Frank dbaed1e97b OPS
**CHIEF**
- Fixed bugs of polygon opszones
- Added option to use CAPTUREZONE auftrag for opszones

**OPSZONE**
- Fixed bug when marker off

**ZONE_POLYGON_BASE**
- Added `GetRadius()` function

**LEGION**
- Improved Reinforcement
2023-01-03 22:09:56 +01:00

1592 lines
48 KiB
Lua

--- **Ops** - Strategic Zone.
--
-- **Main Features:**
--
-- * Monitor if a zone is captured
-- * Monitor if an airbase is captured
-- * Define conditions under which zones are captured/held
-- * Supports circular and polygon zone shapes
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- @module Ops.OpsZone
-- @image OPS_OpsZone.png
--- OPSZONE class.
-- @type OPSZONE
-- @field #string ClassName Name of the class.
-- @field #string lid DCS log ID string.
-- @field #number verbose Verbosity of output.
-- @field Core.Zone#ZONE zone The zone.
-- @field Core.Zone#ZONE_RADIUS zoneCircular The circular zone.
-- @field Wrapper.Airbase#AIRBASE airbase The airbase that is monitored.
-- @field #string airbaseName Name of the airbase that is monitored.
-- @field #string zoneName Name of the zone.
-- @field #number zoneRadius Radius of the zone in meters.
-- @field #number ownerCurrent Coalition of the current owner of the zone.
-- @field #number ownerPrevious Coalition of the previous owner of the zone.
-- @field Core.Timer#TIMER timerStatus Timer for calling the status update.
-- @field #number Nred Number of red units in the zone.
-- @field #number Nblu Number of blue units in the zone.
-- @field #number Nnut Number of neutral units in the zone.
-- @field #number Tred Threat level of red units in the zone.
-- @field #number Tblu Threat level of blue units in the zone.
-- @field #number Tnut Threat level of neutral units in the zone.
-- @field #number TminCaptured Time interval in seconds how long an attacker must have troops inside the zone to capture.
-- @field #number Tcaptured Time stamp (abs.) when the attacker destroyed all owning troops.
-- @field #table ObjectCategories Object categories for the scan.
-- @field #table UnitCategories Unit categories for the scan.
-- @field #number Tattacked Abs. mission time stamp when an attack was started.
-- @field #number dTCapture Time interval in seconds until a zone is captured.
-- @field #boolean neutralCanCapture Neutral units can capture. Default `false`.
-- @field #boolean drawZone If `true`, draw the zone on the F10 map.
-- @field #boolean markZone If `true`, mark the zone on the F10 map.
-- @field Wrapper.Marker#MARKER marker Marker on the F10 map.
-- @field #string markerText Text shown in the maker.
-- @field #table chiefs Chiefs that monitor this zone.
-- @field #table Missions Missions that are attached to this OpsZone.
-- @field #number nunitsCapture Number of units necessary to capture a zone.
-- @field #number threatlevelCapture Threat level necessary to capture a zone.
-- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units.
-- @field Core.Set#SET_GROUP ScanGroupSet Set of scanned groups.
-- @extends Core.Fsm#FSM
--- *Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon.* --- Horation Nelson
--
-- ===
--
-- # The OPSZONE Concept
--
-- An OPSZONE is a strategically important area.
--
--
-- @field #OPSZONE
OPSZONE = {
ClassName = "OPSZONE",
verbose = 0,
Nred = 0,
Nblu = 0,
Nnut = 0,
Tred = 0,
Tblu = 0,
Tnut = 0,
chiefs = {},
Missions = {},
}
--- OPSZONE.MISSION
-- @type OPSZONE.MISSION
-- @field #number Coalition Coalition
-- @field #string Type Type of mission
-- @field Ops.Auftrag#AUFTRAG Mission The actual attached mission
--- Type of zone we are dealing with.
-- @type OPSZONE.ZoneType
-- @field #string Circular Zone is circular.
-- @field #string Polygon Zone is a polygon.
OPSZONE.ZoneType={
Circular="Circular",
Polygon="Polygon",
}
--- OPSZONE class version.
-- @field #string version
OPSZONE.version="0.5.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Pause/unpause evaluations.
-- TODO: Differentiate between ground attack and boming by air or arty.
-- DONE: Polygon zones.
-- DONE: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
-- DONE: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
-- DONE: Can neutrals capture? No, since they are _neutral_!
-- DONE: Capture airbases.
-- DONE: Can statics capture or hold a zone? No, unless explicitly requested by mission designer.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new OPSZONE class object.
-- @param #OPSZONE self
-- @param Core.Zone#ZONE Zone The zone. Needs to be a ZONE\_RADIUS (round) zone. Can be passed as ZONE\_AIRBASE or simply as the name of the airbase.
-- @param #number CoalitionOwner Initial owner of the coaliton. Default `coalition.side.NEUTRAL`.
-- @return #OPSZONE self
-- @usage
-- myopszone = OPSZONE:New(ZONE:FindByName("OpsZoneOne"), coalition.side.RED) -- base zone from the mission editor
-- myopszone = OPSZONE:New(ZONE_RADIUS:New("OpsZoneTwo", mycoordinate:GetVec2(),5000),coalition.side.BLUE) -- radius zone of 5km at a coordinate
-- myopszone = OPSZONE:New(ZONE_RADIUS:New("Batumi")) -- airbase zone from Batumi Airbase, ca 2500m radius
-- myopszone = OPSZONE:New(ZONE_AIRBASE:New("Batumi",6000),coalition.side.BLUE) -- airbase zone from Batumi Airbase, but with a specific radius of 6km
--
function OPSZONE:New(Zone, CoalitionOwner)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, FSM:New()) -- #OPSZONE
-- Check if zone name instead of ZONE object was passed.
if Zone then
if type(Zone)=="string" then
-- Convert string into a ZONE or ZONE_AIRBASE
local Name=Zone
Zone=ZONE:FindByName(Name)
if not Zone then
local airbase=AIRBASE:FindByName(Name)
if airbase then
Zone=ZONE_AIRBASE:New(Name, 2000)
end
end
if not Zone then
self:E(string.format("ERROR: No ZONE or ZONE_AIRBASE found for name: %s", Name))
return nil
end
end
else
self:E("ERROR: First parameter Zone is nil in OPSZONE:New(Zone) call!")
return nil
end
-- Basic checks.
if Zone:IsInstanceOf("ZONE_AIRBASE") then
self.airbase=Zone._.ZoneAirbase
self.airbaseName=self.airbase:GetName()
self.zoneType=OPSZONE.ZoneType.Circular
self.zoneCircular=Zone
elseif Zone:IsInstanceOf("ZONE_RADIUS") then
-- Nothing to do.
self.zoneType=OPSZONE.ZoneType.Circular
self.zoneCircular=Zone
elseif Zone:IsInstanceOf("ZONE_POLYGON_BASE") then
-- Nothing to do.
self.zoneType=OPSZONE.ZoneType.Polygon
local zone=Zone --Core.Zone#ZONE_POLYGON
self.zoneCircular=zone:GetZoneRadius(nil, true)
else
self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("OPSZONE %s | ", Zone:GetName())
-- Set some values.
self.zone=Zone
self.zoneName=Zone:GetName()
self.zoneRadius=self.zoneCircular:GetRadius()
self.Missions = {}
self.ScanUnitSet=SET_UNIT:New():FilterZones({Zone})
self.ScanGroupSet=SET_GROUP:New():FilterZones({Zone})
-- Add to database.
_DATABASE:AddOpsZone(self)
-- Current and previous owners.
self.ownerCurrent=CoalitionOwner or coalition.side.NEUTRAL
self.ownerPrevious=CoalitionOwner or coalition.side.NEUTRAL
-- Contested.
self.isContested=false
-- We take the airbase coalition.
if self.airbase then
self.ownerCurrent=self.airbase:GetCoalition()
self.ownerPrevious=self.airbase:GetCoalition()
end
-- Set object categories.
self:SetObjectCategories()
self:SetUnitCategories()
-- Draw zone. Default is on.
self:SetDrawZone()
self:SetMarkZone(true)
-- Default capture parameters.
self:SetCaptureTime()
self:SetCaptureNunits()
self:SetCaptureThreatlevel()
-- Status timer.
self.timerStatus=TIMER:New(OPSZONE.Status, self)
-- FMS start state is STOPPED.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Empty") -- Start FSM.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self:AddTransition("*", "Evaluated", "*") -- Evaluation done.
self:AddTransition("*", "Captured", "Guarded") -- Zone was captured.
self:AddTransition("Empty", "Guarded", "Guarded") -- Owning coalition left the zone and returned.
self:AddTransition("*", "Empty", "Empty") -- No red or blue units inside the zone.
self:AddTransition("*", "Attacked", "Attacked") -- A guarded zone is under attack.
self:AddTransition("*", "Defeated", "Guarded") -- The owning coalition defeated an attack.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start".
-- @function [parent=#OPSZONE] Start
-- @param #OPSZONE self
--- Triggers the FSM event "Start" after a delay.
-- @function [parent=#OPSZONE] __Start
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @function [parent=#OPSZONE] Stop
-- @param #OPSZONE self
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#OPSZONE] __Stop
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Evaluated".
-- @function [parent=#OPSZONE] Evaluated
-- @param #OPSZONE self
--- Triggers the FSM event "Evaluated" after a delay.
-- @function [parent=#OPSZONE] __Evaluated
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
--- On after "Evaluated" event.
-- @function [parent=#OPSZONE] OnAfterEvaluated
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Captured".
-- @function [parent=#OPSZONE] Captured
-- @param #OPSZONE self
-- @param #number Coalition Coalition side that captured the zone.
--- Triggers the FSM event "Captured" after a delay.
-- @function [parent=#OPSZONE] __Captured
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
-- @param #number Coalition Coalition side that captured the zone.
--- On after "Captured" event.
-- @function [parent=#OPSZONE] OnAfterCaptured
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Coalition Coalition side that captured the zone.
--- Triggers the FSM event "Guarded".
-- @function [parent=#OPSZONE] Guarded
-- @param #OPSZONE self
--- Triggers the FSM event "Guarded" after a delay.
-- @function [parent=#OPSZONE] __Guarded
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
--- On after "Guarded" event.
-- @function [parent=#OPSZONE] OnAfterGuarded
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Empty".
-- @function [parent=#OPSZONE] Empty
-- @param #OPSZONE self
--- Triggers the FSM event "Empty" after a delay.
-- @function [parent=#OPSZONE] __Empty
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
--- On after "Empty" event.
-- @function [parent=#OPSZONE] OnAfterEmpty
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Attacked".
-- @function [parent=#OPSZONE] Attacked
-- @param #OPSZONE self
-- @param #number AttackerCoalition Coalition side that is attacking the zone.
--- Triggers the FSM event "Attacked" after a delay.
-- @function [parent=#OPSZONE] __Attacked
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
-- @param #number AttackerCoalition Coalition side that is attacking the zone.
--- On after "Attacked" event.
-- @function [parent=#OPSZONE] OnAfterAttacked
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number AttackerCoalition Coalition side that is attacking the zone.
--- Triggers the FSM event "Defeated".
-- @function [parent=#OPSZONE] Defeated
-- @param #OPSZONE self
-- @param #number DefeatedCoalition Coalition side that was defeated.
--- Triggers the FSM event "Defeated" after a delay.
-- @function [parent=#OPSZONE] __Defeated
-- @param #OPSZONE self
-- @param #number delay Delay in seconds.
-- @param #number DefeatedCoalition Coalition side that was defeated.
--- On after "Defeated" event.
-- @function [parent=#OPSZONE] OnAfterDefeated
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number DefeatedCoalition Coalition side that was defeated.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set verbosity level.
-- @param #OPSZONE self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #OPSZONE self
function OPSZONE:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set categories of objects that can capture or hold the zone.
--
-- * Default is {Object.Category.UNIT, Object.Category.STATIC} so units and statics can capture and hold zones.
-- * Set to `{Object.Category.UNIT}` if only units should be able to capture and hold zones
--
-- Which units can capture zones can be further refined by `:SetUnitCategories()`.
--
-- @param #OPSZONE self
-- @param #table Categories Object categories. Default is `{Object.Category.UNIT, Object.Category.STATIC}`.
-- @return #OPSZONE self
function OPSZONE:SetObjectCategories(Categories)
-- Ensure table if something was passed.
if Categories and type(Categories)~="table" then
Categories={Categories}
end
-- Set categories.
self.ObjectCategories=Categories or {Object.Category.UNIT, Object.Category.STATIC}
return self
end
--- Set categories of units that can capture or hold the zone. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit).
-- @param #OPSZONE self
-- @param #table Categories Table of unit categories. Default `{Unit.Category.GROUND_UNIT}`.
-- @return #OPSZONE self
function OPSZONE:SetUnitCategories(Categories)
-- Ensure table.
if Categories and type(Categories)~="table" then
Categories={Categories}
end
-- Set categories.
self.UnitCategories=Categories or {Unit.Category.GROUND_UNIT}
return self
end
--- Set threat level threshold that the offending units must have to capture a zone.
-- The reason why you might want to set this is that unarmed units (*e.g.* fuel trucks) should not be able to capture a zone as they do not pose a threat.
-- @param #OPSZONE self
-- @param #number Threatlevel Threat level threshold. Default 0.
-- @return #OPSZONE self
function OPSZONE:SetCaptureThreatlevel(Threatlevel)
self.threatlevelCapture=Threatlevel or 0
return self
end
--- Set how many units must be present in a zone to capture it. By default, one unit is enough.
-- @param #OPSZONE self
-- @param #number Nunits Number of units. Default 1.
-- @return #OPSZONE self
function OPSZONE:SetCaptureNunits(Nunits)
Nunits=Nunits or 1
self.nunitsCapture=Nunits
return self
end
--- Set time how long an attacking coalition must have troops inside a zone before it captures the zone.
-- @param #OPSZONE self
-- @param #number Tcapture Time in seconds. Default 0.
-- @return #OPSZONE self
function OPSZONE:SetCaptureTime(Tcapture)
self.TminCaptured=Tcapture or 0
return self
end
--- Set whether *neutral* units can capture the zone.
-- @param #OPSZONE self
-- @param #boolean CanCapture If `true`, neutral units can.
-- @return #OPSZONE self
function OPSZONE:SetNeutralCanCapture(CanCapture)
self.neutralCanCapture=CanCapture
return self
end
--- Set if zone is drawn on the F10 map. Color will change depending on current owning coalition.
-- @param #OPSZONE self
-- @param #boolean Switch If `true` or `nil`, draw zone. If `false`, zone is not drawn.
-- @return #OPSZONE self
function OPSZONE:SetDrawZone(Switch)
if Switch==false then
self.drawZone=false
else
self.drawZone=true
end
return self
end
--- Set if a marker on the F10 map shows the current zone status.
-- @param #OPSZONE self
-- @param #boolean Switch If `true`, zone is marked. If `false` or `nil`, zone is not marked.
-- @param #boolean ReadOnly If `true` or `nil` then mark is read only.
-- @return #OPSZONE self
function OPSZONE:SetMarkZone(Switch, ReadOnly)
if Switch then
self.markZone=true
local Coordinate=self:GetCoordinate()
self.markerText=self:_GetMarkerText()
self.marker=self.marker or MARKER:New(Coordinate, self.markerText)
if ReadOnly==false then
self.marker.readonly=false
else
self.marker.readonly=true
end
self.marker:ToAll()
else
if self.marker then
self.marker:Remove()
end
self.marker=nil
self.markZone=false
end
return self
end
--- Get current owner of the zone.
-- @param #OPSZONE self
-- @return #number Owner coalition.
function OPSZONE:GetOwner()
return self.ownerCurrent
end
--- Get coalition name of current owner of the zone.
-- @param #OPSZONE self
-- @return #string Owner coalition.
function OPSZONE:GetOwnerName()
return UTILS.GetCoalitionName(self.ownerCurrent)
end
--- Get coordinate of zone.
-- @param #OPSZONE self
-- @return Core.Point#COORDINATE Coordinate of the zone.
function OPSZONE:GetCoordinate()
local coordinate=self.zone:GetCoordinate()
return coordinate
end
--- Get scanned units inside the zone.
-- @param #OPSZONE self
-- @return Core.Set#SET_UNIT Set of units inside the zone.
function OPSZONE:GetScannedUnitSet()
return self.ScanUnitSet
end
--- Get scanned groups inside the zone.
-- @param #OPSZONE self
-- @return Core.Set#SET_GROUP Set of groups inside the zone.
function OPSZONE:GetScannedGroupSet()
return self.ScanGroupSet
end
--- Returns a random coordinate in the zone.
-- @param #OPSZONE self
-- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0 m.
-- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
-- @param #table surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
-- @return Core.Point#COORDINATE The random coordinate.
function OPSZONE:GetRandomCoordinate(inner, outer, surfacetypes)
local zone=self:GetZone()
local coord=zone:GetRandomCoordinate(inner, outer, surfacetypes)
return coord
end
--- Get zone name.
-- @param #OPSZONE self
-- @return #string Name of the zone.
function OPSZONE:GetName()
return self.zoneName
end
--- Get the zone object.
-- @param #OPSZONE self
-- @return Core.Zone#ZONE The zone.
function OPSZONE:GetZone()
return self.zone
end
--- Get previous owner of the zone.
-- @param #OPSZONE self
-- @return #number Previous owner coalition.
function OPSZONE:GetPreviousOwner()
return self.ownerPrevious
end
--- Get duration of the current attack.
-- @param #OPSZONE self
-- @return #number Duration in seconds since when the last attack began. Is `nil` if the zone is not under attack currently.
function OPSZONE:GetAttackDuration()
if self:IsAttacked() and self.Tattacked then
local dT=timer.getAbsTime()-self.Tattacked
return dT
end
return nil
end
--- Check if the red coalition is currently owning the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is red.
function OPSZONE:IsRed()
local is=self.ownerCurrent==coalition.side.RED
return is
end
--- Check if the blue coalition is currently owning the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is blue.
function OPSZONE:IsBlue()
local is=self.ownerCurrent==coalition.side.BLUE
return is
end
--- Check if the neutral coalition is currently owning the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is neutral.
function OPSZONE:IsNeutral()
local is=self.ownerCurrent==coalition.side.NEUTRAL
return is
end
--- Check if a certain coalition is currently owning the zone.
-- @param #OPSZONE self
-- @param #number Coalition The Coalition that is supposed to own the zone.
-- @return #boolean If `true`, zone is owned by the given coalition.
function OPSZONE:IsCoalition(Coalition)
local is=self.ownerCurrent==Coalition
return is
end
--- Check if zone is started (not stopped).
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is started.
function OPSZONE:IsStarted()
local is=not self:IsStopped()
return is
end
--- Check if zone is stopped.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is stopped.
function OPSZONE:IsStopped()
local is=self:is("Stopped")
return is
end
--- Check if zone is guarded.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is guarded.
function OPSZONE:IsGuarded()
local is=self:is("Guarded")
return is
end
--- Check if zone is empty.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is empty.
function OPSZONE:IsEmpty()
local is=self:is("Empty")
return is
end
--- Check if zone is being attacked by the opposite coalition.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is being attacked.
function OPSZONE:IsAttacked()
local is=self:is("Attacked")
return is
end
--- Check if zone is contested. Contested here means red *and* blue units are present in the zone.
-- @param #OPSZONE self
-- @return #boolean If `true`, zone is contested.
function OPSZONE:IsContested()
return self.isContested
end
--- Check if FMS is stopped.
-- @param #OPSZONE self
-- @return #boolean If `true`, FSM is stopped
function OPSZONE:IsStopped()
local is=self:is("Stopped")
return is
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start/Stop Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start OPSZONE FSM.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterStart(From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting OPSZONE v%s", OPSZONE.version))
-- Reinit the timer.
self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self)
-- Status update.
self.timerStatus:Start(1, 120)
-- Handle base captured event.
if self.airbase then
self:HandleEvent(EVENTS.BaseCaptured)
end
end
--- Stop OPSZONE FSM.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterStop(From, Event, To)
-- Info.
self:I(self.lid..string.format("Stopping OPSZONE"))
-- Reinit the timer.
self.timerStatus:Stop()
-- Undraw zone.
self.zone:UndrawZone()
-- Remove marker.
if self.markZone then
self.marker:Remove()
end
-- Unhandle events.
self:UnHandleEvent(EVENTS.BaseCaptured)
-- Stop FSM scheduler.
self.CallScheduler:Clear()
if self.Scheduler then
self.Scheduler:Clear()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update status.
-- @param #OPSZONE self
function OPSZONE:Status()
-- Current FSM state.
local fsmstate=self:GetState()
-- Get contested.
local contested=tostring(self:IsContested())
-- Info message.
if self.verbose>=1 then
local text=string.format("State %s: Owner %d (previous %d), contested=%s, Nunits: red=%d, blue=%d, neutral=%d", fsmstate, self.ownerCurrent, self.ownerPrevious, contested, self.Nred, self.Nblu, self.Nnut)
self:I(self.lid..text)
end
-- Scanning zone.
self:Scan()
-- Evaluate the scan result.
self:EvaluateZone()
-- Update F10 marker (only if enabled).
self:_UpdateMarker()
-- Undraw zone.
if self.zone.DrawID and not self.drawZone then
self.zone:UndrawZone()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On before "Captured" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number NewOwnerCoalition Coalition of the new owner.
function OPSZONE:onbeforeCaptured(From, Event, To, NewOwnerCoalition)
-- Check if owner changed.
if self.ownerCurrent==NewOwnerCoalition then
self:T(self.lid.."")
end
return true
end
--- On after "Captured" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number NewOwnerCoalition Coalition of the new owner.
function OPSZONE:onafterCaptured(From, Event, To, NewOwnerCoalition)
-- Debug info.
self:T(self.lid..string.format("Zone captured by coalition=%d", NewOwnerCoalition))
-- Set owners.
self.ownerPrevious=self.ownerCurrent
self.ownerCurrent=NewOwnerCoalition
for _,_chief in pairs(self.chiefs) do
local chief=_chief --Ops.Chief#CHIEF
if chief.coalition==self.ownerCurrent then
chief:ZoneCaptured(self)
else
chief:ZoneLost(self)
end
end
end
--- On after "Empty" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onafterEmpty(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Zone is empty EVENT"))
end
--- On after "Attacked" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number AttackerCoalition Coalition of the attacking ground troops.
function OPSZONE:onafterAttacked(From, Event, To, AttackerCoalition)
-- Debug info.
self:T(self.lid..string.format("Zone is being attacked by coalition=%s!", tostring(AttackerCoalition)))
end
--- On after "Defeated" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number DefeatedCoalition Coalition side that was defeated.
function OPSZONE:onafterDefeated(From, Event, To, DefeatedCoalition)
-- Debug info.
self:T(self.lid..string.format("Defeated attack on zone by coalition=%d", DefeatedCoalition))
-- Not attacked any more.
self.Tattacked=nil
end
--- On enter "Guarded" state.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onenterGuarded(From, Event, To)
if From~=To then
-- Debug info.
self:T(self.lid..string.format("Zone is guarded"))
-- Not attacked any more.
self.Tattacked=nil
if self.drawZone then
self.zone:UndrawZone()
local color=self:_GetZoneColor()
self.zone:DrawZone(nil, color, 1.0, color, 0.5)
end
end
end
--- On enter "Attacked" state.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number AttackerCoalition Coalition of the attacking ground troops.
function OPSZONE:onenterAttacked(From, Event, To, AttackerCoalition)
-- Time stamp when the attack started.
if From~="Attacked" then
-- Debug info.
self:T(self.lid..string.format("Zone is Attacked"))
-- Set time stamp.
self.Tattacked=timer.getAbsTime()
-- Inform chief.
if AttackerCoalition then
for _,_chief in pairs(self.chiefs) do
local chief=_chief --Ops.Chief#CHIEF
if chief.coalition~=AttackerCoalition then
chief:ZoneAttacked(self)
end
end
end
-- Draw zone?
if self.drawZone then
self.zone:UndrawZone()
-- Color.
local color={1, 204/255, 204/255}
-- Draw zone.
self.zone:DrawZone(nil, color, 1.0, color, 0.5)
end
self:_CleanMissionTable()
end
end
--- On enter "Empty" event.
-- @param #OPSZONE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPSZONE:onenterEmpty(From, Event, To)
if From~=To then
-- Debug info.
self:T(self.lid..string.format("Zone is empty now"))
-- Inform chief.
for _,_chief in pairs(self.chiefs) do
local chief=_chief --Ops.Chief#CHIEF
chief:ZoneEmpty(self)
end
if self.drawZone then
self.zone:UndrawZone()
local color=self:_GetZoneColor()
self.zone:DrawZone(nil, color, 1.0, color, 0.2)
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Scan Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Scan zone.
-- @param #OPSZONE self
-- @return #OPSZONE self
function OPSZONE:Scan()
-- Debug info.
if self.verbose>=3 then
local text=string.format("Scanning zone %s R=%.1f m", self.zoneName, self.zoneRadius)
self:I(self.lid..text)
end
-- Search.
local SphereSearch={id=world.VolumeType.SPHERE, params={point=self.zone:GetVec3(), radius=self.zoneRadius}}
-- Init number of red, blue and neutral units.
local Nred=0
local Nblu=0
local Nnut=0
local Tred=0
local Tblu=0
local Tnut=0
self.ScanGroupSet:Clear(false)
self.ScanUnitSet:Clear(false)
--- Function to evaluate the world search
local function EvaluateZone(_ZoneObject)
local ZoneObject=_ZoneObject --DCS#Object
if ZoneObject then
-- Object category.
local ObjectCategory=ZoneObject:getCategory()
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() then
---
-- UNIT
---
-- This is a DCS unit object.
local DCSUnit=ZoneObject --DCS#Unit
--- Function to check if unit category is included.
local function Included()
if not self.UnitCategories then
-- Any unit is included.
return true
else
-- Check if found object is in specified categories.
local CategoryDCSUnit = ZoneObject:getDesc().category
for _,UnitCategory in pairs(self.UnitCategories) do
if UnitCategory==CategoryDCSUnit then
return true
end
end
end
return false
end
if Included() then
-- Get Coalition.
local Coalition=DCSUnit:getCoalition()
local tl=0
local unit=UNIT:Find(DCSUnit)
if unit then
-- Inside zone.
local inzone=true
if self.zoneType==OPSZONE.ZoneType.Polygon then
-- Check if unit is really inside the zone.
inzone=unit:IsInZone(self.zone)
-- Debug marker.
-- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it!
unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone)))
end
if inzone then
-- Threat level of unit.
tl=unit:GetThreatLevel()
-- Add unit to set.
self.ScanUnitSet:AddUnit(unit)
-- Get group of unit.
local group=unit:GetGroup()
-- Add group to scanned set.
if group then
self.ScanGroupSet:AddGroup(group, true)
end
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
Tred=Tred+tl
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
Tblu=Tblu+tl
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
Tnut=Tnut+tl
end
-- Debug info.
if self.verbose>=4 then
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
end
end
end
end
elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
---
-- STATIC
---
-- This is a DCS static object.
local DCSStatic=ZoneObject --DCS#StaticObject
-- Get coalition.
local Coalition=DCSStatic:getCoalition()
-- CAREFUL! Downed pilots break routine here without any error thrown.
--local unit=STATIC:Find(DCSStatic)
-- Inside zone.
local inzone=true
if self.zoneType==OPSZONE.ZoneType.Polygon then
local Vec3=DCSStatic:getPoint()
inzone=self.zone:IsVec3InZone(Vec3)
end
if inzone then
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
end
-- Debug info
if self.verbose>=4 then
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition))
end
end
elseif ObjectCategory==Object.Category.SCENERY then
---
-- SCENERY
---
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
-- Debug info.
self:T2(self.lid..string.format("Found scenery type=%s, name=%s", SceneryType, SceneryName))
end
end
return true
end
-- Search objects.
world.searchObjects(self.ObjectCategories, SphereSearch, EvaluateZone)
-- Debug info.
if self.verbose>=3 then
local text=string.format("Scan result Nred=%d, Nblue=%d, Nneutral=%d", Nred, Nblu, Nnut)
if self.verbose>=4 then
for _,_unit in pairs(self.ScanUnitSet:GetSet()) do
local unit=_unit --Wrapper.Unit#UNIT
text=text..string.format("\nUnit %s coalition=%s", unit:GetName(), unit:GetCoalitionName())
end
for _,_group in pairs(self.ScanGroupSet:GetSet()) do
local group=_group --Wrapper.Group#GROUP
text=text..string.format("\nGroup %s coalition=%s", group:GetName(), group:GetCoalitionName())
end
end
self:I(self.lid..text)
end
-- Set values.
self.Nred=Nred
self.Nblu=Nblu
self.Nnut=Nnut
self.Tblu=Tblu
self.Tred=Tred
self.Tnut=Tnut
return self
end
--- Evaluate zone.
-- @param #OPSZONE self
-- @return #OPSZONE self
function OPSZONE:EvaluateZone()
-- Set values.
local Nred=self.Nred
local Nblu=self.Nblu
local Nnut=self.Nnut
local Tnow=timer.getAbsTime()
--- Capture
-- @param #number coal Coaltion capturing.
local function captured(coal)
-- Blue captured red zone.
if not self.airbase then
-- Set time stamp if it does not exist.
if not self.Tcaptured then
self.Tcaptured=Tnow
end
-- Check if enough time elapsed.
if Tnow-self.Tcaptured>=self.TminCaptured then
self:Captured(coal)
self.Tcaptured=nil
end
end
end
if self:IsRed() then
---
-- RED zone
---
if Nred==0 then
-- No red units in red zone any more.
if Nblu>=self.nunitsCapture and self.Tblu>=self.threatlevelCapture then
-- Blue captued red zone.
captured(coalition.side.BLUE)
elseif Nnut>=self.nunitsCapture and self.Tnut>=self.threatlevelCapture and self.neutralCanCapture then
-- Neutral captured red zone.
captured(coalition.side.NEUTRAL)
end
else
-- Red units in red zone.
if Nblu>0 then
if not self:IsAttacked() then
self:Attacked(coalition.side.BLUE)
end
elseif Nblu==0 then
if self:IsAttacked() and self:IsContested() then
self:Defeated(coalition.side.BLUE)
elseif self:IsEmpty() then
-- Red units left zone and returned (or from initial Empty state).
self:Guarded()
end
end
end
-- Contested by blue?
if Nblu==0 then
self.isContested=false
else
self.isContested=true
end
elseif self:IsBlue() then
---
-- BLUE zone
---
if Nblu==0 then
-- No blue units in blue zone any more.
if Nred>=self.nunitsCapture and self.Tred>=self.threatlevelCapture then
-- Red captured blue zone.
captured(coalition.side.RED)
elseif Nnut>=self.nunitsCapture and self.Tnut>=self.threatlevelCapture and self.neutralCanCapture then
-- Neutral captured blue zone.
captured(coalition.side.NEUTRAL)
end
else
-- Still blue units in blue zone.
if Nred>0 then
if not self:IsAttacked() then
-- Red is attacking blue zone.
self:Attacked(coalition.side.RED)
end
elseif Nred==0 then
if self:IsAttacked() and self:IsContested() then
-- Blue defeated read attack.
self:Defeated(coalition.side.RED)
elseif self:IsEmpty() then
-- Blue units left zone and returned (or from initial Empty state).
self:Guarded()
end
end
end
-- Contested by red?
if Nred==0 then
self.isContested=false
else
self.isContested=true
end
elseif self:IsNeutral() then
---
-- NEUTRAL zone
---
-- Not checked as neutrals cant capture (for now).
--if Nnut==0 then
-- No neutral units in neutral zone any more.
if Nred>0 and Nblu>0 then
self:T(self.lid.."FF neutrals left neutral zone and red and blue are present! What to do?")
if not self:IsAttacked() then
self:Attacked()
end
self.isContested=true
elseif Nred>=self.nunitsCapture and self.Tred>=self.threatlevelCapture then
-- Red captured neutral zone.
captured(coalition.side.RED)
elseif Nblu>=self.nunitsCapture and self.Tblu>=self.threatlevelCapture then
-- Blue captured neutral zone.
captured(coalition.side.BLUE)
end
--end
else
self:E(self.lid.."ERROR: Unknown coaliton!")
end
-- No units of any coalition in zone any more ==> Empty!
if Nblu==0 and Nred==0 and Nnut==0 and (not self:IsEmpty()) then
self:Empty()
end
-- Finally, check airbase coalition
if self.airbase then
-- Current coalition.
local airbasecoalition=self.airbase:GetCoalition()
if airbasecoalition~=self.ownerCurrent then
self:T(self.lid..string.format("Captured airbase %s: Coaltion %d-->%d", self.airbaseName, self.ownerCurrent, airbasecoalition))
self:Captured(airbasecoalition)
end
end
-- Trigger event.
self:Evaluated()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DCS Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Monitor hit events.
-- @param #OPSZONE self
-- @param Core.Event#EVENTDATA EventData The event data.
function OPSZONE:OnEventHit(EventData)
if self.HitsOn then
local UnitHit = EventData.TgtUnit
-- Check if unit is inside the capture zone and that it is of the defending coalition.
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.ownerCurrent then
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Only trigger attacked event if not already in state "Attacked".
if not self:IsAttacked() then
self:T3(self.lid.."Hit ==> Attack")
self:Attacked()
end
end
end
end
--- Monitor base captured events.
-- @param #OPSZONE self
-- @param Core.Event#EVENTDATA EventData The event data.
function OPSZONE:OnEventBaseCaptured(EventData)
if EventData and EventData.Place and self.airbase and self.airbaseName then
-- Place is the airbase that was captured.
local airbase=EventData.Place --Wrapper.Airbase#AIRBASE
-- Check that this airbase belongs or did belong to this warehouse.
if EventData.PlaceName==self.airbaseName then
-- New coalition of the airbase
local CoalitionNew=airbase:GetCoalition()
-- Debug info.
self:I(self.lid..string.format("EVENT BASE CAPTURED: New coalition of airbase %s: %d [previous=%d]", self.airbaseName, CoalitionNew, self.ownerCurrent))
-- Check that coalition actually changed.
if CoalitionNew~=self.ownerCurrent then
self:Captured(CoalitionNew)
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get RGB color of zone depending on current owner.
-- @param #OPSZONE self
-- @return #table RGB color.
function OPSZONE:_GetZoneColor()
local color={0,0,0}
if self.ownerCurrent==coalition.side.NEUTRAL then
color={1, 1, 1}
elseif self.ownerCurrent==coalition.side.BLUE then
color={0, 0, 1}
elseif self.ownerCurrent==coalition.side.RED then
color={1, 0, 0}
else
end
return color
end
--- Update marker on the F10 map.
-- @param #OPSZONE self
function OPSZONE:_UpdateMarker()
if self.markZone then
-- Get marker text.
local text=self:_GetMarkerText()
-- Chck if marker text changed and if so, update the marker.
if text~=self.markerText then
self.markerText=text
self.marker:UpdateText(self.markerText)
end
--TODO: Update position if changed.
end
end
--- Get marker text.
-- @param #OPSZONE self
-- @return #string Marker text.
function OPSZONE:_GetMarkerText()
local owner=UTILS.GetCoalitionName(self.ownerCurrent)
local prevowner=UTILS.GetCoalitionName(self.ownerPrevious)
-- Get marker text.
local text=string.format("%s [N=%d, TL=%d T=%d]:\nOwner=%s [%s]\nState=%s [Contested=%s]\nBlue=%d [TL=%d]\nRed=%d [TL=%d]\nNeutral=%d [TL=%d]",
self.zoneName, self.nunitsCapture or 0, self.threatlevelCapture or 0, self.TminCaptured or 0,
owner, prevowner, self:GetState(), tostring(self:IsContested()),
self.Nblu, self.Tblu, self.Nred, self.Tred, self.Nnut, self.Tnut)
return text
end
--- Add a chief that monitors this zone. Chief will be informed about capturing etc.
-- @param #OPSZONE self
-- @param Ops.Chief#CHIEF Chief The chief.
-- @return #table RGB color.
function OPSZONE:_AddChief(Chief)
-- Add chief.
table.insert(self.chiefs, Chief)
end
--- Add an entry to the OpsZone mission table
-- @param #OPSZONE self
-- @param #number Coalition Coalition of type e.g. coalition.side.NEUTRAL
-- @param #string Type Type of mission, e.g. AUFTRAG.Type.CAS
-- @param Ops.Auftrag#AUFTRAG Auftrag The Auftrag itself
-- @return #OPSZONE self
function OPSZONE:_AddMission(Coalition,Type,Auftrag)
-- Add a mission
local entry = {} -- #OPSZONE.MISSION
entry.Coalition = Coalition or coalition.side.NEUTRAL
entry.Type = Type or ""
entry.Mission = Auftrag or nil
table.insert(self.Missions,entry)
return self
end
--- Get the OpsZone mission table. #table of #OPSZONE.MISSION entries
-- @param #OPSZONE self
-- @return #table Missions
function OPSZONE:_GetMissions()
return self.Missions
end
--- Add an entry to the OpsZone mission table.
-- @param #OPSZONE self
-- @param #number Coalition Coalition of type e.g. `coalition.side.NEUTRAL`.
-- @param #string Type Type of mission, e.g. `AUFTRAG.Type.CAS`.
-- @return #boolean found True if we have that kind of mission, else false.
-- @return #table Missions Table of `Ops.Auftrag#AUFTRAG` entries.
function OPSZONE:_FindMissions(Coalition, Type)
-- search the table
local foundmissions = {}
local found = false
for _,_entry in pairs(self.Missions) do
local entry = _entry -- #OPSZONE.MISSION
if entry.Coalition == Coalition and entry.Type == Type and entry.Mission and entry.Mission:IsNotOver() then
table.insert(foundmissions,entry.Mission)
found = true
end
end
return found, foundmissions
end
--- Clean mission table from missions that are over.
-- @param #OPSZONE self
-- @return #OPSZONE self
function OPSZONE:_CleanMissionTable()
local missions = {}
for _,_entry in pairs(self.Missions) do
local entry = _entry -- #OPSZONE.MISSION
if entry.Mission and entry.Mission:IsNotOver() then
table.insert(missions,entry)
end
end
self.Missions = missions
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------