Applevangelist b5ff10d960 #UNIT
2023-10-26 12:45:11 +02:00

1599 lines
53 KiB
Lua

--- **Ops** - Cohort encompassed all characteristics of SQUADRONs, PLATOONs and FLOTILLAs.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all cohort members.
-- * Define modex and callsigns.
-- * Define mission types, this cohort can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause cohort operations.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Cohort
-- @image OPS_Cohort.png
--- COHORT class.
-- @type COHORT
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the cohort.
-- @field #string templatename Name of the template group.
-- @field #string aircrafttype Type of the units the cohort is using.
-- @field #number category Group category of the assets: `Group.Category.AIRPLANE`, `Group.Category.HELICOPTER`, `Group.Category.GROUND`, `Group.Category.SHIP`, `Group.Category.TRAIN`.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #boolean isAir
-- @field #boolean isGround Is ground.
-- @field #boolean isNaval Is naval.
-- @field #table assets Cohort assets.
-- @field #table missiontypes Capabilities (mission types and performances) of the cohort.
-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
-- @field #number repairtime Time in seconds for each
-- @field #string livery Livery of the cohort.
-- @field #number skill Skill of cohort members.
-- @field Ops.Legion#LEGION legion The LEGION object the cohort belongs to.
-- @field #number Ngroups Number of asset OPS groups this cohort has.
-- @field #number Nkilled Number of destroyed asset groups.
-- @field #number engageRange Mission range in meters.
-- @field #string attribute Generalized attribute of the cohort template group.
-- @field #table descriptors DCS descriptors.
-- @field #table properties DCS attributes.
-- @field #table tacanChannel List of TACAN channels available to the cohort.
-- @field #number radioFreq Radio frequency in MHz the cohort uses.
-- @field #number radioModu Radio modulation the cohort uses.
-- @field #table tacanChannel List of TACAN channels available to the cohort.
-- @field #number weightAsset Weight of one assets group in kg.
-- @field #number cargobayLimit Cargo bay capacity in kg.
-- @field #table operations Operations this cohort is part of.
-- @extends Core.Fsm#FSM
--- *I came, I saw, I conquered.* -- Julius Caesar
--
-- ===
--
-- # The COHORT Concept
--
-- A COHORT is essential part of a LEGION and consists of **one** unit type.
--
--
--
-- @field #COHORT
COHORT = {
ClassName = "COHORT",
verbose = 0,
lid = nil,
name = nil,
templatename = nil,
assets = {},
missiontypes = {},
repairtime = 0,
maintenancetime= 0,
livery = nil,
skill = nil,
legion = nil,
--Ngroups = nil,
Ngroups = 0,
engageRange = nil,
tacanChannel = {},
weightAsset = 99999,
cargobayLimit = 0,
descriptors = {},
properties = {},
operations = {},
}
--- COHORT class version.
-- @field #string version
COHORT.version="0.3.5"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Create FLOTILLA class.
-- DONE: Added check for properties.
-- DONE: Make general so that PLATOON and SQUADRON can inherit this class.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new COHORT object and start the FSM.
-- @param #COHORT self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this Cohort. Default 3.
-- @param #string CohortName Name of the cohort.
-- @return #COHORT self
function COHORT:New(TemplateGroupName, Ngroups, CohortName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #COHORT
-- Name of the template group.
self.templatename=TemplateGroupName
-- Cohort name.
self.name=tostring(CohortName or TemplateGroupName)
-- Set some string id for output to DCS.log file.
self.lid=string.format("COHORT %s | ", self.name)
-- Template group.
self.templategroup=GROUP:FindByName(self.templatename)
-- Check if template group exists.
if not self.templategroup then
self:E(self.lid..string.format("ERROR: Template group %s does not exist!", tostring(self.templatename)))
return nil
end
-- Generalized attribute.
self.attribute=self.templategroup:GetAttribute()
-- Group category.
self.category=self.templategroup:GetCategory()
-- Aircraft type.
self.aircrafttype=self.templategroup:GetTypeName()
-- Get descriptors.
self.descriptors=self.templategroup:GetUnit(1):GetDesc()
-- Properties (DCS attributes).
self.properties=self.descriptors.attributes
-- Print properties.
--self:I(self.properties)
-- Defaults.
self.Ngroups=Ngroups or 3
self:SetSkill(AI.Skill.GOOD)
-- Mission range depends on
if self.category==Group.Category.AIRPLANE then
self:SetMissionRange(200)
elseif self.category==Group.Category.HELICOPTER then
self:SetMissionRange(150)
elseif self.category==Group.Category.GROUND then
self:SetMissionRange(75)
elseif self.category==Group.Category.SHIP then
self:SetMissionRange(100)
elseif self.category==Group.Category.TRAIN then
self:SetMissionRange(100)
else
self:SetMissionRange(150)
end
-- Units.
local units=self.templategroup:GetUnits()
-- Weight of the whole group.
self.weightAsset=0
for i,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local desc=unit:GetDesc()
local mass=666
if desc then
mass=desc.massMax or desc.massEmpty
end
self.weightAsset=self.weightAsset + (mass or 666)
if i==1 then
self.cargobayLimit=unit:GetCargoBayFreeWeight()
end
end
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "OnDuty") -- Start FSM.
self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("OnDuty", "Pause", "Paused") -- Pause cohort.
self:AddTransition("Paused", "Unpause", "OnDuty") -- Unpause cohort.
self:AddTransition("OnDuty", "Relocate", "Relocating") -- Relocate.
self:AddTransition("Relocating", "Relocated", "OnDuty") -- Relocated.
self:AddTransition("*", "Stop", "Stopped") -- Stop cohort.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the COHORT.
-- @function [parent=#COHORT] Start
-- @param #COHORT self
--- Triggers the FSM event "Start" after a delay. Starts the COHORT.
-- @function [parent=#COHORT] __Start
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @param #COHORT self
--- Triggers the FSM event "Stop" after a delay. Stops the COHORT and all its event handlers.
-- @function [parent=#COHORT] __Stop
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#COHORT] Status
-- @param #COHORT self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#COHORT] __Status
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Pause".
-- @function [parent=#COHORT] Pause
-- @param #COHORT self
--- Triggers the FSM event "Pause" after a delay.
-- @function [parent=#COHORT] __Pause
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- On after "Pause" event.
-- @function [parent=#COHORT] OnAfterPause
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Unpause".
-- @function [parent=#COHORT] Unpause
-- @param #COHORT self
--- Triggers the FSM event "Unpause" after a delay.
-- @function [parent=#COHORT] __Unpause
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- On after "Unpause" event.
-- @function [parent=#COHORT] OnAfterUnpause
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Relocate".
-- @function [parent=#COHORT] Relocate
-- @param #COHORT self
--- Triggers the FSM event "Relocate" after a delay.
-- @function [parent=#COHORT] __Relocate
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- On after "Relocate" event.
-- @function [parent=#COHORT] OnAfterRelocate
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Relocated".
-- @function [parent=#COHORT] Relocated
-- @param #COHORT self
--- Triggers the FSM event "Relocated" after a delay.
-- @function [parent=#COHORT] __Relocated
-- @param #COHORT self
-- @param #number delay Delay in seconds.
--- On after "Relocated" event.
-- @function [parent=#COHORT] OnAfterRelocated
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set livery painted on all cohort units.
-- Note that the livery name in general is different from the name shown in the mission editor.
--
-- Valid names are the names of the **livery directories**. Check out the folder in your DCS installation for:
--
-- * Full modules: `DCS World OpenBeta\CoreMods\aircraft\<Aircraft Type>\Liveries\<Aircraft Type>\<Livery Name>`
-- * AI units: `DCS World OpenBeta\Bazar\Liveries\<Aircraft Type>\<Livery Name>`
--
-- The folder name `<Livery Name>` is the string you want.
--
-- Or personal liveries you have installed somewhere in your saved games folder.
--
-- @param #COHORT self
-- @param #string LiveryName Name of the livery.
-- @return #COHORT self
function COHORT:SetLivery(LiveryName)
self.livery=LiveryName
return self
end
--- Set skill level of all cohort team members.
-- @param #COHORT self
-- @param #string Skill Skill of all flights.
-- @usage mycohort:SetSkill(AI.Skill.EXCELLENT)
-- @return #COHORT self
function COHORT:SetSkill(Skill)
self.skill=Skill
return self
end
--- Set verbosity level.
-- @param #COHORT self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #COHORT self
function COHORT:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set turnover and repair time. If an asset returns from a mission, it will need some time until the asset is available for further missions.
-- @param #COHORT self
-- @param #number MaintenanceTime Time in minutes it takes until a flight is combat ready again. Default is 0 min.
-- @param #number RepairTime Time in minutes it takes to repair a flight for each life point taken. Default is 0 min.
-- @return #COHORT self
function COHORT:SetTurnoverTime(MaintenanceTime, RepairTime)
self.maintenancetime=MaintenanceTime and MaintenanceTime*60 or 0
self.repairtime=RepairTime and RepairTime*60 or 0
return self
end
--- Set radio frequency and modulation the cohort uses.
-- @param #COHORT self
-- @param #number Frequency Radio frequency in MHz. Default 251 MHz.
-- @param #number Modulation Radio modulation. Default 0=AM.
-- @return #COHORT self
function COHORT:SetRadio(Frequency, Modulation)
self.radioFreq=Frequency or 251
self.radioModu=Modulation or radio.modulation.AM
return self
end
--- Set number of units in groups.
-- @param #COHORT self
-- @param #number nunits Number of units. Default 2.
-- @return #COHORT self
function COHORT:SetGrouping(nunits)
self.ngrouping=nunits or 2
return self
end
--- Set mission types this cohort is able to perform.
-- @param #COHORT self
-- @param #table MissionTypes Table of mission types. Can also be passed as a #string if only one type.
-- @param #number Performance Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100.
-- @return #COHORT self
function COHORT:AddMissionCapability(MissionTypes, Performance)
-- Ensure Missiontypes is a table.
if MissionTypes and type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
-- Set table.
self.missiontypes=self.missiontypes or {}
for _,missiontype in pairs(MissionTypes) do
local Capability=self:GetMissionCapability(missiontype)
-- Check not to add the same twice.
if Capability then
self:E(self.lid.."WARNING: Mission capability already present! No need to add it twice. Will update the performance though!")
Capability.Performance=Performance or 50
else
local capability={} --Ops.Auftrag#AUFTRAG.Capability
capability.MissionType=missiontype
capability.Performance=Performance or 50
table.insert(self.missiontypes, capability)
self:T(self.lid..string.format("Adding mission capability %s, performance=%d", tostring(capability.MissionType), capability.Performance))
end
end
-- Debug info.
self:T2(self.missiontypes)
return self
end
--- Get missin capability for a given mission type.
-- @param #COHORT self
-- @param #string MissionType Mission type, e.g. `AUFTRAG.Type.BAI`.
-- @return Ops.Auftrag#AUFTRAG.Capability Capability table or `nil` if the capability does not exist.
function COHORT:GetMissionCapability(MissionType)
for _,_capability in pairs(self.missiontypes) do
local capability=_capability --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return capability
end
end
return nil
end
--- Check if cohort assets have a given property (DCS attribute).
-- @param #COHORT self
-- @param #string Property The property.
-- @return #boolean If `true`, cohort assets have the attribute.
function COHORT:HasProperty(Property)
for _,property in pairs(self.properties) do
if Property==property then
return true
end
end
return false
end
--- Get mission types this cohort is able to perform.
-- @param #COHORT self
-- @return #table Table of mission types. Could be empty {}.
function COHORT:GetMissionTypes()
local missiontypes={}
for _,Capability in pairs(self.missiontypes) do
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
table.insert(missiontypes, capability.MissionType)
end
return missiontypes
end
--- Get mission capabilities of this cohort.
-- @param #COHORT self
-- @return #table Table of mission capabilities.
function COHORT:GetMissionCapabilities()
return self.missiontypes
end
--- Get mission performance for a given type of misson.
-- @param #COHORT self
-- @param #string MissionType Type of mission.
-- @return #number Performance or -1.
function COHORT:GetMissionPeformance(MissionType)
for _,Capability in pairs(self.missiontypes) do
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return capability.Performance
end
end
return -1
end
--- Set max mission range. Only missions in a circle of this radius around the cohort base are executed.
-- @param #COHORT self
-- @param #number Range Range in NM. Default 150 NM.
-- @return #COHORT self
function COHORT:SetMissionRange(Range)
self.engageRange=UTILS.NMToMeters(Range or 150)
return self
end
--- Set call sign.
-- @param #COHORT self
-- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.
-- @param #number Index Callsign index, Chevy-**1**.
-- @return #COHORT self
function COHORT:SetCallsign(Callsign, Index)
self.callsignName=Callsign
self.callsignIndex=Index
return self
end
--- Set generalized attribute.
-- @param #COHORT self
-- @param #string Attribute Generalized attribute, e.g. `GROUP.Attribute.Ground_Infantry`.
-- @return #COHORT self
function COHORT:SetAttribute(Attribute)
self.attribute=Attribute
return self
end
--- Get generalized attribute.
-- @param #COHORT self
-- @return #string Generalized attribute, e.g. `GROUP.Attribute.Ground_Infantry`.
function COHORT:GetAttribute()
return self.attribute
end
--- Get group category.
-- @param #COHORT self
-- @return #string Group category
function COHORT:GetCategory()
return self.category
end
--- Get properties, *i.e.* DCS attributes.
-- @param #COHORT self
-- @return #table Properties table.
function COHORT:GetProperties()
return self.properties
end
--- Set modex.
-- @param #COHORT self
-- @param #number Modex A number like 100.
-- @param #string Prefix A prefix string, which is put before the `Modex` number.
-- @param #string Suffix A suffix string, which is put after the `Modex` number.
-- @return #COHORT self
function COHORT:SetModex(Modex, Prefix, Suffix)
self.modex=Modex
self.modexPrefix=Prefix
self.modexSuffix=Suffix
return self
end
--- Set Legion.
-- @param #COHORT self
-- @param Ops.Legion#LEGION Legion The Legion.
-- @return #COHORT self
function COHORT:SetLegion(Legion)
self.legion=Legion
return self
end
--- Add asset to cohort.
-- @param #COHORT self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The warehouse asset.
-- @return #COHORT self
function COHORT:AddAsset(Asset)
self:T(self.lid..string.format("Adding asset %s of type %s", Asset.spawngroupname, Asset.unittype))
Asset.squadname=self.name
Asset.legion=self.legion
Asset.cohort=self
table.insert(self.assets, Asset)
return self
end
--- Remove asset from chort.
-- @param #COHORT self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
-- @return #COHORT self
function COHORT:DelAsset(Asset)
for i,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if Asset.uid==asset.uid then
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
table.remove(self.assets, i)
break
end
end
return self
end
--- Remove asset group from cohort.
-- @param #COHORT self
-- @param #string GroupName Name of the asset group.
-- @return #COHORT self
function COHORT:DelGroup(GroupName)
for i,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if GroupName==asset.spawngroupname then
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
table.remove(self.assets, i)
break
end
end
return self
end
--- Get name of the cohort.
-- @param #COHORT self
-- @return #string Name of the cohort.
function COHORT:GetName()
return self.name
end
--- Get radio frequency and modulation.
-- @param #COHORT self
-- @return #number Radio frequency in MHz.
-- @return #number Radio Modulation (0=AM, 1=FM).
function COHORT:GetRadio()
return self.radioFreq, self.radioModu
end
--- Create a callsign for the asset.
-- @param #COHORT self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The warehouse asset.
-- @return #COHORT self
function COHORT:GetCallsign(Asset)
if self.callsignName then
Asset.callsign={}
for i=1,Asset.nunits do
local callsign={}
callsign[1]=self.callsignName
callsign[2]=math.floor(self.callsigncounter / 10)
callsign[3]=self.callsigncounter % 10
if callsign[3]==0 then
callsign[3]=1
self.callsigncounter=self.callsigncounter+2
else
self.callsigncounter=self.callsigncounter+1
end
Asset.callsign[i]=callsign
self:T3({callsign=callsign})
--TODO: there is also a table entry .name, which is a string.
end
end
end
--- Create a modex for the asset.
-- @param #COHORT self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The warehouse asset.
-- @return #COHORT self
function COHORT:GetModex(Asset)
if self.modex then
Asset.modex={}
for i=1,Asset.nunits do
Asset.modex[i]=string.format("%03d", self.modex+self.modexcounter)
self.modexcounter=self.modexcounter+1
self:T3({modex=Asset.modex[i]})
end
end
end
--- Add TACAN channels to the cohort. Note that channels can only range from 1 to 126.
-- @param #COHORT self
-- @param #number ChannelMin Channel.
-- @param #number ChannelMax Channel.
-- @return #COHORT self
-- @usage mysquad:AddTacanChannel(64,69) -- adds channels 64, 65, 66, 67, 68, 69
function COHORT:AddTacanChannel(ChannelMin, ChannelMax)
ChannelMax=ChannelMax or ChannelMin
if ChannelMin>126 then
self:E(self.lid.."ERROR: TACAN Channel must be <= 126! Will not add to available channels")
return self
end
if ChannelMax>126 then
self:E(self.lid.."WARNING: TACAN Channel must be <= 126! Adjusting ChannelMax to 126")
ChannelMax=126
end
for i=ChannelMin,ChannelMax do
self.tacanChannel[i]=true
end
return self
end
--- Get an unused TACAN channel.
-- @param #COHORT self
-- @return #number TACAN channel or *nil* if no channel is free.
function COHORT:FetchTacan()
-- Get the smallest free channel if there is one.
local freechannel=nil
for channel,free in pairs(self.tacanChannel) do
if free then
if freechannel==nil or channel<freechannel then
freechannel=channel
end
end
end
if freechannel then
self:T(self.lid..string.format("Checking out Tacan channel %d", freechannel))
self.tacanChannel[freechannel]=false
end
return freechannel
end
--- "Return" a used TACAN channel.
-- @param #COHORT self
-- @param #number channel The channel that is available again.
function COHORT:ReturnTacan(channel)
self:T(self.lid..string.format("Returning Tacan channel %d", channel))
self.tacanChannel[channel]=true
end
--- Add a weapon range for ARTY missions (@{Ops.Auftrag#AUFTRAG}).
-- @param #COHORT self
-- @param #number RangeMin Minimum range in nautical miles. Default 0 NM.
-- @param #number RangeMax Maximum range in nautical miles. Default 10 NM.
-- @param #number BitType Bit mask of weapon type for which the given min/max ranges apply. Default is `ENUMS.WeaponFlag.Auto`, i.e. for all weapon types.
-- @return #COHORT self
function COHORT:AddWeaponRange(RangeMin, RangeMax, BitType)
RangeMin=UTILS.NMToMeters(RangeMin or 0)
RangeMax=UTILS.NMToMeters(RangeMax or 10)
local weapon={} --Ops.OpsGroup#OPSGROUP.WeaponData
weapon.BitType=BitType or ENUMS.WeaponFlag.Auto
weapon.RangeMax=RangeMax
weapon.RangeMin=RangeMin
self.weaponData=self.weaponData or {}
self.weaponData[tostring(weapon.BitType)]=weapon
-- Debug info.
self:T(self.lid..string.format("Adding weapon data: Bit=%s, Rmin=%d m, Rmax=%d m", tostring(weapon.BitType), weapon.RangeMin, weapon.RangeMax))
if self.verbose>=2 then
local text="Weapon data:"
for _,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata
text=text..string.format("\n- Bit=%s, Rmin=%d m, Rmax=%d m", tostring(weapondata.BitType), weapondata.RangeMin, weapondata.RangeMax)
end
self:I(self.lid..text)
end
return self
end
--- Get weapon range for given bit type.
-- @param #COHORT self
-- @param #number BitType Bit mask of weapon type.
-- @return Ops.OpsGroup#OPSGROUP.WeaponData Weapon data.
function COHORT:GetWeaponData(BitType)
return self.weaponData[tostring(BitType)]
end
--- Check if cohort is "OnDuty".
-- @param #COHORT self
-- @return #boolean If true, cohort is in state "OnDuty".
function COHORT:IsOnDuty()
return self:Is("OnDuty")
end
--- Check if cohort is "Stopped".
-- @param #COHORT self
-- @return #boolean If true, cohort is in state "Stopped".
function COHORT:IsStopped()
return self:Is("Stopped")
end
--- Check if cohort is "Paused".
-- @param #COHORT self
-- @return #boolean If true, cohort is in state "Paused".
function COHORT:IsPaused()
return self:Is("Paused")
end
--- Check if cohort is "Relocating".
-- @param #COHORT self
-- @return #boolean If true, cohort is relocating.
function COHORT:IsRelocating()
return self:Is("Relocating")
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function COHORT:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s [%s]", self.ClassName, self.version, self.name, self.attribute)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- Check asset status.
-- @param #COHORT self
function COHORT:_CheckAssetStatus()
if self.verbose>=2 and #self.assets>0 then
local text=""
for j,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Text.
text=text..string.format("\n[%d] %s (%s*%d): ", j, asset.spawngroupname, asset.unittype, asset.nunits)
if asset.spawned then
---
-- Spawned
---
-- Mission info.
local mission=self.legion and self.legion:GetAssetCurrentMission(asset) or false
if mission then
local distance=asset.flightgroup and UTILS.MetersToNM(mission:GetTargetDistance(asset.flightgroup.group:GetCoordinate())) or 0
text=text..string.format("Mission %s - %s: Status=%s, Dist=%.1f NM", mission.name, mission.type, mission.status, distance)
else
text=text.."Mission None"
end
-- Flight status.
text=text..", Flight: "
if asset.flightgroup and asset.flightgroup:IsAlive() then
local status=asset.flightgroup:GetState()
text=text..string.format("%s", status)
if asset.flightgroup:IsFlightgroup() then
local fuelmin=asset.flightgroup:GetFuelMin()
local fuellow=asset.flightgroup:IsFuelLow()
local fuelcri=asset.flightgroup:IsFuelCritical()
text=text..string.format("Fuel=%d", fuelmin)
if fuelcri then
text=text.." (Critical!)"
elseif fuellow then
text=text.." (Low)"
end
end
local lifept, lifept0=asset.flightgroup:GetLifePoints()
text=text..string.format(", Life=%d/%d", lifept, lifept0)
local ammo=asset.flightgroup:GetAmmoTot()
text=text..string.format(", Ammo=%d [G=%d, R=%d, B=%d, M=%d]", ammo.Total,ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles)
else
text=text.."N/A"
end
-- Payload info.
if asset.flightgroup:IsFlightgroup() then
local payload=asset.payload and table.concat(self.legion:GetPayloadMissionTypes(asset.payload), ", ") or "None"
text=text..", Payload={"..payload.."}"
end
else
---
-- In Stock
---
text=text..string.format("In Stock")
if self:IsRepaired(asset) then
text=text..", Combat Ready"
else
text=text..string.format(", Repaired in %d sec", self:GetRepairTime(asset))
if asset.damage then
text=text..string.format(" (Damage=%.1f)", asset.damage)
end
end
if asset.Treturned then
local T=timer.getAbsTime()-asset.Treturned
text=text..string.format(", Returned for %d sec", T)
end
end
end
self:T(self.lid..text)
end
end
--- On after "Stop" event.
-- @param #COHORT self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function COHORT:onafterStop(From, Event, To)
-- Debug info.
self:T(self.lid.."STOPPING Cohort and removing all assets!")
-- Remove all assets.
for i=#self.assets,1,-1 do
local asset=self.assets[i]
self:DelAsset(asset)
end
-- Clear call scheduler.
self.CallScheduler:Clear()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if there is a cohort that can execute a given mission.
-- We check the mission type, the refuelling system, mission range.
-- @param #COHORT self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If true, Cohort can do that type of mission.
function COHORT:CanMission(Mission)
local cando=true
-- On duty?=
if not self:IsOnDuty() then
self:T(self.lid..string.format("Cohort in not OnDuty but in state %s. Cannot do mission %s with target %s", self:GetState(), Mission.name, Mission:GetTargetName()))
return false
end
-- Check mission type. WARNING: This assumes that all assets of the cohort can do the same mission types!
if not AUFTRAG.CheckMissionType(Mission.type, self:GetMissionTypes()) then
self:T(self.lid..string.format("INFO: Cohort cannot do mission type %s (%s, %s)", Mission.type, Mission.name, Mission:GetTargetName()))
return false
end
-- Check that tanker mission has the correct refuelling system.
if Mission.type==AUFTRAG.Type.TANKER then
if Mission.refuelSystem and Mission.refuelSystem==self.tankerSystem then
-- Correct refueling system.
self:T(self.lid..string.format("INFO: Correct refueling system requested=%s != %s=available", tostring(Mission.refuelSystem), tostring(self.tankerSystem)))
else
self:T(self.lid..string.format("INFO: Wrong refueling system requested=%s != %s=available", tostring(Mission.refuelSystem), tostring(self.tankerSystem)))
return false
end
end
-- Distance to target.
local TargetDistance=Mission:GetTargetDistance(self.legion:GetCoordinate())
-- Max engage range.
local engagerange=Mission.engageRange and math.max(self.engageRange, Mission.engageRange) or self.engageRange
-- Set range is valid. Mission engage distance can overrule the cohort engage range.
if TargetDistance>engagerange then
self:T(self.lid..string.format("INFO: Cohort is not in range. Target dist=%d > %d NM max mission Range", UTILS.MetersToNM(TargetDistance), UTILS.MetersToNM(engagerange)))
return false
end
return true
end
--- Count assets in legion warehouse stock.
-- @param #COHORT self
-- @param #boolean InStock If `true`, only assets that are in the warehouse stock/inventory are counted. If `false`, only assets that are NOT in stock (i.e. spawned) are counted. If `nil`, all assets are counted.
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Number of assets.
function COHORT:CountAssets(InStock, MissionTypes, Attributes)
local N=0
for _,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if MissionTypes==nil or AUFTRAG.CheckMissionCapability(MissionTypes, self.missiontypes) then
if Attributes==nil or self:CheckAttribute(Attributes) then
if asset.spawned then
if InStock==false or InStock==nil then
N=N+1 --Spawned but we also count the spawned ones.
end
else
if InStock==true or InStock==nil then
N=N+1 --This is in stock.
end
end
end
end
end
return N
end
--- Get OPSGROUPs.
-- @param #COHORT self
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return Core.Set#SET_OPSGROUP Ops groups set.
function COHORT:GetOpsGroups(MissionTypes, Attributes)
local set=SET_OPSGROUP:New()
for _,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if MissionTypes==nil or AUFTRAG.CheckMissionCapability(MissionTypes, self.missiontypes) then
if Attributes==nil or self:CheckAttribute(Attributes) then
if asset.flightgroup and asset.flightgroup:IsAlive() then
set:AddGroup(asset.flightgroup)
end
end
end
end
return set
end
--- Get assets for a mission.
-- @param #COHORT self
-- @param #string MissionType Mission type.
-- @param #number Npayloads Number of payloads available.
-- @return #table Assets that can do the required mission.
-- @return #number Number of payloads still available after recruiting the assets.
function COHORT:RecruitAssets(MissionType, Npayloads)
-- Debug info.
self:T2(self.lid..string.format("Recruiting asset for Mission type=%s", MissionType))
-- Recruited assets.
local assets={}
-- Loop over assets.
for _,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Get info.
local isRequested=asset.requested
local isReserved=asset.isReserved
local isSpawned=asset.spawned
local isOnMission=self.legion:IsAssetOnMission(asset)
local opsgroup=asset.flightgroup
-- Debug info.
self:T(self.lid..string.format("Asset %s: requested=%s, reserved=%s, spawned=%s, onmission=%s",
asset.spawngroupname, tostring(isRequested), tostring(isReserved), tostring(isSpawned), tostring(isOnMission)))
-- First check that asset is not requested or reserved. This could happen if multiple requests are processed simultaniously.
if not (isRequested or isReserved) then
-- Check if asset is currently on a mission (STARTED or QUEUED).
if self.legion:IsAssetOnMission(asset) then
---
-- Asset is already on a mission.
---
-- Check if this asset is currently on a mission (STARTED or EXECUTING).
if MissionType==AUFTRAG.Type.RELOCATECOHORT then
-- Relocation: Take all assets. Mission will be cancelled.
table.insert(assets, asset)
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.NOTHING) then
-- Assets on mission NOTHING are considered.
table.insert(assets, asset)
elseif self.legion:IsAssetOnMission(asset, {AUFTRAG.Type.GCICAP, AUFTRAG.Type.PATROLRACETRACK}) and MissionType==AUFTRAG.Type.INTERCEPT then
-- Check if the payload of this asset is compatible with the mission.
-- Note: we do not check the payload as an asset that is on a GCICAP mission should be able to do an INTERCEPT as well!
self:T(self.lid..string.format("Adding asset on GCICAP mission for an INTERCEPT mission"))
table.insert(assets, asset)
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ONGUARD) and (MissionType==AUFTRAG.Type.ARTY or MissionType==AUFTRAG.Type.GROUNDATTACK) then
if not opsgroup:IsOutOfAmmo() then
self:T(self.lid..string.format("Adding asset on ONGUARD mission for an XXX mission"))
table.insert(assets, asset)
end
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.PATROLZONE) and (MissionType==AUFTRAG.Type.ARTY or MissionType==AUFTRAG.Type.GROUNDATTACK) then
if not opsgroup:IsOutOfAmmo() then
self:T(self.lid..string.format("Adding asset on PATROLZONE mission for an XXX mission"))
table.insert(assets, asset)
end
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and AUFTRAG.CheckMissionCapability(MissionType, asset.payload.capabilities) and MissionType~=AUFTRAG.Type.ALERT5 then
-- Check if the payload of this asset is compatible with the mission.
self:T(self.lid..string.format("Adding asset on ALERT 5 mission for %s mission", MissionType))
table.insert(assets, asset)
end
else
---
-- Asset as NO current mission
---
if asset.spawned then
---
-- Asset is already SPAWNED (could be uncontrolled on the airfield or inbound after another mission)
---
-- Opsgroup.
local flightgroup=asset.flightgroup
if flightgroup and flightgroup:IsAlive() and not (flightgroup:IsDead() or flightgroup:IsStopped()) then
--self:I("OpsGroup is alive")
-- Assume we are ready and check if any condition tells us we are not.
local combatready=true
-- Check if in a state where we really do not want to fight any more.
if flightgroup:IsFlightgroup() then
---
-- FLIGHTGROUP combat ready?
---
-- No more attacks if fuel is already low. Safety first!
if flightgroup:IsFuelLow() then
combatready=false
end
if MissionType==AUFTRAG.Type.INTERCEPT and not flightgroup:CanAirToAir() then
combatready=false
else
local excludeguns=MissionType==AUFTRAG.Type.BOMBING or MissionType==AUFTRAG.Type.BOMBRUNWAY or MissionType==AUFTRAG.Type.BOMBCARPET or MissionType==AUFTRAG.Type.SEAD or MissionType==AUFTRAG.Type.ANTISHIP
if excludeguns and not flightgroup:CanAirToGround(excludeguns) then
combatready=false
end
end
if flightgroup:IsHolding() or flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() then
combatready=false
end
if asset.payload and not AUFTRAG.CheckMissionCapability(MissionType, asset.payload.capabilities) then
combatready=false
end
else
---
-- ARMY/NAVYGROUP combat ready?
---
-- Disable this for now as it can cause problems - at least with transport and cargo assets.
--self:I("Attribute is: "..asset.attribute)
if flightgroup:IsArmygroup() then
-- check for fighting assets
if asset.attribute == WAREHOUSE.Attribute.GROUND_ARTILLERY or
asset.attribute == WAREHOUSE.Attribute.GROUND_TANK or
asset.attribute == WAREHOUSE.Attribute.GROUND_INFANTRY or
asset.attribute == WAREHOUSE.Attribute.GROUND_AAA or
asset.attribute == WAREHOUSE.Attribute.GROUND_SAM
then
combatready=true
end
else
combatready=false
end
-- Not ready when rearming, retreating or returning!
if flightgroup:IsRearming() or flightgroup:IsRetreating() or flightgroup:IsReturning() then
combatready=false
end
end
-- Not ready when currently acting as ops transport carrier.
if flightgroup:IsLoading() or flightgroup:IsTransporting() or flightgroup:IsUnloading() or flightgroup:IsPickingup() or flightgroup:IsCarrier() then
combatready=false
end
-- Not ready when currently acting as ops transport cargo.
if flightgroup:IsCargo() or flightgroup:IsBoarding() or flightgroup:IsAwaitingLift() then
combatready=false
end
-- This asset is "combatready".
if combatready then
self:T(self.lid.."Adding SPAWNED asset to ANOTHER mission as it is COMBATREADY")
table.insert(assets, asset)
end
end
else
---
-- Asset is still in STOCK
---
-- Check that we have payloads and asset is repaired.
if Npayloads>0 and self:IsRepaired(asset) then
-- Add this asset to the selection.
table.insert(assets, asset)
-- Reduce number of payloads so we only return the number of assets that could do the job.
Npayloads=Npayloads-1
end
end
end
end -- not requested check
end -- loop over assets
self:T2(self.lid..string.format("Recruited %d assets for Mission type=%s", #assets, MissionType))
return assets, Npayloads
end
--- Get the time an asset needs to be repaired.
-- @param #COHORT self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
-- @return #number Time in seconds until asset is repaired.
function COHORT:GetRepairTime(Asset)
if Asset.Treturned then
local t=self.maintenancetime
t=t+Asset.damage*self.repairtime
-- Seconds after returned.
local dt=timer.getAbsTime()-Asset.Treturned
local T=t-dt
return T
else
return 0
end
end
--- Get max mission range. We add the largest weapon range, e.g. for arty or naval if weapon data is available.
-- @param #COHORT self
-- @param #table WeaponTypes (Optional) Weapon bit type(s) to add to the total range. Default is the max weapon type available.
-- @return #number Range in meters.
function COHORT:GetMissionRange(WeaponTypes)
if WeaponTypes and type(WeaponTypes)~="table" then
WeaponTypes={WeaponTypes}
end
local function checkWeaponType(Weapon)
local weapon=Weapon --Ops.OpsGroup#OPSGROUP.WeaponData
if WeaponTypes and #WeaponTypes>0 then
for _,weapontype in pairs(WeaponTypes) do
if weapontype==weapon.BitType then
return true
end
end
return false
end
return true
end
-- Get max weapon range.
local WeaponRange=0
for _,_weapon in pairs(self.weaponData or {}) do
local weapon=_weapon --Ops.OpsGroup#OPSGROUP.WeaponData
if weapon.RangeMax>WeaponRange and checkWeaponType(weapon) then
WeaponRange=weapon.RangeMax
end
end
return self.engageRange+WeaponRange
end
--- Checks if a mission type is contained in a table of possible types.
-- @param #COHORT self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function COHORT:IsRepaired(Asset)
if Asset.Treturned then
local Tnow=timer.getAbsTime()
local Trepaired=Asset.Treturned+self.maintenancetime
if Tnow>=Trepaired then
return true
else
return false
end
else
return true
end
end
--- Check if the cohort attribute matches the given attribute(s).
-- @param #COHORT self
-- @param #table Attributes The requested attributes. See `WAREHOUSE.Attribute` enum. Can also be passed as a single attribute `#string`.
-- @return #boolean If true, the cohort has the requested attribute.
function COHORT:CheckAttribute(Attributes)
if type(Attributes)~="table" then
Attributes={Attributes}
end
for _,attribute in pairs(Attributes) do
if attribute==self.attribute then
return true
end
end
return false
end
--- Check ammo.
-- @param #COHORT self
-- @return Ops.OpsGroup#OPSGROUP.Ammo Ammo.
function COHORT:_CheckAmmo()
-- Get units of group.
local units=self.templategroup:GetUnits()
-- Init counter.
local nammo=0
local nguns=0
local nshells=0
local nrockets=0
local nmissiles=0
local nmissilesAA=0
local nmissilesAG=0
local nmissilesAS=0
local nmissilesSA=0
local nmissilesBM=0
local nmissilesCR=0
local ntorps=0
local nbombs=0
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
-- Output.
local text=string.format("Unit %s:\n", unit:GetName())
-- Get ammo table.
local ammotable=unit:GetAmmo()
if ammotable then
-- Debug info.
self:T3(ammotable)
-- Loop over all weapons.
for w=1,#ammotable do
-- Weapon table.
local weapon=ammotable[w]
-- Descriptors.
local Desc=weapon["desc"]
-- Warhead.
local Warhead=Desc["warhead"]
-- Number of current weapon.
local Nammo=weapon["count"]
-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3, torpedo=4
local Category=Desc["category"]
-- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6
local MissileCategory = (Category==Weapon.Category.MISSILE) and Desc.missileCategory or nil
-- Type name of current weapon.
local TypeName=Desc["typeName"]
-- WeaponName
local weaponString = UTILS.Split(TypeName,"%.")
local WeaponName = weaponString[#weaponString]
-- Range in meters. Seems only to exist for missiles (not shells).
local Rmin=Desc["rangeMin"] or 0
local Rmax=Desc["rangeMaxAltMin"] or 0
-- Caliber in mm.
local Caliber=Warhead and Warhead["caliber"] or 0
-- We are specifically looking for shells or rockets here.
if Category==Weapon.Category.SHELL then
---
-- SHELL
---
-- Add up all shells.
if Caliber<70 then
nguns=nguns+Nammo
else
nshells=nshells+Nammo
end
-- Debug info.
text=text..string.format("- %d shells [%s]: caliber=%d mm, range=%d - %d meters\n", Nammo, WeaponName, Caliber, Rmin, Rmax)
elseif Category==Weapon.Category.ROCKET then
---
-- ROCKET
---
-- Add up all rockets.
nrockets=nrockets+Nammo
-- Debug info.
text=text..string.format("- %d rockets [%s]: caliber=%d mm, range=%d - %d meters\n", Nammo, WeaponName, Caliber, Rmin, Rmax)
elseif Category==Weapon.Category.BOMB then
---
-- BOMB
---
-- Add up all rockets.
nbombs=nbombs+Nammo
-- Debug info.
text=text..string.format("- %d bombs [%s]: caliber=%d mm, range=%d - %d meters\n", Nammo, WeaponName, Caliber, Rmin, Rmax)
elseif Category==Weapon.Category.MISSILE then
---
-- MISSILE
---
-- Add up all cruise missiles (category 5)
if MissileCategory==Weapon.MissileCategory.AAM then
nmissiles=nmissiles+Nammo
nmissilesAA=nmissilesAA+Nammo
-- Auto add range for AA missles. Useless here as this is not an aircraft.
if Rmax>0 then
self:AddWeaponRange(UTILS.MetersToNM(Rmin), UTILS.MetersToNM(Rmax), ENUMS.WeaponFlag.AnyAA)
end
elseif MissileCategory==Weapon.MissileCategory.SAM then
nmissiles=nmissiles+Nammo
nmissilesSA=nmissilesSA+Nammo
-- Dont think there is a bit type for SAM.
if Rmax>0 then
--self:AddWeaponRange(Rmin, Rmax, ENUMS.WeaponFlag.AnyASM)
end
elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
nmissiles=nmissiles+Nammo
nmissilesAS=nmissilesAS+Nammo
-- Auto add weapon range for anti-ship missile.
if Rmax>0 then
self:AddWeaponRange(UTILS.MetersToNM(Rmin), UTILS.MetersToNM(Rmax), ENUMS.WeaponFlag.AntiShipMissile)
end
elseif MissileCategory==Weapon.MissileCategory.BM then
nmissiles=nmissiles+Nammo
nmissilesBM=nmissilesBM+Nammo
-- Don't think there is a good bit type for ballistic missiles.
if Rmax>0 then
--self:AddWeaponRange(Rmin, Rmax, ENUMS.WeaponFlag.AnyASM)
end
elseif MissileCategory==Weapon.MissileCategory.CRUISE then
nmissiles=nmissiles+Nammo
nmissilesCR=nmissilesCR+Nammo
-- Auto add weapon range for cruise missile.
if Rmax>0 then
self:AddWeaponRange(UTILS.MetersToNM(Rmin), UTILS.MetersToNM(Rmax), ENUMS.WeaponFlag.CruiseMissile)
end
elseif MissileCategory==Weapon.MissileCategory.OTHER then
nmissiles=nmissiles+Nammo
nmissilesAG=nmissilesAG+Nammo
end
-- Debug info.
text=text..string.format("- %d %s missiles [%s]: caliber=%d mm, range=%d - %d meters\n", Nammo, self:_MissileCategoryName(MissileCategory), WeaponName, Caliber, Rmin, Rmax)
elseif Category==Weapon.Category.TORPEDO then
-- Add up all rockets.
ntorps=ntorps+Nammo
-- Debug info.
text=text..string.format("- %d torpedos [%s]: caliber=%d mm, range=%d - %d meters\n", Nammo, WeaponName, Caliber, Rmin, Rmax)
else
-- Debug info.
text=text..string.format("- %d unknown ammo of type %s (category=%d, missile category=%s)\n", Nammo, TypeName, Category, tostring(MissileCategory))
end
end
end
-- Debug text and send message.
if self.verbose>=5 then
self:I(self.lid..text)
else
self:T2(self.lid..text)
end
end
-- Total amount of ammunition.
nammo=nguns+nshells+nrockets+nmissiles+nbombs+ntorps
local ammo={} --Ops.OpsGroup#OPSGROUP.Ammo
ammo.Total=nammo
ammo.Guns=nguns
ammo.Shells=nshells
ammo.Rockets=nrockets
ammo.Bombs=nbombs
ammo.Torpedos=ntorps
ammo.Missiles=nmissiles
ammo.MissilesAA=nmissilesAA
ammo.MissilesAG=nmissilesAG
ammo.MissilesAS=nmissilesAS
ammo.MissilesCR=nmissilesCR
ammo.MissilesBM=nmissilesBM
ammo.MissilesSA=nmissilesSA
return ammo
end
--- Returns a name of a missile category.
-- @param #COHORT self
-- @param #number categorynumber Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon
-- @return #string Missile category name.
function COHORT:_MissileCategoryName(categorynumber)
local cat="unknown"
if categorynumber==Weapon.MissileCategory.AAM then
cat="air-to-air"
elseif categorynumber==Weapon.MissileCategory.SAM then
cat="surface-to-air"
elseif categorynumber==Weapon.MissileCategory.BM then
cat="ballistic"
elseif categorynumber==Weapon.MissileCategory.ANTI_SHIP then
cat="anti-ship"
elseif categorynumber==Weapon.MissileCategory.CRUISE then
cat="cruise"
elseif categorynumber==Weapon.MissileCategory.OTHER then
cat="other"
end
return cat
end
--- Add an OPERATION.
-- @param #COHORT self
-- @param Ops.Operation#OPERATION Operation The operation this cohort is part of.
-- @return #COHORT self
function COHORT:_AddOperation(Operation)
self.operations[Operation.name]=Operation
end
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