2020-08-04 01:10:53 +02:00

1559 lines
47 KiB
Lua

--- **Ops** - Enhanced Naval Group.
--
-- **Main Features:**
--
-- * Dynamically add and remove waypoints.
-- * Let the group steam into the wind.
-- * Command a full stop.
-- * Let a submarine dive and surface.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.NavyGroup
-- @image OPS_NavyGroup.png
--- NAVYGROUP class.
-- @type NAVYGROUP
-- @field #boolean turning If true, group is currently turning.
-- @field #NAVYGROUP.IntoWind intowind Into wind info.
-- @field #table Qintowind Queue of "into wind" turns.
-- @field #number depth Ordered depth in meters.
-- @field #boolean collisionwarning If true, collition warning.
-- @extends Ops.OpsGroup#OPSGROUP
--- *Something must be left to chance; nothing is sure in a sea fight above all.* -- Horatio Nelson
--
-- ===
--
-- ![Banner Image](..\Presentations\NAVYGROUP\NavyGroup_Main.jpg)
--
-- # The NAVYGROUP Concept
--
-- This class enhances naval groups.
--
-- @field #NAVYGROUP
NAVYGROUP = {
ClassName = "NAVYGROUP",
turning = false,
intowind = nil,
intowindcounter = 0,
Qintowind = {},
}
--- Navy group element.
-- @type NAVYGROUP.Element
-- @field #string name Name of the element, i.e. the unit.
-- @field #string typename Type name.
--- Navy group element.
-- @type NAVYGROUP.IntoWind
-- @field #number Tstart Time to start.
-- @field #number Tstop Time to stop.
-- @field #boolean Uturn U-turn.
-- @field #number Speed Speed in knots.
-- @field #number Offset Offset angle in degrees.
-- @field #number Id Unique ID of the turn.
-- @field Ops.OpsGroup#OPSGROUP.Waypoint waypoint Turn into wind waypoint.
-- @field Core.Point#COORDINATE Coordinate Coordinate where we left the route.
-- @field #number Heading Heading the boat will take in degrees.
-- @field #boolean Open Currently active.
-- @field #boolean Over This turn is over.
--- NavyGroup version.
-- @field #string version
NAVYGROUP.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Detour, add temporary waypoint and resume route.
-- DONE: Stop and resume route.
-- DONE: Add waypoints.
-- DONE: Add tasks.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVYGROUP class object.
-- @param #NAVYGROUP self
-- @param #string GroupName Name of the group.
-- @return #NAVYGROUP self
function NAVYGROUP:New(GroupName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, OPSGROUP:New(GroupName)) -- #NAVYGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("NAVYGROUP %s | ", self.groupname)
-- Defaults
self:SetDefaultROE()
self:SetDefaultAlarmstate()
self:SetDetection()
self:SetPatrolAdInfinitum(true)
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "FullStop", "Holding") -- Hold position.
self:AddTransition("*", "Cruise", "Cruising") -- Hold position.
self:AddTransition("*", "TurnIntoWind", "IntoWind") -- Command the group to turn into the wind.
self:AddTransition("*", "TurnIntoWindOver", "Cruising") -- Turn into wind is over.
self:AddTransition("*", "TurningStarted", "*") -- Group started turning.
self:AddTransition("*", "TurningStopped", "*") -- Group stopped turning.
self:AddTransition("*", "Detour", "OnDetour") -- Make a detour to a coordinate and resume route afterwards.
self:AddTransition("OnDetour", "DetourReached", "Cruising") -- Group reached the detour coordinate.
self:AddTransition("*", "CollitionWarning", "*") -- Collision warning.
self:AddTransition("*", "Dive", "Diving") -- Command a submarine to dive.
self:AddTransition("Diving", "Surface", "Cruising") -- Command a submarine to go to the surface.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the NAVYGROUP and all its event handlers.
-- @param #NAVYGROUP self
--- Triggers the FSM event "Stop" after a delay. Stops the NAVYGROUP and all its event handlers.
-- @function [parent=#NAVYGROUP] __Stop
-- @param #NAVYGROUP self
-- @param #number delay Delay in seconds.
-- TODO: Add pseudo functions.
-- Init waypoints.
self:InitWaypoints()
-- Initialize the group.
self:_InitGroup()
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
-- Handle events:
self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
self:HandleEvent(EVENTS.Dead, self.OnEventDead)
self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
-- Start the status monitoring.
self:__CheckZone(-1)
self:__Status(-2)
self:__QueueUpdate(-3)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Group patrols ad inifintum. If the last waypoint is reached, it will go to waypoint one and repeat its route.
-- @param #NAVYGROUP self
-- @param #boolean switch If true or nil, patrol until the end of time. If false, go along the waypoints once and stop.
-- @return #NAVYGROUP self
function NAVYGROUP:SetPatrolAdInfinitum(switch)
if switch==false then
self.adinfinitum=false
else
self.adinfinitum=true
end
return self
end
--- Add a *scheduled* task.
-- @param #NAVYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
function NAVYGROUP:AddTaskFireAtPoint(Coordinate, Radius, Nshots, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
self:AddTask(DCStask, Clock, nil, Prio)
end
--- Add a *scheduled* task.
-- @param #NAVYGROUP self
-- @param Wrapper.Group#GROUP TargetGroup Target group.
-- @param #number WeaponExpend How much weapons does are used.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
function NAVYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)
self:AddTask(DCStask, Clock, nil, Prio)
end
--- Add aircraft recovery time window and recovery case.
-- @param #NAVYGROUP self
-- @param #string starttime Start time, e.g. "8:00" for eight o'clock. Default now.
-- @param #string stoptime Stop time, e.g. "9:00" for nine o'clock. Default 90 minutes after start time.
-- @param #number speed Speed in knots during turn into wind leg.
-- @param #boolean uturn If true (or nil), carrier wil perform a U-turn and go back to where it came from before resuming its route to the next waypoint. If false, it will go directly to the next waypoint.
-- @param #number offset Offset angle in degrees, e.g. to account for an angled runway. Default 0 deg.
-- @return #NAVYGROUP.IntoWind Recovery window.
function NAVYGROUP:CreateTurnIntoWind(starttime, stoptime, speed, uturn, offset)
-- Absolute mission time in seconds.
local Tnow=timer.getAbsTime()
-- Convert number to Clock.
if starttime and type(starttime)=="number" then
starttime=UTILS.SecondsToClock(Tnow+starttime)
end
-- Input or now.
starttime=starttime or UTILS.SecondsToClock(Tnow)
-- Set start time.
local Tstart=UTILS.ClockToSeconds(starttime)
-- Set stop time.
local Tstop=Tstart+90*60
if stoptime==nil then
Tstop=Tstart+90*60
elseif type(stoptime)=="number" then
Tstop=Tstart+stoptime
else
Tstop=UTILS.ClockToSeconds(stoptime)
end
-- Consistancy check for timing.
if Tstart>Tstop then
self:E(string.format("ERROR:Into wind stop time %s lies before start time %s. Input rejected!", UTILS.SecondsToClock(Tstart), UTILS.SecondsToClock(Tstop)))
return self
end
if Tstop<=Tnow then
self:I(string.format("WARNING: Into wind stop time %s already over. Tnow=%s! Input rejected.", UTILS.SecondsToClock(Tstop), UTILS.SecondsToClock(Tnow)))
return self
end
-- Increase counter.
self.intowindcounter=self.intowindcounter+1
-- Recovery window.
local recovery={} --#NAVYGROUP.IntoWind
recovery.Tstart=Tstart
recovery.Tstop=Tstop
recovery.Open=false
recovery.Over=false
recovery.Speed=speed or 20
recovery.Uturn=uturn and uturn or false
recovery.Offset=offset or 0
recovery.Id=self.intowindcounter
return recovery
end
--- Add aircraft recovery time window and recovery case.
-- @param #NAVYGROUP self
-- @param #string starttime Start time, e.g. "8:00" for eight o'clock. Default now.
-- @param #string stoptime Stop time, e.g. "9:00" for nine o'clock. Default 90 minutes after start time.
-- @param #number speed Speed in knots during turn into wind leg.
-- @param #boolean uturn If true (or nil), carrier wil perform a U-turn and go back to where it came from before resuming its route to the next waypoint. If false, it will go directly to the next waypoint.
-- @param #number offset Offset angle in degrees, e.g. to account for an angled runway. Default 0 deg.
-- @return #NAVYGROUP.IntoWind Recovery window.
function NAVYGROUP:AddTurnIntoWind(starttime, stoptime, speed, uturn, offset)
local recovery=self:CreateTurnIntoWind(starttime, stoptime, speed, uturn, offset)
--TODO: check if window is overlapping with an other and if extend the window.
-- Add to table
table.insert(self.Qintowind, recovery)
return recovery
end
--- Check if the group is currently holding its positon.
-- @param #NAVYGROUP self
-- @return #boolean If true, group was ordered to hold.
function NAVYGROUP:IsHolding()
return self:Is("Holding")
end
--- Check if the group is currently cruising.
-- @param #NAVYGROUP self
-- @return #boolean If true, group cruising.
function NAVYGROUP:IsCruising()
return self:Is("Cruising")
end
--- Check if the group is currently on a detour.
-- @param #NAVYGROUP self
-- @return #boolean If true, group is on a detour
function NAVYGROUP:IsOnDetour()
return self:Is("OnDetour")
end
--- Check if the group is currently diving.
-- @param #NAVYGROUP self
-- @return #boolean If true, group is currently diving.
function NAVYGROUP:IsDiving()
return self:Is("Diving")
end
--- Check if the group is currently turning.
-- @param #NAVYGROUP self
-- @return #boolean If true, group is currently turning.
function NAVYGROUP:IsTurning()
return self.turning
end
--- Check if the group is currently steaming into the wind.
-- @param #NAVYGROUP self
-- @return #boolean If true, group is currently steaming into the wind.
function NAVYGROUP:IsSteamingIntoWind()
if self.intowind then
return true
else
return false
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---- Update status.
-- @param #NAVYGROUP self
function NAVYGROUP:onbeforeStatus(From, Event, To)
if self:IsDead() then
self:I(self.lid..string.format("Onbefore Status DEAD ==> false"))
return false
elseif self:IsStopped() then
self:I(self.lid..string.format("Onbefore Status STOPPED ==> false"))
return false
end
return true
end
--- Update status.
-- @param #NAVYGROUP self
function NAVYGROUP:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
---
-- Detection
---
-- Check if group has detected any units.
if self.detectionOn then
self:_CheckDetectedUnits()
end
if self:IsAlive() and not self:IsDead() then
-- Current heading and position of the carrier.
local hdg=self:GetHeading()
local pos=self:GetCoordinate()
local speed=self.group:GetVelocityKNOTS()
-- Check if group started or stopped turning.
self:_CheckTurning()
local freepath=10000
local collision=false
if not self:IsTurning() then
if not self.ispathfinding then
freepath=self:_CheckFreePath(freepath, 100)
if freepath<5000 then
self.ispathfinding=self:_FindPathToNextWaypoint()
end
end
-- Check water is ahead.
--collision=self:_CheckCollisionCoord(pos:Translate(freepath+100, hdg))
end
-- Check into wind queue.
self:_CheckTurnsIntoWind()
-- Check if group got stuck.
self:_CheckStuck()
-- Get number of tasks and missions.
local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
local nMissions=self:CountRemainingMissison()
local intowind=self:IsSteamingIntoWind() and UTILS.SecondsToClock(self.intowind.Tstop-timer.getAbsTime(), true) or "N/A"
local turning=tostring(self:IsTurning())
local alt=pos.y
local speedExpected=UTILS.MpsToKnots(self.speed or 0)
local wpidxCurr=self.currentwp
local wpuidCurr=0
local wpidxNext=self:GetWaypointIndexNext()
local wpuidNext=0
local wpDist=UTILS.MetersToNM(self:GetDistanceToWaypoint())
local wpETA=UTILS.SecondsToClock(self:GetTimeToWaypoint(), true)
local roe=self:GetROE() or 0
local als=self:GetAlarmstate() or 0
-- Info text.
local text=string.format("%s [ROE=%d,AS=%d, T/M=%d/%d]: Wp=%d[%d]-->%d[%d] (of %d) Dist=%.1f NM ETA=%s - Speed=%.1f (%.1f) kts, Depth=%.1f m, Hdg=%03d, Turn=%s Collision=%d IntoWind=%s",
fsmstate, roe, als, nTaskTot, nMissions, wpidxCurr, wpuidCurr, wpidxNext, wpuidNext, #self.waypoints, wpDist, wpETA, speed, speedExpected, alt, hdg, turning, freepath, intowind)
self:I(self.lid..text)
else
-- Info text.
local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive()))
self:I(self.lid..text)
end
---
-- Tasks
---
-- Task queue.
if #self.taskqueue>0 and self.verbose>1 then
local text=string.format("Tasks #%d", #self.taskqueue)
for i,_task in pairs(self.taskqueue) do
local task=_task --Ops.OpsGroup#OPSGROUP.Task
local name=task.description
local taskid=task.dcstask.id or "unknown"
local status=task.status
local clock=UTILS.SecondsToClock(task.time, true)
local eta=task.time-timer.getAbsTime()
local started=task.timestamp and UTILS.SecondsToClock(task.timestamp, true) or "N/A"
local duration=-1
if task.duration then
duration=task.duration
if task.timestamp then
-- Time the task is running.
duration=task.duration-(timer.getAbsTime()-task.timestamp)
else
-- Time the task is supposed to run.
duration=task.duration
end
end
-- Output text for element.
if task.type==OPSGROUP.TaskType.SCHEDULED then
text=text..string.format("\n[%d] %s (%s): status=%s, scheduled=%s (%d sec), started=%s, duration=%d", i, taskid, name, status, clock, eta, started, duration)
elseif task.type==OPSGROUP.TaskType.WAYPOINT then
text=text..string.format("\n[%d] %s (%s): status=%s, waypoint=%d, started=%s, duration=%d, stopflag=%d", i, taskid, name, status, task.waypoint, started, duration, task.stopflag:Get())
end
end
self:I(self.lid..text)
end
---
-- Missions
---
-- Current mission name.
if self.verbose>0 then
local Mission=self:GetMissionByID(self.currentmission)
-- Current status.
local text=string.format("Missions %d, Current: %s", self:CountRemainingMissison(), Mission and Mission.name or "none")
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local Cstart= UTILS.SecondsToClock(mission.Tstart, true)
local Cstop = mission.Tstop and UTILS.SecondsToClock(mission.Tstop, true) or "INF"
text=text..string.format("\n[%d] %s (%s) status=%s (%s), Time=%s-%s, prio=%d wp=%s targets=%d",
i, tostring(mission.name), mission.type, mission:GetGroupStatus(self), tostring(mission.status), Cstart, Cstop, mission.prio, tostring(mission:GetGroupWaypointIndex(self)), mission:CountMissionTargets())
end
self:I(self.lid..text)
end
-- Next status update in 10 seconds.
self:__Status(-10)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementSpawned" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #NAVYGROUP.Element Element The group element.
function NAVYGROUP:onafterElementSpawned(From, Event, To, Element)
self:I(self.lid..string.format("Element spawned %s", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED)
end
--- On after "ElementDead" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #NAVYGROUP.Element Element The group element.
function NAVYGROUP:onafterElementDead(From, Event, To, Element)
self:T(self.lid..string.format("Element dead %s.", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.DEAD)
end
--- On after "Spawned" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterSpawned(From, Event, To)
self:I(self.lid..string.format("Group spawned!"))
if self.ai then
-- Set default ROE.
self:SwitchROE(self.option.ROE)
-- Set default Alarm State.
self:SwitchAlarmstate(self.option.Alarm)
if self.tacanDefault then
end
end
-- Get orientation.
self.Corientlast=self.group:GetUnit(1):GetOrientationX()
-- Update route.
self:Cruise()
end
--- On after "UpdateRoute" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Waypoint number. Default is next waypoint.
-- @param #number Speed Speed in knots to the next waypoint.
-- @param #number Depth Depth in meters to the next waypoint.
function NAVYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth)
-- Update route from this waypoint number onwards.
n=n or self:GetWaypointIndexNext()
-- Debug info.
self:T(self.lid..string.format("FF Update route n=%d", n))
-- Update waypoint tasks, i.e. inject WP tasks into waypoint table.
self:_UpdateWaypointTasks(n)
-- Waypoints.
local waypoints={}
-- Add remaining waypoints to route.
local depth=nil
for i=n, #self.waypoints do
-- Waypoint.
local wp=self.waypoints[i] --Ops.OpsGroup#OPSGROUP.Waypoint
-- Check if next wp.
if i==n then
-- Speed.
if Speed then
-- Take speed specified.
wp.speed=UTILS.KnotsToMps(Speed)
else
-- Take default waypoint speed.
end
if Depth then
wp.alt=-Depth
elseif self.depth then
wp.alt=-self.depth
else
-- Take default waypoint alt.
end
-- Current set speed in m/s.
self.speed=wp.speed
-- Current set depth.
depth=wp.alt
else
-- Dive depth is applied to all other waypoints.
if self.depth then
wp.alt=-self.depth
else
-- Take default waypoint depth.
end
end
-- Add waypoint.
table.insert(waypoints, wp)
end
-- Current waypoint.
local current=self:GetCoordinate():WaypointNaval(UTILS.MpsToKmph(self.speed), depth)
table.insert(waypoints, 1, current)
if #waypoints>1 then
self:I(self.lid..string.format("Updateing route: WP %d-->%d-->%d (#%d), Speed=%.1f knots, Depth=%d m",
self.currentwp, n, #self.waypoints, #waypoints-1, UTILS.MpsToKnots(self.speed), depth))
-- Route group to all defined waypoints remaining.
self:Route(waypoints)
else
---
-- No waypoints left ==> Full Stop
---
self:E(self.lid..string.format("WARNING: No waypoints left ==> Full Stop!"))
self:FullStop()
end
end
--- On after "Detour" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to go.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Depth Depth in meters. Default 0 meters.
-- @param #number ResumeRoute If true, resume route after detour point was reached. If false, the group will stop at the detour point and wait for futher commands.
function NAVYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Depth, ResumeRoute)
-- Depth for submarines.
Depth=Depth or 0
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
-- Add waypoint after current.
local wp=self:AddWaypoint(Coordinate, Speed, uid, Depth, true)
-- Set if we want to resume route after reaching the detour waypoint.
if ResumeRoute then
wp.detour=1
else
wp.detour=0
end
end
--- On after "DetourReached" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterDetourReached(From, Event, To)
self:I(self.lid.."Group reached detour coordinate.")
end
--- On after "TurnIntoWind" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #NAVYGROUP.IntoWind Into wind parameters.
function NAVYGROUP:onafterTurnIntoWind(From, Event, To, IntoWind)
IntoWind.Heading=self:GetHeadingIntoWind(IntoWind.Offset)
IntoWind.Open=true
IntoWind.Coordinate=self:GetCoordinate()
self.intowind=IntoWind
-- Wind speed in m/s.
local _,vwind=self:GetWind()
-- Convert to knots.
vwind=UTILS.MpsToKnots(vwind)
-- Speed of carrier relative to wind but at least 2 knots.
local speed=math.max(IntoWind.Speed-vwind, 2)
-- Debug info.
self:I(self.lid..string.format("Steaming into wind: Heading=%03d Speed=%.1f Vwind=%.1f Vtot=%.1f knots, Tstart=%d Tstop=%d", IntoWind.Heading, speed, vwind, speed+vwind, IntoWind.Tstart, IntoWind.Tstop))
local distance=UTILS.NMToMeters(1000)
local coord=self:GetCoordinate()
local Coord=coord:Translate(distance, IntoWind.Heading)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
local wptiw=self:AddWaypoint(Coord, speed, uid)
wptiw.intowind=true
IntoWind.waypoint=wptiw
if IntoWind.Uturn then
IntoWind.Coordinate:MarkToAll("Return coord")
end
end
--- On after "TurnIntoWindOver" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Duration Duration in seconds.
-- @param #number Speed Speed in knots.
-- @param #boolean Uturn Return to the place we came from.
function NAVYGROUP:onafterTurnIntoWindOver(From, Event, To)
env.info("FF Turn Into Wind Over!")
self.intowind.Over=true
self.intowind.Open=false
-- Remove additional waypoint.
self:RemoveWaypointByID(self.intowind.waypoint.uid)
if self.intowind.Uturn then
env.info("FF Turn Into Wind Over Uturn!")
self:Detour(self.intowind.Coordinate, self:GetSpeedCruise(), 0, true)
else
env.info("FF Turn Into Wind Over Next WP!")
local indx=self:GetWaypointIndexNext()
local speed=self:GetWaypointSpeed(indx)
self:__UpdateRoute(-1, indx, speed)
end
self.intowind=nil
end
--- On after "FullStop" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterFullStop(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointNaval(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On after "Cruise" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Speed Speed in knots until next waypoint is reached. Default is speed set for waypoint.
function NAVYGROUP:onafterCruise(From, Event, To, Speed)
-- No set depth.
self.depth=nil
self:__UpdateRoute(-1, nil, Speed)
end
--- On after "Dive" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Depth Dive depth in meters. Default 50 meters.
-- @param #number Speed Speed in knots until next waypoint is reached.
function NAVYGROUP:onafterDive(From, Event, To, Depth, Speed)
Depth=Depth or 50
self:I(self.lid..string.format("Diving to %d meters", Depth))
self.depth=Depth
self:__UpdateRoute(-1, nil, Speed)
end
--- On after "Surface" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Speed Speed in knots until next waypoint is reached.
function NAVYGROUP:onafterSurface(From, Event, To, Speed)
self.depth=0
self:__UpdateRoute(-1, nil, Speed)
end
--- On after "Dead" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterDead(From, Event, To)
self:I(self.lid..string.format("Group dead!"))
-- Delete waypoints so they are re-initialized at the next spawn.
self.waypoints=nil
self.groupinitialized=false
-- Cancel all mission.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
self:MissionCancel(mission)
mission:GroupDead(self)
end
-- Stop
self:Stop()
end
--- On after Start event. Starts the NAVYGROUP FSM and event handlers.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterStop(From, Event, To)
-- Check if group is still alive.
if self:IsAlive() then
-- Destroy group. No event is generated.
self.group:Destroy(false)
end
-- Handle events:
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.RemoveUnit)
self.CallScheduler:Clear()
self:I(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from database.")
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Events DCS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Event function handling the birth of a unit.
-- @param #NAVYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function NAVYGROUP:OnEventBirth(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
if self.respawning then
local function reset()
self.respawning=nil
end
-- Reset switch in 1 sec. This should allow all birth events of n>1 groups to have passed.
-- TODO: Can I do this more rigorously?
self:ScheduleOnce(1, reset)
else
-- Get element.
local element=self:GetElementByName(unitname)
-- Set element to spawned state.
self:T3(self.lid..string.format("EVENT: Element %s born ==> spawned", element.name))
self:ElementSpawned(element)
end
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #NAVYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function NAVYGROUP:OnEventDead(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:T(self.lid..string.format("EVENT: Unit %s dead!", EventData.IniUnitName))
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
-- Get element.
local element=self:GetElementByName(unitname)
if element then
self:I(self.lid..string.format("EVENT: Element %s dead ==> dead", element.name))
self:ElementDead(element)
end
end
end
--- Flightgroup event function handling the crash of a unit.
-- @param #NAVYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function NAVYGROUP:OnEventRemoveUnit(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
self:I(self.lid..string.format("EVENT: Element %s removed ==> dead", element.name))
self:ElementDead(element)
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an a waypoint to the route.
-- @param #NAVYGROUP 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 default cruise speed or 70% of max speed.
-- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint.
-- @param #number Depth Depth at waypoint in meters. Only for submarines.
-- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call.
-- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table.
function NAVYGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Depth, Updateroute)
-- Set waypoint index.
local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID)
-- Check if final waypoint is still passed.
if wpnumber>self.currentwp then
self.passedfinalwp=false
end
-- Speed in knots.
Speed=Speed or self:GetSpeedCruise()
-- Create a Naval waypoint.
local wp=Coordinate:WaypointNaval(UTILS.KnotsToKmph(Speed), Depth)
-- Create waypoint data table.
local waypoint=self:_CreateWaypoint(wp)
-- Add waypoint to table.
self:_AddWaypoint(waypoint, wpnumber)
-- Debug info.
self:I(self.lid..string.format("Adding NAVAL waypoint index=%d uid=%d, speed=%.1f knots. Last waypoint passed was #%d. Total waypoints #%d", wpnumber, waypoint.uid, Speed, self.currentwp, #self.waypoints))
-- Update route.
if Updateroute==nil or Updateroute==true then
self:_CheckGroupDone(1)
end
return waypoint
end
--- Initialize group parameters. Also initializes waypoints if self.waypoints is nil.
-- @param #NAVYGROUP self
-- @return #NAVYGROUP self
function NAVYGROUP:_InitGroup()
-- First check if group was already initialized.
if self.groupinitialized then
self:E(self.lid.."WARNING: Group was already initialized!")
return
end
-- Get template of group.
self.template=self.group:GetTemplate()
-- Define category.
self.isAircraft=false
self.isNaval=true
self.isGround=false
-- Helo group.
--self.isSubmarine=self.group:IsSubmarine()
-- Ships are always AI.
self.ai=true
-- Is (template) group late activated.
self.isLateActivated=self.template.lateActivation
-- Naval groups cannot be uncontrolled.
self.isUncontrolled=false
-- Max speed in km/h.
self.speedmax=self.group:GetSpeedMax()
-- Cruise speed: 70% of max speed.
self.speedCruise=self.speedmax*0.7
-- Group ammo.
self.ammo=self:GetAmmoTot()
self.traveldist=0
self.traveltime=timer.getAbsTime()
self.position=self:GetCoordinate()
-- Radio parameters from template.
self.radioOn=true -- Radio is always on for ships.
self.radio.Freq=tonumber(self.template.units[1].frequency)/1000000
self.radio.Modu=tonumber(self.template.units[1].modulation)
self.radioDefault.Freq=self.radio.Freq
self.radioDefault.Modu=self.radio.Modu
-- Set default formation. No really applicable for ships.
self.optionDefault.Formation="Off Road"
self.option.Formation=self.optionDefault.Formation
-- Get all units of the group.
local units=self.group:GetUnits()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local element={} --#NAVYGROUP.Element
element.name=unit:GetName()
element.typename=unit:GetTypeName()
element.status=OPSGROUP.ElementStatus.INUTERO
element.unit=unit
table.insert(self.elements, element)
self:GetAmmoUnit(unit, false)
if unit:IsAlive() then
self:ElementSpawned(element)
end
end
-- Get first unit. This is used to extract other parameters.
local unit=self.group:GetUnit(1)
if unit then
self.descriptors=unit:GetDesc()
self.actype=unit:GetTypeName()
-- Debug info.
local text=string.format("Initialized Navy Group %s:\n", self.groupname)
text=text..string.format("AC type = %s\n", self.actype)
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedmax))
text=text..string.format("Speed cruise = %.1f Knots\n", UTILS.KmphToKnots(self.speedCruise))
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.radioOn))
text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d/T=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles, self.ammo.Torpedos)
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()))
self:I(self.lid..text)
-- Init done.
self.groupinitialized=true
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Option Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check for possible collisions between two coordinates.
-- @param #NAVYGROUP self
-- @return #number Free distance in meters.
function NAVYGROUP:_CheckFreePath(DistanceMax, dx)
local distance=DistanceMax or 5000
local dx=dx or 100
-- If the group is turning, we cannot really tell anything about a possible collision.
if self:IsTurning() then
return distance
end
local offsetY=1
-- Current coordinate.
local coordinate=self:GetCoordinate():SetAltitude(offsetY, true)
-- Current heading.
local heading=self:GetHeading()
-- Check from 500 meters in front.
coordinate=coordinate:Translate(500, heading, true)
local function LoS(dist)
local checkcoord=coordinate:Translate(dist, heading, true)
return coordinate:IsLOS(checkcoord, offsetY)
end
-- First check if everything is clear.
if LoS(DistanceMax) then
return DistanceMax
end
local function check()
local xmin=0
local xmax=DistanceMax
local Nmax=100
local eps=100
local N=1
while N<=Nmax do
local d=xmax-xmin
local x=xmin+d/2
local los=LoS(x)
env.info(string.format("N=%d: xmin=%.1f xmax=%.1f x=%.1f d=%.3f los=%s", N, xmin, xmax, x, d, tostring(los)))
if los and d<=eps then
return x
end
if los then
xmin=x
else
xmax=x
end
N=N+1
end
return 0
end
return check()
end
--- Check for possible collisions between two coordinates.
-- @param #NAVYGROUP self
-- @param Core.Point#COORDINATE coordto Coordinate to which the collision is check.
-- @param Core.Point#COORDINATE coordfrom Coordinate from which the collision is check.
-- @return #boolean If true, surface type ahead is not deep water.
-- @return #number Max free distance in meters.
function NAVYGROUP:_CheckCollisionCoord(coordto, coordfrom)
-- Increment in meters.
local dx=100
-- From coordinate. Default 500 in front of the carrier.
local d=0
if coordfrom then
d=0
else
d=250
coordfrom=self:GetCoordinate():Translate(d, self:GetHeading())
end
-- Distance between the two coordinates.
local dmax=coordfrom:Get2DDistance(coordto)
-- Direction.
local direction=coordfrom:HeadingTo(coordto)
-- Scan path between the two coordinates.
local clear=true
while d<=dmax do
-- Check point.
local cp=coordfrom:Translate(d, direction)
-- Check if surface type is water.
if not cp:IsSurfaceTypeWater() then
-- Debug mark points.
if self.Debug or true then
local st=cp:GetSurfaceType()
cp:MarkToAll(string.format("Collision check surface type %d", st))
end
-- Collision WARNING!
clear=false
break
end
-- Increase distance.
d=d+dx
end
local text=""
if clear then
text=string.format("Path into direction %03d° is clear for the next %.1f NM.", direction, UTILS.MetersToNM(d))
else
text=string.format("Detected obstacle at distance %.1f NM into direction %03d°.", UTILS.MetersToNM(d), direction)
end
self:T(self.lid..text)
return not clear, d
end
--- Check if group is turning.
-- @param #NAVYGROUP self
function NAVYGROUP:_CheckTurning()
local unit=self.group:GetUnit(1)
if unit and unit:IsAlive() then
-- Current orientation of carrier.
local vNew=unit:GetOrientationX()
-- Last orientation from 30 seconds ago.
local vLast=self.Corientlast or vNew
-- We only need the X-Z plane.
vNew.y=0 ; vLast.y=0
-- Angle between current heading and last time we checked ~30 seconds ago.
local deltaLast=math.deg(math.acos(UTILS.VecDot(vNew,vLast)/UTILS.VecNorm(vNew)/UTILS.VecNorm(vLast)))
-- Last orientation becomes new orientation
self.Corientlast=vNew
-- Carrier is turning when its heading changed by at least two degrees since last check.
local turning=math.abs(deltaLast)>=2
-- Check if turning stopped.
if self.turning and not turning then
-- Carrier was turning but is not any more.
self:TurningStopped()
elseif turning and not self.turning then
-- Carrier was not turning but is now.
self:TurningStarted()
end
-- Update turning.
self.turning=turning
end
end
--- Check if group got stuck.
-- @param #NAVYGROUP self
function NAVYGROUP:_CheckStuck()
if self:IsHolding() then
return
end
local holdtime=0
if self.holdtimestamp then
holdtime=timer.getTime()-self.holdtimestamp
end
local ExpectedSpeed=self:GetExpectedSpeed()
local speed=self:GetVelocity()
if speed<0.5 and ExpectedSpeed>0 then
if not self.holdtimestamp then
self:E(self.lid..string.format("WARNING: Group came to an unexpected standstill. Speed=%.1f<%.1f m/s expected", speed, ExpectedSpeed))
self.holdtimestamp=timer.getTime()
end
end
end
--- Check queued turns into wind.
-- @param #NAVYGROUP self
function NAVYGROUP:_CheckTurnsIntoWind()
-- Get current abs time.
local time=timer.getAbsTime()
local Cnow=UTILS.SecondsToClock(time)
-- Debug output:
local text=string.format(self.lid.."Recovery time windows:")
-- Handle case with no recoveries.
if #self.Qintowind==0 then
text=text.." none!"
end
-- Sort windows wrt to start time.
table.sort(self.Qintowind, function(a, b) return a.Tstart<b.Tstart end)
-- Loop over all slots.
for _,_recovery in pairs(self.Qintowind) do
local recovery=_recovery --#NAVYGROUP.IntoWind
-- Get start/stop clock strings.
local Cstart=UTILS.SecondsToClock(recovery.Tstart)
local Cstop=UTILS.SecondsToClock(recovery.Tstop)
-- Debug text.
text=text..string.format("\n- Start=%s Stop=%s Open=%s Closed=%s", Cstart, Cstop, tostring(recovery.Open), tostring(recovery.Over))
end
-- Debug output.
self:T(self.lid..text)
-- Loop over all slots.
for _,_recovery in pairs(self.Qintowind) do
local recovery=_recovery --#NAVYGROUP.IntoWind
if time>=recovery.Tstart and time<recovery.Tstop and not recovery.Open then
self:TurnIntoWind(recovery)
break
end
end
-- If into wind, check if over.
if self.intowind then
if timer.getAbsTime()>=self.intowind.Tstop then
self:TurnIntoWindOver()
end
end
end
--- Get default cruise speed.
-- @param #NAVYGROUP self
-- @return #number Cruise speed (>0) in knots.
function NAVYGROUP:GetSpeedCruise()
return UTILS.KmphToKnots(self.speedCruise or self.speedmax*0.7)
end
--- Check queued turns into wind.
-- @param #NAVYGROUP self
-- @return #NAVYGROUP.IntoWind Next into wind data.
function NAVYGROUP:GetNextTurnIntoWind()
-- Loop over all windows.
for _,_recovery in pairs(self.Qintowind) do
local recovery=_recovery --#NAVYGROUP.IntoWind
end
end
--- Get wind direction and speed at current position.
-- @param #NAVYGROUP self
-- @return #number Direction the wind is blowing **from** in degrees.
-- @return #number Wind speed in m/s.
function NAVYGROUP:GetWind()
-- Current position of the carrier or input.
local coord=self:GetCoordinate()
-- Wind direction and speed. By default at 50 meters ASL.
local Wdir, Wspeed=coord:GetWind(50)
return Wdir, Wspeed
end
--- Get heading of group into the wind.
-- @param #NAVYGROUP self
-- @param #number Offset Offset angle in degrees, e.g. to account for an angled runway.
-- @return #number Carrier heading in degrees.
function NAVYGROUP:GetHeadingIntoWind(Offset)
Offset=Offset or 0
-- Get direction the wind is blowing from. This is where we want to go.
local windfrom, vwind=self:GetWind()
-- Actually, we want the runway in the wind.
local intowind=windfrom-Offset
-- If no wind, take current heading.
if vwind<0.1 then
intowind=self:GetHeading()
end
-- Adjust negative values.
if intowind<0 then
intowind=intowind+360
end
return intowind
end
--- Find free path to next waypoint.
-- @param #NAVYGROUP self
-- @return #boolean If true, a path was found.
function NAVYGROUP:_FindPathToNextWaypoint()
-- Pathfinding A*
local astar=ASTAR:New()
-- Current positon of the group.
local position=self:GetCoordinate()
-- Next waypoint.
local wpnext=self:GetWaypointNext()
-- Next waypoint coordinate.
local nextwp=wpnext.coordinate
-- If we are currently turning into the wind...
if wpnext.intowind then
local hdg=self:GetHeading()
nextwp=position:Translate(UTILS.NMToMeters(20), hdg, true)
end
local speed=UTILS.MpsToKnots(wpnext.speed)
-- Set start coordinate.
astar:SetStartCoordinate(position)
-- Set end coordinate.
astar:SetEndCoordinate(nextwp)
-- Distance to next waypoint.
local dist=position:Get2DDistance(nextwp)
local boxwidth=dist*2
local spacex=dist*0.1
local delta=dist/10
-- Create a grid of nodes. We only want nodes of surface type water.
astar:CreateGrid({land.SurfaceType.WATER}, boxwidth, spacex, delta, delta*2, false)
-- Valid neighbour nodes need to have line of sight.
astar:SetValidNeighbourLoS(400)
--- Function to find a path and add waypoints to the group.
local function findpath()
-- Calculate path from start to end node.
local path=astar:GetPath(true, true)
if path then
-- Loop over nodes in found path.
local uid=self:GetWaypointCurrent().uid -- ID of current waypoint.
for i,_node in ipairs(path) do
local node=_node --Core.Astar#ASTAR.Node
-- Add waypoints along detour path to next waypoint.
local wp=self:AddWaypoint(node.coordinate, speed, uid)
wp.astar=true
-- Update id so the next wp is added after this one.
uid=wp.uid
-- Debug: smoke and mark path.
node.coordinate:MarkToAll(string.format("Path node #%d", i))
end
return #path>0
else
return false
end
end
return findpath()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------