Frank 1a0e2e0ea1 OPS
- Added method to reduce asset count for cohorts #2103
- Added tacview on legion level
2024-07-07 23:15:20 +02:00

429 lines
15 KiB
Lua

--- **Ops** - Fleet Warehouse.
--
-- **Main Features:**
--
-- * Manage flotillas
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/Fleet).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Fleet
-- @image OPS_Fleet.png
--- FLEET class.
-- @type FLEET
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @field #boolean pathfinding Set pathfinding on for all spawned navy groups.
-- @extends Ops.Legion#LEGION
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The FLEET Concept
--
-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `FLEET` object can be created with the @{#FLEET.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=FLEET:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLEET.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#FLEET.Start}() function. If the fleet is not started, it will not process any requests.
--
-- ## Adding Flotillas
--
-- Flotillas can be added via the @{#FLEET.AddFlotilla}(`Flotilla`) function. See @{Ops.Flotilla#FLOTILLA} for how to create a flotilla.
--
-- myFleet:AddFlotilla(FlotillaTiconderoga)
-- myFleet:AddFlotilla(FlotillaPerry)
--
--
--
-- @field #FLEET
FLEET = {
ClassName = "FLEET",
verbose = 0,
pathfinding = false,
}
--- Supply Zone.
-- @type FLEET.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- FLEET class version.
-- @field #string version
FLEET.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add routes?
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLEET class object.
-- @param #FLEET self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string FleetName Name of the fleet.
-- @return #FLEET self
function FLEET:New(WarehouseName, FleetName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, FleetName)) -- #FLEET
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLEET %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "NavyOnMission", "*") -- An NAVYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] Start
-- @param #FLEET self
--- Triggers the FSM event "Start" after a delay. Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] __Start
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the FLEET and all its event handlers.
-- @param #FLEET self
--- Triggers the FSM event "Stop" after a delay. Stops the FLEET and all its event handlers.
-- @function [parent=#FLEET] __Stop
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "NavyOnMission".
-- @function [parent=#FLEET] NavyOnMission
-- @param #FLEET self
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "NavyOnMission" after a delay.
-- @function [parent=#FLEET] __NavyOnMission
-- @param #FLEET self
-- @param #number delay Delay in seconds.
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "NavyOnMission" event.
-- @function [parent=#FLEET] OnAfterNavyOnMission
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a flotilla to the fleet.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @return #FLEET self
function FLEET:AddFlotilla(Flotilla)
-- Add flotilla to fleet.
table.insert(self.cohorts, Flotilla)
-- Add assets to flotilla.
self:AddAssetToFlotilla(Flotilla, Flotilla.Ngroups)
-- Set fleet of flotilla.
Flotilla:SetFleet(self)
-- Start flotilla.
if Flotilla:IsStopped() then
Flotilla:Start()
end
return self
end
--- Add asset group(s) to flotilla.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @param #number Nassets Number of asset groups to add.
-- @return #FLEET self
function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
if Flotilla then
-- Get the template group of the flotilla.
local Group=GROUP:FindByName(Flotilla.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to flotilla %s", Group:GetName(), Flotilla.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Flotilla.skill, Flotilla.livery, Flotilla.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Flotilla does not exit!")
end
return self
end
--- Set pathfinding for all spawned naval groups.
-- @param #FLEET self
-- @param #boolean Switch If `true`, pathfinding is used.
-- @return #FLEET self
function FLEET:SetPathfinding(Switch)
self.pathfinding=Switch
return self
end
--- Define a set of retreat zones.
-- @param #FLEET self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #FLEET self
function FLEET:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #FLEET self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #FLEET self
function FLEET:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #FLEET self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function FLEET:GetRetreatZones()
return self.retreatZones
end
--- Get flotilla by name.
-- @param #FLEET self
-- @param #string FlotillaName Name of the flotilla.
-- @return Ops.Flotilla#FLOTILLA The Flotilla object.
function FLEET:GetFlotilla(FlotillaName)
local flotilla=self:_GetCohort(FlotillaName)
return flotilla
end
--- Get flotilla of an asset.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
-- @return Ops.Flotilla#FLOTILLA The flotilla object.
function FLEET:GetFlotillaOfAsset(Asset)
local flotilla=self:GetFlotilla(Asset.squadname)
return flotilla
end
--- Remove asset from flotilla.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
function FLEET:RemoveAssetFromFlotilla(Asset)
local flotilla=self:GetFlotillaOfAsset(Asset)
if flotilla then
flotilla:DelAsset(Asset)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start FLEET FSM.
-- @param #FLEET self
function FLEET:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, FLEET).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting FLEET v%s", FLEET.version))
end
--- Update status.
-- @param #FLEET self
function FLEET:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
-----------
-- Info ---
-----------
-- Display tactival overview.
self:_TacticalOverview()
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Flotillas=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Flotilla Info --
-------------------
if self.verbose>=3 then
local text="Flotillas:"
for i,_flotilla in pairs(self.cohorts) do
local flotilla=_flotilla --Ops.Flotilla#FLOTILLA
local callsign=flotilla.callsignName and UTILS.GetCallsignName(flotilla.callsignName) or "N/A"
local modex=flotilla.modex and flotilla.modex or -1
local skill=flotilla.skill and tostring(flotilla.skill) or "N/A"
-- Flotilla text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", flotilla.name, flotilla:GetState(), flotilla.aircrafttype, flotilla:CountAssets(true), #flotilla.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "NavyOnMission".
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function FLEET:onafterNavyOnMission(From, Event, To, NavyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", NavyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
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