType.OpenBig
elseif _attribute==FLIGHTGROUP.Attribute.AIR_TRANSPORTHELO or _attribute==FLIGHTGROUP.Attribute.AIR_ATTACKHELO then
-- Helicopter.
_terminal=AIRBASE.TerminalType.HelicopterUsable
else
--_terminal=AIRBASE.TerminalType.OpenMedOrBig
end
-- For ships, we allow medium spots for all fixed wing aircraft. There are smaller tankers and AWACS aircraft that can use a carrier.
if _category==Airbase.Category.SHIP then
if not (_attribute==FLIGHTGROUP.Attribute.AIR_TRANSPORTHELO or _attribute==FLIGHTGROUP.Attribute.AIR_ATTACKHELO) then
_terminal=AIRBASE.TerminalType.OpenMedOrBig
end
end
return _terminal
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- OPTION FUNCTIONS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- MENU FUNCTIONS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update menu.
--@param #FLIGHTGROUP self
--@param #number delay Delay in seconds.
function FLIGHTGROUP:_UpdateMenu(delay)
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, FLIGHTGROUP._UpdateMenu, self)
else
-- Player element.
local player=self:GetPlayerElement()
if player and player.status~=OPSGROUP.ElementStatus.DEAD then
-- Debug text.
if self.verbose>=2 then
local text=string.format("Updating MENU: State=%s, ATC=%s [%s]", self:GetState(),
self.flightcontrol and self.flightcontrol.airbasename or "None", self.flightcontrol and self.flightcontrol:GetFlightStatus(self) or "Unknown")
-- Message to group.
MESSAGE:New(text, 5):ToGroup(self.group)
self:I(self.lid..text)
end
-- Get current position of player.
local position=self:GetCoordinate(nil, player.name)
-- Get all FLIGHTCONTROLS
local fc={}
for airbasename,_flightcontrol in pairs(_DATABASE.FLIGHTCONTROLS) do
local flightcontrol=_flightcontrol --Ops.FlightControl#FLIGHTCONTROL
-- Get coord of airbase.
local coord=flightcontrol:GetCoordinate()
-- Distance to flight.
local dist=coord:Get2DDistance(position)
-- Add to table.
table.insert(fc, {airbasename=airbasename, dist=dist})
end
-- Sort table wrt distance to airbases.
local function _sort(a,b)
return a.dist<b.dist
end
table.sort(fc, _sort)
-- Remove all submenus.
self.menu.atc.root:RemoveSubMenus()
-- Create help menu.
self:_CreateMenuAtcHelp(self.menu.atc.root)
-- Max menu entries.
local N=7
-- If there is a designated FC, we put it first.
local gotairbase=nil
if self.flightcontrol then
self.flightcontrol:_CreatePlayerMenu(self, self.menu.atc.root)
gotairbase=self.flightcontrol.airbasename
N=N-1
end
-- Max 8 entries in F10 menu.
for i=1,math.min(#fc,N) do
local airbasename=fc[i].airbasename
if gotairbase==nil or airbasename~=gotairbase then
local flightcontrol=_DATABASE:GetFlightControl(airbasename)
flightcontrol:_CreatePlayerMenu(self, self.menu.atc.root)
end
end
else
self:E(self.lid.."ERROR: Player dead in update menu!")
end
end
end
--- Create player menu.
-- @param #FLIGHTGROUP self
-- @param #table rootmenu ATC root menu table.
function FLIGHTGROUP:_CreateMenuAtcHelp(rootmenu)
-- Help menu.
local helpmenu=MENU_GROUP:New(self.group, "Help", rootmenu)
-- Group name.
local groupname=self.groupname
---
-- Skill level menu
---
local skillmenu=MENU_GROUP:New(self.group, "Skill Level", helpmenu)
MENU_GROUP_COMMAND:New(self.group, "Student", skillmenu, self._PlayerSkill, self, FLIGHTGROUP.PlayerSkill.STUDENT)
MENU_GROUP_COMMAND:New(self.group, "Aviator", skillmenu, self._PlayerSkill, self, FLIGHTGROUP.PlayerSkill.AVIATOR)
MENU_GROUP_COMMAND:New(self.group, "Graduate", skillmenu, self._PlayerSkill, self, FLIGHTGROUP.PlayerSkill.GRADUATE)
MENU_GROUP_COMMAND:New(self.group, "Instructor", skillmenu, self._PlayerSkill, self, FLIGHTGROUP.PlayerSkill.INSTRUCTOR)
---
-- Commands
---
MENU_GROUP_COMMAND:New(self.group, "Subtitles On/Off", helpmenu, self._PlayerSubtitles, self)
MENU_GROUP_COMMAND:New(self.group, "My Voice On/Off", helpmenu, self._MenuNotImplemented, self, groupname)
MENU_GROUP_COMMAND:New(self.group, "Mark Parking", helpmenu, self._MarkParking, self)
MENU_GROUP_COMMAND:New(self.group, "Update Menu", helpmenu, self._UpdateMenu, self, 0)
MENU_GROUP_COMMAND:New(self.group, "My Status", helpmenu, self._PlayerMyStatus, self, groupname)
end
--- Player menu not implemented.
-- @param #FLIGHTGROUP self
-- @param #string groupname Name of the flight group.
function FLIGHTGROUP:_MenuNotImplemented(groupname)
-- Get flight group.
local flight=_DATABASE:GetOpsGroup(groupname) --Ops.FlightGroup#FLIGHTGROUP
if flight then
local text=string.format("Sorry, this feature is not implemented yet!")
MESSAGE:New(text, 10, nil, true):ToGroup(flight.group)
end
end
--- Player status.
-- @param #FLIGHTGROUP self
function FLIGHTGROUP:_PlayerMyStatus()
-- Flight control.
local fc=self.flightcontrol
-- Player data.
local playerdata=self:_GetPlayerData()
-- Player element.
local playerElement=self:GetPlayerElement()
-- Status text.
local text=string.format("My Status:")
text=text..string.format("\nPlayer Name: %s", tostring(playerdata.name))
text=text..string.format("\nCallsign: %s", tostring(self:GetCallsignName()))
text=text..string.format("\nFlight status: %s", tostring(self:GetState()))
text=text..string.format("\nFlight control: %s [%s]", tostring(fc and fc.airbasename or "N/A"), tostring(fc and fc:GetFlightStatus(self) or "N/A"))
text=text..string.format("\nSubtitles: %s", tostring(playerdata.subtitles))
text=text..string.format("\nMy Voice: %s", tostring(playerdata.myvoice))
if fc then
if playerElement.parking then
local spot=fc:GetParkingSpotByID(playerElement.parking.TerminalID)
if spot then
text=text..string.format("\nParking spot: %d [%s]", spot.TerminalID, spot.Status or "Unknown")
end
end
end
-- Send message.
MESSAGE:New(text, 10, nil, true):ToGroup(self.group)
end
--- Player set subtitles.
-- @param #FLIGHTGROUP self
function FLIGHTGROUP:_PlayerSubtitles()
-- Get Player data.
local playerData=self:_GetPlayerData()
if playerData then
-- Switch setting.
playerData.subtitles=not playerData.subtitles
local onoff = playerData.subtitles == true and "ON" or "OFF"
-- Display message.
MESSAGE:New(string.format("%s, subtitles are now %s", playerData.name, onoff), 10, nil, true):ToGroup(self.group)
else
--TODO: Error
end
end
--- Player mark parking.
-- @param #FLIGHTGROUP self
function FLIGHTGROUP:_MarkParking()
local playerElement=self:GetPlayerElement()
if playerElement then
-- Player name.
local playerName=tostring(playerElement.playerName)
-- Message text.
local message=string.format("No assigned parking spot for you could be found, %s", playerName)
if playerElement.parking then
local terminalID=playerElement.parking.TerminalID
local spotStatus=tostring(playerElement.parking.Status)
-- Marker text.
local text=string.format("Your parking spot, %s\nTerminal ID=%d [%s]", playerName, terminalID, spotStatus)
-- Text message.
message=string.format("%s, your parking spot is Terminal ID=%d [%s]. Check the marker on the F10 map.", playerName, terminalID, spotStatus)
-- New marker.
playerElement.parking.Coordinate:MarkToGroup(text, self.group)
end
-- Text message to group.
MESSAGE:New(string.format(message, playerName), 10):ToGroup(self.group)
end
end
--- Player set skill.
-- @param #FLIGHTGROUP self
-- @param #string Skill Skill.
function FLIGHTGROUP:_PlayerSkill(Skill)
-- Get Player data.
local playerData=self:_GetPlayerData()
if playerData then
-- Switch setting.
playerData.skill=Skill
-- Display message.
MESSAGE:New(string.format("%s, your skill is %s", playerData.name, tostring(playerData.skill)), 10, nil, true):ToGroup(self.group)
else
--TODO: Error
end
end
--- Init player data.
-- @param #FLIGHTGROUP self
-- @param #string PlayerName Player name.
-- @return #FLIGHTGROUP.PlayerData Player data.
function FLIGHTGROUP:_InitPlayerData(PlayerName)
if PlayerName then
-- Check if data is already there.
local playerData=FLIGHTGROUP.Players[PlayerName] --#FLIGHTGROUP.PlayerData
if not playerData then
local playerData={} --#FLIGHTGROUP.PlayerData
playerData.name=PlayerName
playerData.skill=FLIGHTGROUP.PlayerSkill.STUDENT
playerData.subtitles=true
playerData.myvoice=true
-- Debug message.
self:T(self.lid..string.format("Init player data for %s", PlayerName))
-- Set data globally.
FLIGHTGROUP.Players[PlayerName]=playerData
end
return playerData
else
self:E(self.lid..string.format("ERROR: Player name is nil!"))
end
return nil
end
--- Get player data.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP.PlayerData Player data.
function FLIGHTGROUP:_GetPlayerData()
-- Get player element.
local playerElement=self:GetPlayerElement()
if playerElement and playerElement.playerName then
return FLIGHTGROUP.Players[playerElement.playerName]
end
return nil
end
--- Get distance to parking spot. Takes extra care of ships.
-- @param #FLIGHTGROUP self
-- @param Wrapper.Airbase#AIRBASE.ParkingSpot Spot Parking Spot.
-- @param Core.Point#COORDINATE Coordinate Reference coordinate.
-- @return #number Distance to parking spot in meters.
function FLIGHTGROUP:_GetDistToParking(Spot, Coordinate)
local dist=99999
if Spot then
-- Get the airbase this spot belongs to.
local airbase=AIRBASE:FindByName(Spot.AirbaseName)
if airbase:IsShip() then --or airbase:IsHelipad() then
-- Vec2 of airbase.
local a=airbase:GetVec2()
-- Vec2 of parking spot.
local b=Spot.Coordinate:GetVec2()
-- Vec2 of ref coordinate.
local c=Coordinate:GetVec2()
-- Vector from ref coord to airbase. This still needs to be rotated.
local t=UTILS.Vec2Substract(c,a)
-- Get the heading of the unit.
local unit=UNIT:FindByName(Spot.AirbaseName)
local hdg=unit:GetHeading()
-- Rotate the vector so that it corresponds to facing "North".
t=UTILS.Vec2Rotate2D(t, -hdg)
-- Distance from spot to ref coordinate.
dist=UTILS.VecDist2D(b,t)
else
-- Normal case.
dist=Coordinate:Get2DDistance(Spot.Coordinate)
end
end
return dist
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------