mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Added AAA, SAM, UAV general attributes. Added Quantity enumerator. Updated to new dispatcher API (still WIP). Improved handling for immobile groups. Fixed some bugs.
6156 lines
252 KiB
Lua
6156 lines
252 KiB
Lua
--- **Functional** - (R2.5) - Simulation of logistics.
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--
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-- The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin and the point of consumption
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-- in order to meet requirements of a potential conflict. In particular, this class is concerned with maintaining army supply lines while disrupting those of the enemy, since an armed
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-- force without resources and transportation is defenseless.
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--
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-- Features:
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--
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-- * Holds (virtual) assests in stock.
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-- * Manages requests of assets from other warehouses.
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-- * Realistic transportation of assets between warehouses.
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-- * Different means of automatic transportation (planes, helicopters, APCs, selfpropelled).
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-- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure.
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-- * Can be coupled to other MOOSE classes.
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--
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-- ===
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--
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-- ### Authors: **funkyfranky**, FlightControl (cargo dispatcher classes)
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--
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-- @module Functional.Warehouse
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-- @image Warehouse.JPG
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--- WAREHOUSE class.
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-- @type WAREHOUSE
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-- @field #string ClassName Name of the class.
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-- @field #boolean Debug If true, send debug messages to all.
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-- @field #boolean Report If true, send status messages to coalition.
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-- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure.
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-- @field DCS#coalition.side coalition Coalition side the warehouse belongs to.
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-- @field DCS#country.id country Country ID the warehouse belongs to.
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-- @field #string alias Alias of the warehouse. Name its called when sending messages.
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-- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.
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-- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to.
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-- @field #string airbasename Name of the airbase associated to the warehouse.
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-- @field DCS#Airbase.Category category Category of the home airbase, i.e. airdrome, helipad/farp or ship.
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-- @field Core.Point#COORDINATE coordinate Coordinate of the warehouse.
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-- @field Core.Point#COORDINATE road Closest point to warehouse on road.
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-- @field Core.Point#COORDINATE rail Closest point to warehouse on rail.
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-- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned.
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-- @field #string wid Identifier of the warehouse printed before other output to DCS.log file.
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-- @field #number uid Unit identifier of the warehouse. Derived from the associated airbase.
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-- @field #number markerid ID of the warehouse marker at the airbase.
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-- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds.
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-- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added.
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-- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Assetitem}.
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-- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}.
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-- @field #table pending Table holding all pending requests, i.e. those that are currently in progress. Table elements are of type @{#WAREHOUSE.Pendingitem}.
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-- @field #table transporting Table holding assets currently transporting cargo assets.
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-- @field #table delivered Table holding all delivered requests. Table elements are #boolean. If true, all cargo has been delivered.
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-- @field #table defending Table holding all defending requests, i.e. self requests that were if the warehouse is under attack. Table elements are of type @{#WAREHOUSE.Pendingitem}.
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-- @field Core.Zone#ZONE portzone Zone defining the port of a warehouse. This is where naval assets are spawned.
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-- @field #table shippinglanes Table holding the user defined shipping between warehouses.
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-- @field #table offroadpaths Table holding user defined paths from one warehouse to another.
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-- @field #boolean autodefence When the warehouse is under attack, automatically spawn assets to defend the warehouse.
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-- @extends Core.Fsm#FSM
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--- Have your assets at the right place at the right time - or not!
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--
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-- ===
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--
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-- 
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--
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-- # The Warehouse Concept
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--
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-- The MOOSE warehouse adds a new logistic component to the DCS World. *Assets*, i.e. ground, airborne and naval units, can be transferred from one place
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-- to another in a realistic and highly automatic fashion. In contrast to a "DCS warehouse" these assets have a physical representation in game. In particular,
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-- this means they can be destroyed during the transport and add more life to the DCS world.
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--
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-- This comes along with some additional interesting stategic aspects since capturing/defending and destroying/protecting an enemy or your
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-- own warehous becomes of critical importance for the development of a conflict.
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--
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-- In essence, creating an efficient network of warehouses is vital for the success of a battle or even the whole war. Likewise, of course, cutting off the enemy
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-- of important supply lines by capturing or destroying warehouses or their associated infrastructure is equally important.
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--
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-- ## What is a warehouse?
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--
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-- A warehouse is an abstract object represented by a physical (static) building that can hold virtual assets in stock.
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-- It can (but it must not) be associated with a particular airbase. The associated airbase can be an airdrome, a Helipad/FARP or a ship.
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--
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-- If another warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor or go their
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-- by themselfs. Once arrived at the requesting warehouse, the assets go into the stock of the requestor and can be activated/deployed when necessary.
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--
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-- ## What assets can be stored?
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--
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-- Any kind of ground, airborne or naval asset can be stored and are spawned upon request.
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-- The fact that the assets live only virtually in stock and are put into the game only when needed has a positive impact on the game performance.
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-- It also alliviates the problem of limited parking spots at smaller air bases
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--
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-- ## What means of transportation are available?
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-- Firstly, all mobile assets can be send from warehouse to another on their own.
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--
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-- * Ground vehicles will use the road infrastructure. So a good road connection for both warehouses is important.
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-- * Airborne units get a flightplan from the airbase of the sending warehouse to the airbase of the receiving warehouse. This already implies that for airborne
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-- assets both warehouses need an airbase. If either one of the warehouses does not have an associated airbase, direct transportation of airborne assest is not possible.
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-- * Naval units can be exchanged between warehouses which posses a port/habour. Also shipping lanes must be specified manually but the user since DCS does not provide these.
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-- * Trains (would) use the available railroad infrastructure and both warehouses must have a connection to the railroad. Unfortunately, however, trains are not yet implemented to
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-- a reasonable degree in DCS at the moment and hence cannot be used yet.
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--
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-- Furthermore, ground assets can be transferred between warehouses by transport units. These are APCs, helicopters and airplanes. The transportation process is modelled
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-- in a realistic way by using the corresponding cargo dispatcher classes, i.e.
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--
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-- * @{AI.AI_Cargo_Dispatcher_APC#AI_DISPATCHER_APC},
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-- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER} and
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-- * @{AI.AI_Cargo_Dispatcher_Airplane#AI_DISPATCHER_AIRPLANE}.
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--
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-- Depending on which cargo dispatcher is used (ground or airbore), similar considerations like in the self propelled case are necessary.
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--
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-- ===
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--
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-- # Creating a Warehouse
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--
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-- A MOOSE warehouse must be represented in game by a phyical *static* object. For example, the mission editor already has warehouse as static object available.
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-- This would be a good first choice but any static object will do.
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--
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-- 
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--
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-- The positioning of the warehouse static object is very important for a couple of reasons. Firstly, a warehouse needs a good infrastructure so that spawned assets
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-- have a proper road connection or can reach the associated airbase easily.
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--
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-- ## Constructor and Start
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--
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-- Once the static warehouse object is placed in the mission editor it can be used as a MOOSE warehouse by the @{#WAREHOUSE.New}(*warehousestatic*, *alias*) constructor,
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-- like for example:
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--
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-- warehouse=WAREHOUSE:New(STATIC:FindByName("Warehouse Static Batumi"), "My Warehouse Alias")
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-- warehouse:Start()
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--
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-- The first parameter *warehousestatic* is the static MOOSE object. By default, the name of the warehouse will be the same as the name given to the static object.
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-- The second parameter *alias* can be used to choose a more convenient name if desired. This will be the name the warehouse calls itself when reporting messages.
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--
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-- Note that a warehouse also needs to be started in order to be in service. This is done with the @{#WAREHOUSE.Start}() or @{#WAREHOUSE.__Start}(*delay*) functions.
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-- The warehouse is now fully operational and requests are being processed.
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--
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-- # Adding Assets
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--
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-- Assets can be added to the warehouse stock by using the @{#WAREHOUSE.AddAsset}(*group*, *ngroups*, *forceattribute*) function. The parameter *group* has to be a MOOSE @{Wrapper.Group#GROUP}.
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-- The parameter *ngroups* specifies how many clones of this group are added to the stock.
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--
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-- Note that the group should be a late activated template group, which was defined in the mission editor.
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--
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-- infrantry=GROUP:FindByName("Some Infantry Group")
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-- warehouse:AddAsset(infantry, 5)
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--
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-- This will add five infantry groups to the warehouse stock.
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--
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-- Note that you can also add assets with a delay by using the @{#WAREHOUSE.__AddAsset}(*delay*, *group*, *ngroups*, *foceattribute*), where *delay* is the delay in seconds before the asset is added.
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--
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-- By default, the generalized attribute of the asset is determined automatically from the DCS descriptor attributes. However, this might not always result in the desired outcome.
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-- Therefore, it is possible, to force a generalized attribute for the asset with the third optional parameter *forceattribute*, which is of type @{#WAREHOUSE.Attribute}.
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--
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-- ===
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--
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-- # Requesting Assets
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--
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-- Assets of the warehouse can be requested by other MOOSE warehouses. A request will first be scrutinized to check if can be fulfilled at all. If the request is valid, it is
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-- put into the warehouse queue and processed as soon as possible.
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--
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-- A request can be added by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function.
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-- The parameters are
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--
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-- * *warehouse*: The requesting MOOSE @{#WAREHOUSE}. Assets will be delivered there.
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-- * *AssetDescriptor*: The descriptor to describe the asset "type". See the @{#WAREHOUSE.Descriptor} enumerator. For example, assets requested by their generalized attibute.
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-- * *AssetDescriptorValue*: The value of the asset descriptor.
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-- * *nAsset*: (Optional) Number of asset group requested. Default is one group.
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-- * *TransportType*: (Optional) The transport method used to deliver the assets to the requestor. Default is that assets go to the requesting warehouse on their own.
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-- * *nTransport*: (Optional) Number of asset groups used to transport the cargo assets from A to B. Default is one group.
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-- * *Prio*: (Optional) A number between 1 (high) and 100 (low) describing the priority of the request. Request with high priority are processed first. Default is 50, i.e. medium priority.
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-- * *Assignment*: (Optional) A free to choose string describing the assignment. For self requests, this can be used to assign the spawned groups to specific tasks.
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--
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-- For example:
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2, 20)
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--
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-- Here, warehouse Kobuleti requests 5 infantry groups from warehouse Batumi. These "cargo" assets should be transported from Batumi to Kobuleti by 2 APCS.
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-- Note that the warehouse at Batumi needs to have at least five infantry groups and two APC groups in their stock if the request can be processed.
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-- If either to few infantry or APC groups are available when the request is made, the request is held in the warehouse queue until enough cargo and
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-- transport assets are available.
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--
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-- Also note that the above request is for five infantry groups. So any group in stock that has the generalized attribute "INFANTRY" can be selected.
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--
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-- ## Requesting a Specific Unit Type
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--
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-- A more specific request could look like:
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.UNITTYPE, "A-10C", 2)
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--
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-- Here, Kobuleti requests a specific unit type, in particular two groups of A-10Cs. Note that the spelling is important as it must exacly be the same as
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-- what one get's when using the DCS unit type.
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--
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-- ## Requesting a Specifc Group
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--
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-- An even more specific request would be:
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.TEMPLATENAME, "Group Name as in ME", 3)
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--
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-- In this case three groups named "Group Name as in ME" are requested. So this explicitly request the groups named like that in the Mission Editor.
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--
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-- ## Requesting a general category
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--
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-- On the other hand, very general unspecifc requests can be made as
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--
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-- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.Ground, 10)
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--
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-- Here, Kubuleti requests 10 ground groups and does not care which ones. This could be a mix of infantry, APCs, trucks etc.
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--
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-- # Employing Assets
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--
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-- Assets in the warehouse' stock can used for user defined tasks realtively easily. They can be spawned into the game by a "self request", i.e. the warehouse
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-- requests the assets from itself:
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--
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-- warehouseBatumi:AddRequest(warehouseBatumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5)
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--
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-- This would simply spawn five infantry groups in the spawn zone of the Batumi warehouse if/when they are available.
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--
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-- ## Accessing the Assets
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--
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-- If a warehouse requests assets from itself, it triggers the event **SelfReqeuest**. The mission designer can capture this event with the associated
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-- @{#WAREHOUSE.OnAfterSelfRequest}(*From*, *Event*, *To*, *groupset*, *request*) function.
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--
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-- --- OnAfterSelfRequest user function. Access groups spawned from the warehouse for further tasking.
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-- -- @param #WAREHOUSE self
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-- -- @param #string From From state.
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-- -- @param #string Event Event.
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-- -- @param #string To To state.
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-- -- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
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-- -- @param #WAREHOUSE.Pendingitem request Pending self request.
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-- function WAREHOUSE:OnAfterSelfRequest(From, Event, To, groupset, request)
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--
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-- for _,group in pairs(groupset:GetSetObjects()) do
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-- local group=group --Wrapper.Group#GROUP
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-- group:SmokeGreen()
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-- end
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--
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-- end
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--
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-- The variable *groupset* is a @{Core.Set#SET_GOUP} object and holds all asset groups from the request. The code above shows, how the mission designer can access the groups
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-- for further tasking. Here, the groups are only smoked but, of course, you can use them for whatever task you fancy.
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--
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-- Note that airborne groups are spawned in uncontrolled state and need to be activated first before they can start their assigned mission.
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--
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-- ===
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--
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-- # Infrastructure
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--
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-- A good infrastructure is important for a warehouse to be efficient. Therefore, the location of a warehouse should be chosen with care.
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-- This can also help to avoid many DCS related issues such as units getting stuck in buildings, blocking taxi ways etc.
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--
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-- ## Spawn Zone
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--
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-- By default, the zone were ground assets are spawned is a circular zone around the physical location of the warehouse with a radius of 200 meters. However, the location of the
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-- spawn zone can be set by the @{#WAREHOUSE.SetSpawnZone}(*zone*) functions. It is advisable to choose a zone which is clear of obstacles.
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--
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-- 
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--
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-- The parameter *zone* is a MOOSE @{Core.Zone#ZONE} object. So one can, e.g., use trigger zones defined in the mission editor. If a cicular zone is not desired, one
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-- can use a polygon zone (see @{Core.Zone#ZONE_POLYGON}).
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--
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-- 
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--
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-- ## Road Connections
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--
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-- Ground assets will use a road connection to travel from one warehouse to another. Therefore, a proper road connection is necessary.
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--
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-- By default, the closest point on road to the center of the spawn zone is choses as road connection automatically. But only, if distance between the spawn zone
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-- and the road connection is less than 3 km.
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--
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-- The user can set the road connection manually with the @{#WAREHOUSE.SetRoadConnection} function.
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--
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-- ## Off Road Connections
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--
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-- For ground troops it is also possible to define off road paths from between warehouses if no proper road connection is available or should not be used.
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--
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-- An off road path can be defined via the @{#WAREHOUSE.AddOffRoadPath}(*remotewarehouse*, *group*, *oneway*) function, where
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-- *remotewarehouse* is the warehouse to which the path leads.
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-- The parameter *group* is a late activated template group. The waypoints of this group are used to define the path between the two warehouses.
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-- By default, the reverse paths is automatically added to get *from* the remote warehouse to this warehouse unless the parameter *oneway* is set to *true*.
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--
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-- **Note** that if an off road connection is defined between two warehouses this becomes the default path, i.e. even if there is a path *on road* possible
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-- this will not be used.
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--
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-- Also note that you can define multiple off road connections between two warehouses. If there are multiple paths defined, the connection is chosen randomly.
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-- It is also possible to add the same path multiple times. By this you can influence the probability of the chosen path. For example Path_1(A->B) has been
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-- added two times while Path_2(A->B) was added only once. Hence, the group will choose Path_1 with a probability of 66.6 % while Path_2 is only chosen with
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-- a probability of 33.3 %.
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--
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--
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-- ## Rail Connections
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--
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-- A rail connection is automatically defined as the closest point on a railway measured from the center of the spawn zone. But only, if the distance is less than 3 km.
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--
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-- The mission designer can manually specify a rail connection with the @{#WAREHOUSE.SetRailConnection} function.
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--
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-- **NOTE** however, that trains in DCS are currently not implemented in a way so that they can be used.
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--
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-- ## Air Connections
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--
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-- In order to use airborne assets, a warehouse needs to have an associated airbase. This can be an airdrome, a FARP/HELOPAD or a ship.
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--
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-- If there is an airbase within 3 km range of the warehouse it is automatically set as the associated airbase. A user can set an airbase manually
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-- with the @{#WAREHOUSE.SetAirbase} function. Keep in mind, that sometimes, ground units need to walk/drive from the spawn zone to the airport
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-- to get to their transport carriers.
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--
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-- ## Naval Connections
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--
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-- Natively, DCS does not have the concept of a port/habour or shipping lanes. So in order to have a meaningful transfer of naval units between warehouses, these have to be
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-- defined by the mission designer.
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--
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-- ### Defining a Port
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--
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-- A port in this context is the zone where all naval assets are spawned. This zone can be defined with the function @{#WAREHOUSE.SetPortZone}(*zone*), where the parameter
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-- *zone* is a MOOSE zone. So again, this can be create from a trigger zone defined in the mission editor or if a general shape is desired by a @{Core.Zone#ZONE_POLYGON}.
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--
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-- 
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--
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-- ### Defining Shipping Lanes
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--
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-- A shipping lane between to warehouses can be defined by the @{#WAREHOUSE.AddShippingLane}(*remotewarehouse*, *group*, *oneway*) function. The first parameter *remotewarehouse*
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-- is the warehouse which should be connected to the present warehouse.
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--
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-- The parameter *group* should be a late activated group defined in the mission editor. The waypoints of this group are used as waypoints of the shipping lane.
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--
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-- By default, the reverse lane is automatically added to the remote warehouse. This can be disabled by setting the *oneway* parameter to *true*.
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--
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-- Similar to off road connections, you can also define multiple shipping lanes between two warehouse ports. If there are multiple lanes defined, one is chosen randomly.
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-- It is possible to add the same lane multiple times. By this you can influence the probability of the chosen lane. For example Lane_1(A->B) has been
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-- added two times while Lane_2(A->B) was added only once. Therefore, the ships will choose Lane_1 with a probability of 66.6 % while Path_2 is only chosen with
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-- a probability of 33.3 %.
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--
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-- 
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--
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-- ===
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--
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-- # Why is my request not processed?
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--
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-- For each request, the warehouse class logic does a lot of consistancy and validation checks under the hood.
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-- This means that sometimes a request is deemed to be *invalid* in which case they are deleted from the queue or considered to be valid but cannot be executed at this very moment.
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--
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-- ## Invalid Requests
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--
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-- Invalid request are requests which can **never** be processes because there is some logical or physical argument against it. Or simply because that feature was not implemented (yet).
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--
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-- * All airborne assets need an associated airbase of any kind on the sending *and* receiving warhouse.
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-- * Airplanes need an airdrome at the sending and receiving warehouses.
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-- * Not enough parking spots of the right terminal type at the sending warehouse.
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-- * No parking spots of the right terminal type at the receiving warehouse.
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-- * Ground assets need a road connection between both warehouses.
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-- * Ground assets cannot be send directly to ships, i.e. warehouses on ships.
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-- * Naval units need a user defined shipping lane between both warehouses.
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-- * Warehouses need a user defined port zone to spawn naval assets.
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-- * If transport by airplane, both warehouses must have and airdrome.
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-- * If transport by APC, both warehouses must have a road connection.
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-- * If transport by helicopter, the sending airbase must have an associated airbase.
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--
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-- All invalid requests are removed from the warehouse queue!
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--
|
|
-- ## Temporarily Unprocessable Requests
|
|
--
|
|
-- Temporarily unprocessable requests are possible in priciple, but cannot be processed at the given time the warehouse checks its queue.
|
|
--
|
|
-- * No enough parking spaces are available for the requests assets but the airbase has enough parking spots in total so that this request is possible once other aircraft have taken off.
|
|
-- * Requesting warehouse is not in state "Running" (could be stopped, not yet started or under attack).
|
|
-- * Not enough cargo assets available at this moment.
|
|
-- * Not enough free parking spots for all cargo or transport airborne assets at the moment.
|
|
-- * Not enough transport assets to carry all cargo assets.
|
|
--
|
|
-- Temporarily unprocessable requests are held in the queue. If at some point in time, the situation changes so that these requests can be processed, they are executed.
|
|
--
|
|
-- ## Processing Speed
|
|
--
|
|
-- A warehouse has a limited speed to process requests. Each time the status of the warehouse is updated only one requests is processed.
|
|
-- The time interval between status updates is 30 seconds by default and can be adjusted via the @{#WAREHOUSE.SetStatusUpdate}(*interval*) function.
|
|
--
|
|
-- ===
|
|
--
|
|
-- # Strategic Considerations
|
|
--
|
|
-- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a (potentially) juicy target for enemy attacks.
|
|
-- There are several interesting situations, which can occurr.
|
|
--
|
|
-- ## Capturing a Warehouses Airbase
|
|
--
|
|
-- If a warehouse has an associated airbase, it can be captured by the enemy. In this case, the warehouse looses its ability so employ all airborne assets and is also cut-off
|
|
-- from supply by airplanes. Supply of ground troops via helicopters is still possible, because they deliver the troops into the spawn zone.
|
|
--
|
|
-- Technically, the capturing of the airbase is triggered by the DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) event.
|
|
-- So the capturing takes place when only enemy ground units are in the airbase zone whilst no ground units of the present airbase owner are in that zone.
|
|
--
|
|
-- The warehouse will also create an event named "AirbaseCaptured", which can be captured by the @{#WAREHOUSE.OnAfterAirbaseCaptured} function. So the warehouse can react on
|
|
-- this attack and for example spawn ground groups to re-capture its airbase.
|
|
--
|
|
-- When an airbase is re-captured the event "AirbaseRecaptured" is triggered and can be captured by the @{#WAREHOUSE.OnAfterAirbaseRecaptured} function.
|
|
-- This can be used to put the defending assets back into the warehouse stock.
|
|
--
|
|
-- ## Capturing the Warehouse
|
|
--
|
|
-- A warehouse can also be captured by the enemy coalition. If enemy ground troops enter the warehouse zone the event **Attacked** is triggered which can be captured by the
|
|
-- @{#WAREHOUSE.OnAfterAttacked} event. By default the warehouse zone circular zone with a radius of 500 meters located at the center of the physical warehouse.
|
|
-- The warehouse zone can be set via the @{#WAREHOUSE.SetWarehouseZone}(*zone*) function. The parameter *zone* must also be a cirular zone.
|
|
--
|
|
-- The @{#WAREHOUSE.OnAfterAttacked} function can be used by the mission designer to react to the enemy attack. For example by deploying some or all ground troops
|
|
-- currently in stock to defend the warehouse. Note that the warehouse also has a self defence option which can be enabled by the @{#WAREHOUSE.SetAutoDefenceOn}()
|
|
-- function. In this case, the warehouse will automatically spawn all ground troops. If the spawn zone is further away from the warehouse zone, all mobile troops
|
|
-- are routed to the warehouse zone.
|
|
--
|
|
-- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy.
|
|
-- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function.
|
|
--
|
|
-- The warehouse turns to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will
|
|
-- spawn assets beloning to the new owner.
|
|
--
|
|
-- If the enemy troops could be defeated, i.e. no more troops of the opposite coalition are in the warehouse zone, the event **Defeated** is triggered and
|
|
-- the @{#WAREHOUSE.OnAfterDefeated} function can be used to adapt to the new situation. For example putting back all spawned defender troops back into
|
|
-- the warehouse stock. Note that if the automatic defence is enabled, all defenders are automatically put back into the warehouse on the **Defeated** event.
|
|
--
|
|
-- ## Destroying a Warehouse
|
|
--
|
|
-- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are
|
|
-- gone as well. So a warehouse should be properly defended.
|
|
--
|
|
-- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function.
|
|
-- So the mission designer can intervene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good.
|
|
--
|
|
-- ===
|
|
--
|
|
-- # Examples
|
|
--
|
|
-- This section shows some examples how the WAREHOUSE class is used in practice. This is one of the best ways to explain things, in my opinion.
|
|
--
|
|
-- But first, let me introduce a convenient way to define several warehouses in a table. This is absolutely *not* necessary but quite handy if you have
|
|
-- multiple WAREHOUSE objects in your mission.
|
|
--
|
|
-- ## Example 0: Setting up a Warehouse Array
|
|
--
|
|
-- If you have multiple warehouses, you can put them in a table. This makes it easier to access them or to loop over them.
|
|
--
|
|
-- -- Define Warehouses.
|
|
-- local warehouse={}
|
|
-- warehouse.Senaki = WAREHOUSE:New(STATIC:FindByName("Warehouse Senaki"), "Senaki") --Functional.Warehouse#WAREHOUSE
|
|
-- warehouse.Batumi = WAREHOUSE:New(STATIC:FindByName("Warehouse Batumi"), "Batumi") --Functional.Warehouse#WAREHOUSE
|
|
-- warehouse.Kobuleti = WAREHOUSE:New(STATIC:FindByName("Warehouse Kobuleti"), "Kobuleti") --Functional.Warehouse#WAREHOUSE
|
|
-- warehouse.Kutaisi = WAREHOUSE:New(STATIC:FindByName("Warehouse Kutaisi"), "Kutaisi") --Functional.Warehouse#WAREHOUSE
|
|
-- warehouse.Berlin = WAREHOUSE:New(STATIC:FindByName("Warehouse Berlin"), "Berlin") --Functional.Warehouse#WAREHOUSE
|
|
-- warehouse.London = WAREHOUSE:New(STATIC:FindByName("Warehouse London"), "London") --Functional.Warehouse#WAREHOUSE
|
|
-- warehouse.Stennis = WAREHOUSE:New(STATIC:FindByName("Warehouse Stennis"), "Stennis") --Functional.Warehouse#WAREHOUSE
|
|
--
|
|
-- Remarks:
|
|
--
|
|
-- * I defined the array as local, i.e. local warehouse={}. This is personal preference and sometimes causes trouble with the lua garbage collection. You can also define it as a global array/table!
|
|
-- * The "--Functional.Warehouse#WAREHOUSE" at the end is only to have the LDT intellisense working correctly. If you don't use LDT (which you should!), it can be omitted.
|
|
--
|
|
-- **NOTE** that all examples below need this bit or code at the beginning - or at least the warehouses which are used.
|
|
--
|
|
-- ## Example 1: Self Request
|
|
--
|
|
-- Ground troops are taken from the Batumi warehouse stock and spawned in its spawn zone. After a short delay, they are added back to the warehouse stock.
|
|
-- Also a new request is made. Hence, the groups will be spawned, added back to the warehouse, spawned again and so on and so forth...
|
|
--
|
|
-- -- Start warehouse Batumi.
|
|
-- warehouse.Batumi:Start()
|
|
--
|
|
-- -- Add five groups of infantry as assets.
|
|
-- warehouse.Batumi:AddAsset(GROUP:FindByName("Infantry Platoon Alpha"), 5)
|
|
--
|
|
-- -- Add self request for three infantry at Batumi.
|
|
-- warehouse.Batumi:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3)
|
|
--
|
|
--
|
|
-- --- Self request event. Triggered once the assets are spawned in the spawn zone or at the airbase.
|
|
-- function warehouse.Batumi:OnAfterSelfRequest(From, Event, To, groupset, request)
|
|
-- local mygroupset=groupset --Core.Set#SET_GROUP
|
|
--
|
|
-- -- Loop over all groups spawned from that request.
|
|
-- for _,group in pairs(mygroupset:GetSetObjects()) do
|
|
-- local group=group --Wrapper.Group#GROUP
|
|
--
|
|
-- -- Gree smoke on spawned group.
|
|
-- group:SmokeGreen()
|
|
-- group:FlareRed()
|
|
--
|
|
-- -- Put asset back to stock after 10 seconds.
|
|
-- warehouse.Batumi:__AddAsset(10, group)
|
|
-- end
|
|
--
|
|
-- -- Add new self request after 20 seconds.
|
|
-- warehouse.Batumi:__AddRequest(20, warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3)
|
|
--
|
|
-- end
|
|
--
|
|
-- ## Example 2: Self propelled Ground Troops
|
|
--
|
|
-- Warehouse Berlin, which is a FARP near Batumi, requests infantry and troop transports from the warehouse at Batumi.
|
|
-- The groups are spawned at Batumi and move by themselfs from Batumi to Berlin using the roads.
|
|
-- Once the troops have arrived at Berlin, the troops are automatically added to the warehouse stock of Berlin.
|
|
-- While on the road, Batumi has requested back two APCs from Berlin. Since Berlin does not have the assets in stock,
|
|
-- the request is queued. After the troops have arrived, Berlin is sending back the APCs to Batumi.
|
|
--
|
|
-- -- Start Warehouse at Batumi.
|
|
-- warehouse.Batumi:Start()
|
|
--
|
|
-- -- Add 20 infantry groups as assets at Batumi.
|
|
-- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20)
|
|
-- warehouse.Batumi:AddAsset("TPz Fuchs", 5)
|
|
--
|
|
-- -- Start Warehouse Berlin.
|
|
-- warehouse.Berlin:Start()
|
|
--
|
|
-- -- Warehouse Berlin requests 10 infantry groups and 3 APCs from warehouse Batumi.
|
|
-- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 10)
|
|
-- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 5)
|
|
--
|
|
-- -- Request from Batumi for 2 APCs. Initially these are not in stock. When they become available, the request is executed.
|
|
-- warehouse.Berlin:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 2)
|
|
--
|
|
-- ## Example 3: Self Propelled Airborne Assets
|
|
--
|
|
-- Warehouse Senaki receives requests from Kutaisi for one Yak-52s and from FARP London for three Hueys.
|
|
-- Assets are spawned in Senaki and make their way to the requesting warehouses.
|
|
-- Once the units have arrived they are added to the stock of the receiving warehouses and can be used for further assignments.
|
|
--
|
|
-- -- Start sending warehouse.
|
|
-- warehouse.Senaki:Start()
|
|
--
|
|
-- -- Add assets.
|
|
-- warehouse.Senaki:AddAsset("Yak-52", 10)
|
|
-- warehouse.Senaki:AddAsset("Huey", 10)
|
|
--
|
|
-- -- Start receiving warehouses
|
|
-- warehouse.Kutaisi:Start()
|
|
-- warehouse.London:Start()
|
|
--
|
|
-- -- Kusaisi requests one Yak-52 form Senaki. FARP London requests three UH-1H Huys from Senaki.
|
|
-- warehouse.Senaki:AddRequest(warehouse.Kutaisi, WAREHOUSE.Descriptor.TEMPLATENAME, "Yak-52", 1)
|
|
-- warehouse.Senaki:AddRequest(warehouse.London, WAREHOUSE.Descriptor.TEMPLATENAME, "Huey", 3)
|
|
--
|
|
-- ## Example 4: Transport of Assets by APCs
|
|
--
|
|
-- Warehouse at FARP Berlin requests three infantry groups from Batumi. These assets shall be transported using one APC.
|
|
-- Infantry and APC are spawned in the spawn zone at Batumi. The APC picks up two of the three infantry groups and
|
|
-- drives them to Berlin. There, they unboard and walk to the warehouse where they will be added to the stock.
|
|
-- Meanwhile the APC drives back and picks up the last infantry group and also brings it to Batumi.
|
|
-- The APC will then return to Batumi and be added back to the stock of the Batumi warehouse.
|
|
-- The reason that the APC has to drive twice, it that can only up to ten soldiers.
|
|
--
|
|
-- -- Start Warehouse at Batumi.
|
|
-- warehouse.Batumi:Start()
|
|
--
|
|
-- -- Start Warehouse Berlin.
|
|
-- warehouse.Berlin:Start()
|
|
--
|
|
-- -- Add 20 infantry groups and five APCs as assets at Batumi.
|
|
-- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20)
|
|
-- warehouse.Batumi:AddAsset("TPz Fuchs", 5)
|
|
--
|
|
-- -- Warehouse Berlin requests 3 infantry groups from warehouse Batumi using 1 APC for transport.
|
|
-- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3, WAREHOUSE.TransportType.APC, 1)
|
|
--
|
|
--## Example 5: Transport of Assets by Helicopters
|
|
--
|
|
-- Warehouse at FARP Berlin requests 10 infantry groups from Batumi. They shall be transported by one helicopter.
|
|
-- Note that the UH-1H Huey in DCS is an attack and not a transport helo. So the warehouse logic would be default also
|
|
-- register it as an @{#WAREHOUSE.Attribute.AIR_ATTACKHELICOPTER}. In order to use it as a transport we need to force
|
|
-- it to be added as transport helo.
|
|
--
|
|
-- -- Start Warehouses.
|
|
-- warehouse.Batumi:Start()
|
|
-- warehouse.Berlin:Start()
|
|
--
|
|
-- -- Add 20 infantry groups as assets at Batumi.
|
|
-- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20)
|
|
--
|
|
-- -- Add five Hueys for transport. Note that the Huey in DCS is an attack and not a transport helo. So we force the attribute!
|
|
-- warehouse.Batumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO)
|
|
--
|
|
-- -- Warehouse Berlin requests 10 infantry groups from warehouse Batumi using one huey for transport.
|
|
-- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 10, WAREHOUSE.TransportType.HELICOPTER, 1)
|
|
--
|
|
--## Example 6: Transport of Assets by Airplanes
|
|
--
|
|
-- Kutaisi requests 20 infantry groups from Senaki. These assets will be loaded into one C-130 cargo plane.
|
|
--
|
|
-- -- Start Warehouses.
|
|
-- warehouse.Senaki:Start()
|
|
-- warehouse.Kutaisi:Start()
|
|
--
|
|
-- -- Add 20 infantry groups and 5 C-130 transport planes as assets to Senaki warehouse.
|
|
-- warehouse.Senaki:AddAsset("Infantry Platoon Alpha", 20)
|
|
-- warehouse.Senaki:AddAsset("C-130", 5)
|
|
--
|
|
-- -- Warehouse Berlin requests 10 infantry groups from warehouse Batumi using 3 APCs for transport.
|
|
-- warehouse.Senaki:AddRequest(warehouse.Kutaisi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 20, WAREHOUSE.TransportType.AIRPLANE, 1)
|
|
--
|
|
-- ## Example 7: Capturing Airbase and Warehouse
|
|
--
|
|
-- A red BMP has made it through our defence lines and drives towards our unprotected airbase at Senaki.
|
|
-- Once the BMP captures the airbase (DCS S\_EVENT_\BASE_\CAPTURED is evaluated) the warehouse at Senaki lost its air infrastructure and it is not
|
|
-- possible any more to spawn airborne units. All requests for airborne units are rejected and not queued in this case.
|
|
--
|
|
-- The red BMP then drives further to the warehouse. Once it enters the warehouse zone (500 m radius around the warehouse building), the warehouse is
|
|
-- considered to be under attack. This triggers the event **Attacked**. The @{#WAREHOUSE.OnAfterAttacked} function can be used to react to this situation.
|
|
-- Here, we only broadcast a distress call and launch a flare. However, it would also be reasonable to spawn all or selected ground troops in order to defend
|
|
-- the warehouse. Note, that the warehouse has a self defence option which can be activated via the @{#WAREHOUSE.SetAutoDefenceOn}() function. If activated,
|
|
-- *all* ground assets are automatically spawned and assigned to defend the warehouse. Once/if the attack is defeated, these assets go automatically back
|
|
-- into the warehouse stock.
|
|
--
|
|
-- If the red coalition manages to capture our warehouse, all assets go into their possession. Here, even our airbase has been captured. Therefore, a (self) request
|
|
-- to the warehouse will now spawn the F/A-18 fighters as red units. Note, that the request could also some from another red warehouse. In that case,
|
|
-- the planes would take off and (if they make it) be added to the red warehouse. So you can steal valuable assets from your enemy if he is not careful.
|
|
--
|
|
-- Here, we simply activate a blue external unit which drives to the warehouse, destroyes the red intruder and re-captures our warehouse.
|
|
--
|
|
-- -- Start warehouse.
|
|
-- warehouse.Senaki:Start()
|
|
--
|
|
-- -- Add some assets.
|
|
-- warehouse.Senaki:AddAsset("TPz Fuchs", 5)
|
|
-- warehouse.Senaki:AddAsset("Infantry Platoon Alpha", 10)
|
|
-- warehouse.Senaki:AddAsset("F/A-18C 2ship", 10)
|
|
--
|
|
-- -- Auto defence! When enabled, all ground troops of the warehouse are spawned automatically to defend the warehouse.
|
|
-- -- warehouse.Senaki:SetAutoDefenceOn()
|
|
--
|
|
-- -- Red BMP trying to capture the airfield and later the warehouse.
|
|
-- local red1=GROUP:FindByName("Red BMP-80 Senaki")
|
|
-- red1:Activate()
|
|
--
|
|
-- -- The red BMP first drives to the airbase which gets captured and changes from blue to red. So the warehouse loses its airbase.
|
|
-- function warehouse.Senaki:OnAfterAirbaseCaptured(From,Event,To,Coalition)
|
|
-- -- This request should not be processed since the warehouse has lost its airbase. In fact it is deleted from the queue.
|
|
-- warehouse.Senaki:AddRequest(warehouse.Senaki,WAREHOUSE.Descriptor.CATEGORY, Group.Category.AIRPLANE, 1)
|
|
-- end
|
|
--
|
|
-- -- Enemy has entered the warehouse zone. This triggers the "Attacked" event.
|
|
-- function warehouse.Senaki:OnAfterAttacked(From,Event,To,Coalition,Country)
|
|
-- MESSAGE:New(string.format("Warehouse %s: We are under attack!", self.alias), 30):ToCoalition(self.coalition)
|
|
-- self.coordinate:SmokeRed()
|
|
-- end
|
|
--
|
|
-- -- Now the red BMP also captured the warehouse. So the warehouse and the airbase are both red and planes can be spawned again.
|
|
-- function warehouse.Senaki:OnAfterCaptured(From,Event,To,Coalition,Country)
|
|
-- -- These units will be spawned as red units because the warehouse has just been captured.
|
|
-- warehouse.Senaki:AddRequest(warehouse.Senaki,WAREHOUSE.Descriptor.CATEGORY, Group.Category.AIRPLANE, 1)
|
|
--
|
|
-- -- Activate Blue Humvee to recapture the warehouse.
|
|
-- local blue1=GROUP:FindByName("blue1")
|
|
-- blue1:Activate()
|
|
-- end
|
|
--
|
|
-- ## Example 8: Destroying a Warehouse
|
|
--
|
|
-- After 30 seconds into the mission we create and (artificial) big explosion - or a terrorist attack if you like - which completely destroys the
|
|
-- the warehouse at Batumi. All assets are gone and requests cannot be processed anymore.
|
|
--
|
|
-- -- Start Batumi and Berlin warehouses.
|
|
-- warehouse.Batumi:Start()
|
|
-- warehouse.Berlin:Start()
|
|
--
|
|
-- -- Add some assets.
|
|
-- warehouse.Batumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO)
|
|
-- warehouse.Berlin:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO)
|
|
--
|
|
-- -- Big explosion at the warehouse. It has a very nice damage model by the way :)
|
|
-- local function DestroyWarehouse()
|
|
-- warehouse.Batumi.warehouse:GetCoordinate():Explosion(9999)
|
|
-- end
|
|
--
|
|
-- -- Create an explosion at the warehouse after 30 sec.
|
|
-- SCHEDULER:New(nil, DestroyWarehouse, {}, 30)
|
|
--
|
|
-- -- These requests should not be processed any more since the warehouse is destroyed.
|
|
-- warehouse.Batumi:__AddRequest(35, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1)
|
|
-- warehouse.Berlin:__AddRequest(40, warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1)
|
|
--
|
|
-- ## Example 9: Self Propelled Naval Assets
|
|
--
|
|
-- Kobuleti requests a war ship from Batumi. Both warehouses need to have a port, which we define by two polygon zones at a place
|
|
-- in the sea closest to the warehouses. Also a shipping lane between the two warehouses needs to be defined manually.
|
|
-- With this infrastructure it is possible to exachange naval assets between warehouses.
|
|
--
|
|
-- -- Start warehouses.
|
|
-- warehouse.Batumi:Start()
|
|
-- warehouse.Kobuleti:Start()
|
|
--
|
|
-- -- Define ports and shipping lanes.
|
|
-- warehouse.Batumi:SetPortZone(ZONE_POLYGON:NewFromGroupName("Warehouse Batumi Port", "Warehouse Batumi Port"))
|
|
-- warehouse.Kobuleti:SetPortZone(ZONE_POLYGON:NewFromGroupName("Warehouse Kobuleti Port", "Warehouse Kobuleti Port"))
|
|
-- warehouse.Batumi:AddShippingLane(warehouse.Kobuleti, GROUP:FindByName("Warehouse Batumi-Kobuleti Shipping Lane"))
|
|
--
|
|
-- -- Add five USS Normandy naval assets.
|
|
-- warehouse.Batumi:AddAsset("Normandy", 5)
|
|
--
|
|
-- -- Kobuleti requests a war ship from Batumi.
|
|
-- warehouse.Batumi:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_WARSHIP)
|
|
--
|
|
-- ## Example 10: Aircraft Carrier - Rescue Helo and Escort
|
|
--
|
|
-- This example shows how to spawn assets from a warehouse located on an aircraft carrier.
|
|
--
|
|
-- After 10 seconds we make a self request for a rescue helicopter. Note, that the @{#WAREHOUSE.AddRequest} function has a parameter which lets you
|
|
-- specify an "Assignment". This can be later used to identify the request and take the right actions.
|
|
--
|
|
-- Once the request is processed, the @{#WAREHOUSE.OnAfterSelfRequest} function is called. This is where we hook in and postprocess the spawned assets.
|
|
-- In particular, we use the @{AI.AI_Formation#AI_FORMATION} class to make some nice escorts for our carrier.
|
|
--
|
|
-- When the resue helo is spawned, we can check that this is the correct asset and make the helo go into formation with the carrier.
|
|
-- Once the helo runs out of fuel, it will automatically return to the ship and land. For the warehouse, this means that the "cargo", i.e. the helicopter
|
|
-- has been delivered - assets can be delivered to other warehouses and to the same warehouse - hence a *self* request.
|
|
-- When that happens, the **Delivered** event is triggered and the @{#WAREHOUSE.OnAfterDelivered} function called. This can now be used to spawn
|
|
-- a fresh helo. Effectively, there we created an infinite, never ending loop. So a rescue helo will be up at all times.
|
|
--
|
|
-- After 30 and 45 seconds requests for five groups of armed speedboats are made. These will be spawned in the port zone right behind the carrier.
|
|
-- The first five groups will go port of the carrier an form a left wing formation. The seconds groups will to the analogue on the starboard side.
|
|
--
|
|
-- -- Start warehouse on USS Stennis.
|
|
-- warehouse.Stennis:Start()
|
|
--
|
|
-- -- Add speedboat and helo assets.
|
|
-- warehouse.Stennis:AddAsset("Speedboat", 10)
|
|
-- warehouse.Stennis:AddAsset("CH-53E", 3)
|
|
--
|
|
-- -- Define a "port" at the Stennis to be able to spawn Naval assets. This zone will move behind the Stennis.
|
|
-- local stenniszone=ZONE_UNIT:New("Spawnzone Stennis", UNIT:FindByName("Stennis"), 100, {rho=250, theta=180, relative_to_unit=true})
|
|
-- warehouse.Stennis:SetPortZone(stenniszone)
|
|
--
|
|
-- -- Self request of rescue helo and speed boats.
|
|
-- warehouse.Stennis:__AddRequest(10, warehouse.Stennis, WAREHOUSE.Descriptor.TEMPLATENAME, "CH-53E", 1, nil, nil, nil, "Rescue Helo")
|
|
-- warehouse.Stennis:__AddRequest(30, warehouse.Stennis, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_ARMEDSHIP, 5, nil, nil, nil, "Speedboats Left")
|
|
-- warehouse.Stennis:__AddRequest(45, warehouse.Stennis, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_ARMEDSHIP, 5, nil, nil, nil, "Speedboats Right")
|
|
--
|
|
-- --- Function called after self request
|
|
-- function warehouse.Stennis:OnAfterSelfRequest(From,Event,To,groupset,request)
|
|
--
|
|
-- local groupset=groupset --Core.Set#SET_GROUP
|
|
-- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem
|
|
--
|
|
-- local Mother=UNIT:FindByName("Stennis")
|
|
--
|
|
-- if request.assignment=="Speedboats Left" then
|
|
--
|
|
-- -- Define AI Formation object.
|
|
-- -- Note that this has to be a global variable or the garbage collector will remove it for some reason!
|
|
-- CarrierFormationLeft = AI_FORMATION:New(Mother, groupset, "Left Formation with Carrier", "Follow Carrier at given parameters.")
|
|
--
|
|
-- -- Formation parameters.
|
|
-- CarrierFormationLeft:FormationLeftWing(200 ,50, 0, 0, 500, 50)
|
|
--
|
|
-- CarrierFormationLeft:__Start(2)
|
|
--
|
|
-- for _,group in pairs(groupset:GetSetObjects()) do
|
|
-- local group=group --Wrapper.Group#GROUP
|
|
-- group:FlareRed()
|
|
-- end
|
|
--
|
|
-- elseif request.assignment=="Speedboats Right" then
|
|
--
|
|
-- -- Define AI Formation object.
|
|
-- -- Note that this has to be a global variable or the garbage collector will remove it for some reason!
|
|
-- CarrierFormationRight = AI_FORMATION:New(Mother, groupset, "Right Formation with Carrier", "Follow Carrier at given parameters.")
|
|
--
|
|
-- -- Formation parameters.
|
|
-- CarrierFormationRight:FormationRightWing(200 ,50, 0, 0, 500, 50)
|
|
--
|
|
-- CarrierFormationRight:__Start(2)
|
|
--
|
|
-- for _,group in pairs(groupset:GetSetObjects()) do
|
|
-- local group=group --Wrapper.Group#GROUP
|
|
-- group:FlareGreen()
|
|
-- end
|
|
--
|
|
-- elseif request.assignment=="Rescue Helo" then
|
|
--
|
|
-- -- Define AI Formation object.
|
|
-- CarrierFormationHelo = AI_FORMATION:New(Mother, groupset, "Helo Formation with Carrier", "Follow Carrier at given parameters.")
|
|
--
|
|
-- -- Formation parameters.
|
|
-- CarrierFormationHelo:FormationCenterWing(-150, 50, 20, 50, 100, 50)
|
|
--
|
|
-- -- Start formation FSM.
|
|
-- CarrierFormationHelo:__Start(2)
|
|
--
|
|
-- end
|
|
--
|
|
-- --- When the helo is out of fuel, it will return to the carrier and should be delivered.
|
|
-- function warehouse.Stennis:OnAfterDelivered(From,Event,To,request)
|
|
-- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem
|
|
--
|
|
-- -- So we start another request.
|
|
-- if request.assignment=="Rescue Helo" then
|
|
-- warehouse.Stennis:__AddRequest(10, warehouse.Stennis, WAREHOUSE.Descriptor.TEMPLATENAME, "CH-53E", 1, nil, nil, nil, "Rescue Helo")
|
|
-- end
|
|
-- end
|
|
--
|
|
-- end
|
|
--
|
|
--
|
|
-- @field #WAREHOUSE
|
|
WAREHOUSE = {
|
|
ClassName = "WAREHOUSE",
|
|
Debug = false,
|
|
Report = true,
|
|
warehouse = nil,
|
|
coalition = nil,
|
|
country = nil,
|
|
alias = nil,
|
|
zone = nil,
|
|
airbase = nil,
|
|
airbasename = nil,
|
|
category = -1,
|
|
coordinate = nil,
|
|
road = nil,
|
|
rail = nil,
|
|
spawnzone = nil,
|
|
wid = nil,
|
|
uid = nil,
|
|
markerid = nil,
|
|
dTstatus = 30,
|
|
queueid = 0,
|
|
stock = {},
|
|
queue = {},
|
|
pending = {},
|
|
transporting = {},
|
|
delivered = {},
|
|
defending = {},
|
|
portzone = nil,
|
|
shippinglanes = {},
|
|
offroadpaths = {},
|
|
autodefence = false,
|
|
}
|
|
|
|
--- Item of the warehouse stock table.
|
|
-- @type WAREHOUSE.Assetitem
|
|
-- @field #number uid Unique id of the asset.
|
|
-- @field #string templatename Name of the template group.
|
|
-- @field #table template The spawn template of the group.
|
|
-- @field DCS#Group.Category category Category of the group.
|
|
-- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function.
|
|
-- @field #number nunits Number of units in the group.
|
|
-- @field #number range Range of the unit in meters.
|
|
-- @field #number speedmax Maximum speed in km/h the group can do.
|
|
-- @field #number size Maximum size in length and with of the asset in meters.
|
|
-- @field #number weight The weight of the whole asset group in kilo gramms.
|
|
-- @field DCS#Object.Desc DCSdesc All DCS descriptors.
|
|
-- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group.
|
|
-- @field #boolean transporter If true, the asset is able to transport troops.
|
|
-- @field #table cargobay Array of cargo bays of all units in an asset group.
|
|
-- @field #number cargobaytot Total weight in kg that fits in the cargo bay of all asset group units.
|
|
-- @field #number cargobaymax Largest cargo bay of all units in the group.
|
|
|
|
--- Item of the warehouse queue table.
|
|
-- @type WAREHOUSE.Queueitem
|
|
-- @field #number uid Unique id of the queue item.
|
|
-- @field #WAREHOUSE warehouse Requesting warehouse.
|
|
-- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset. Enumerator of type @{#WAREHOUSE.Descriptor}.
|
|
-- @field assetdescval Value of the asset descriptor. Type depends on "assetdesc" descriptor.
|
|
-- @field #number nasset Number of asset groups requested.
|
|
-- @field #WAREHOUSE.TransportType transporttype Transport unit type.
|
|
-- @field #number ntransport Max. number of transport units requested.
|
|
-- @field #string assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
-- @field #number prio Priority of the request. Number between 1 (high) and 100 (low).
|
|
-- @field Wrapper.Airbase#AIRBASE airbase The airbase beloning to requesting warehouse if any.
|
|
-- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship.
|
|
-- @field #boolean toself Self request, i.e. warehouse requests assets from itself.
|
|
-- @field #table assets Table of self propelled (or cargo) and transport assets. Each element of the table is a @{#WAREHOUSE.Assetitem} and can be accessed by their asset ID.
|
|
-- @field #table cargoassets Table of cargo (or self propelled) assets. Each element of the table is a @{#WAREHOUSE.Assetitem}.
|
|
-- @field #number cargoattribute Attribute of cargo assets of type @{#WAREHOUSE.Attribute}.
|
|
-- @field #number cargocategory Category of cargo assets of type @{#WAREHOUSE.Category}.
|
|
-- @field #table transportassets Table of transport carrier assets. Each element of the table is a @{#WAREHOUSE.Assetitem}.
|
|
-- @field #number transportattribute Attribute of transport assets of type @{#WAREHOUSE.Attribute}.
|
|
-- @field #number transportcategory Category of transport assets of type @{#WAREHOUSE.Category}.
|
|
|
|
--- Item of the warehouse pending queue table.
|
|
-- @type WAREHOUSE.Pendingitem
|
|
-- @field #number timestamp Absolute mission time in seconds when the request was processed.
|
|
-- @field Core.Set#SET_GROUP cargogroupset Set of cargo groups do be delivered.
|
|
-- @field #number ndelivered Number of groups delivered to destination.
|
|
-- @field Core.Set#SET_GROUP transportgroupset Set of cargo transport groups.
|
|
-- @field #number ntransporthome Number of transports back home.
|
|
-- @extends #WAREHOUSE.Queueitem
|
|
|
|
--- Descriptors enumerator describing the type of the asset.
|
|
-- @type WAREHOUSE.Descriptor
|
|
-- @field #string TEMPLATENAME Name of the asset template.
|
|
-- @field #string UNITTYPE Typename of the DCS unit, e.g. "A-10C".
|
|
-- @field #string ATTRIBUTE Generalized attribute @{#WAREHOUSE.Attribute}.
|
|
-- @field #string CATEGORY Asset category of type DCS#Group.Category, i.e. GROUND, AIRPLANE, HELICOPTER, SHIP, TRAIN.
|
|
WAREHOUSE.Descriptor = {
|
|
TEMPLATENAME="templatename",
|
|
UNITTYPE="unittype",
|
|
ATTRIBUTE="attribute",
|
|
CATEGORY="category",
|
|
}
|
|
|
|
--- Generalized asset attributes. Can be used to request assets with certain general characteristics. See [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes) on hoggit.
|
|
-- @type WAREHOUSE.Attribute
|
|
-- @field #string AIR_TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
|
|
-- @field #string AIR_AWACS Airborne Early Warning and Control System.
|
|
-- @field #string AIR_FIGHTER Fighter, interceptor, ... airplane.
|
|
-- @field #string AIR_BOMBER Aircraft which can be used for strategic bombing.
|
|
-- @field #string AIR_TANKER Airplane which can refuel other aircraft.
|
|
-- @field #string AIR_TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
|
|
-- @field #string AIR_ATTACKHELO Attack helicopter.
|
|
-- @field #string AIR_UAV Unpiloted Aerial Vehicle, e.g. drones.
|
|
-- @field #string AIR_OTHER Any airborne unit that does not fall into any other airborne category.
|
|
-- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
|
|
-- @field #string GROUND_TRUCK Unarmed ground vehicles.
|
|
-- @field #string GROUND_INFANTRY Ground infantry assets.
|
|
-- @field #string GROUND_ARTILLERY Artillery assets.
|
|
-- @field #string GROUND_TANK Tanks (modern or old).
|
|
-- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently.
|
|
-- @field #string GROUND_AAA Anti-Aircraft Artillery.
|
|
-- @field #string GROUND_SAM Surface-to-Air Missile system or components.
|
|
-- @field #string GROUND_OTHER Any ground unit that does not fall into any other ground category.
|
|
-- @field #string NAVAL_AIRCRAFTCARRIER Aircraft carrier.
|
|
-- @field #string NAVAL_WARSHIP War ship, i.e. cruisers, destroyers, firgates and corvettes.
|
|
-- @field #string NAVAL_ARMEDSHIP Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette.
|
|
-- @field #string NAVAL_UNARMEDSHIP Any unarmed naval vessel.
|
|
-- @field #string NAVAL_OTHER Any naval unit that does not fall into any other naval category.
|
|
-- @field #string OTHER_UNKNOWN Anything that does not fall into any other category.
|
|
WAREHOUSE.Attribute = {
|
|
AIR_TRANSPORTPLANE="Air_TransportPlane",
|
|
AIR_AWACS="Air_AWACS",
|
|
AIR_FIGHTER="Air_Fighter",
|
|
AIR_BOMBER="Air_Bomber",
|
|
AIR_TANKER="Air_Tanker",
|
|
AIR_TRANSPORTHELO="Air_TransportHelo",
|
|
AIR_ATTACKHELO="Air_AttackHelo",
|
|
AIR_UAV="Air_UAV",
|
|
AIR_OTHER="Air_OtherAir",
|
|
GROUND_APC="Ground_APC",
|
|
GROUND_TRUCK="Ground_Truck",
|
|
GROUND_INFANTRY="Ground_Infantry",
|
|
GROUND_ARTILLERY="Ground_Artillery",
|
|
GROUND_TANK="Ground_Tank",
|
|
GROUND_TRAIN="Ground_Train",
|
|
GROUND_AAA="Ground_AAA",
|
|
GROUND_SAM="Ground_SAM",
|
|
GROUND_OTHER="Ground_OtherGround",
|
|
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
|
|
NAVAL_WARSHIP="Naval_WarShip",
|
|
NAVAL_ARMEDSHIP="Naval_ArmedShip",
|
|
NAVAL_UNARMEDSHIP="Naval_UnarmedShip",
|
|
NAVAL_OTHER="Naval_OtherNaval",
|
|
OTHER_UNKNOWN="Other_Unknown",
|
|
}
|
|
|
|
--- Cargo transport type. Defines how assets are transported to their destination.
|
|
-- @type WAREHOUSE.TransportType
|
|
-- @field #string AIRPLANE Transports are carried out by airplanes.
|
|
-- @field #string HELICOPTER Transports are carried out by helicopters.
|
|
-- @field #string APC Transports are conducted by APCs.
|
|
-- @field #string SHIP Transports are conducted by ships. Not implemented yet.
|
|
-- @field #string TRAIN Transports are conducted by trains. Not implemented yet. Also trains are buggy in DCS.
|
|
-- @field #string SELFPROPELLED Assets go to their destination by themselves. No transport carrier needed.
|
|
WAREHOUSE.TransportType = {
|
|
AIRPLANE = "Air_TransportPlane",
|
|
HELICOPTER = "Air_TransportHelo",
|
|
APC = "Ground_APC",
|
|
TRAIN = "Ground_Train",
|
|
SHIP = "Naval_UnarmedShip",
|
|
SELFPROPELLED = "Selfpropelled",
|
|
}
|
|
|
|
--- Warehouse quantity enumerator for selecting number of assets, e.g. all, half etc. of what is in stock rather than an absolute number.
|
|
-- @type WAREHOUSE.Quantity
|
|
-- @field #string ALL All "all" assets currently in stock.
|
|
-- @field #string THREEQUARTERS Three quarters "3/4" of assets in stock.
|
|
-- @field #string HALF Half "1/2" of assets in stock.
|
|
-- @field #string THIRD One third "1/3" of assets in stock.
|
|
-- @field #string QUARTER One quarter "1/4" of assets in stock.
|
|
WAREHOUSE.Quantity = {
|
|
ALL = "all",
|
|
THREEQUARTERS = "3/4",
|
|
HALF = "1/2",
|
|
THIRD = "1/3",
|
|
QUARTER = "1/4",
|
|
}
|
|
|
|
--- Warehouse database. Note that this is a global array to have easier exchange between warehouses.
|
|
-- @type WAREHOUSE.db
|
|
-- @field #number AssetID Unique ID of each asset. This is a running number, which is increased each time a new asset is added.
|
|
-- @field #table Assets Table holding registered assets, which are of type @{Functional.Warehouse#WAREHOUSE.Assetitem}.
|
|
-- @field #table Warehouses Table holding all defined @{#WAREHOUSE} objects by their unique ids.
|
|
WAREHOUSE.db = {
|
|
AssetID = 0,
|
|
Assets = {},
|
|
Warehouses = {}
|
|
}
|
|
|
|
--- Warehouse class version.
|
|
-- @field #string version
|
|
WAREHOUSE.version="0.3.8"
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- TODO: Warehouse todo list.
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- TODO: Case when all transports are killed and there is still cargo to be delivered. Put cargo back into warehouse.
|
|
-- TODO: Test capturing a neutral warehouse.
|
|
-- TODO: Make more examples: ARTY, CAP,
|
|
-- TODO: Add SAMs and UAVs to generalized attributes.
|
|
-- TODO: Check also general requests like all ground. Is this a problem for self propelled if immobile units are among the assets? Check if transport.
|
|
-- TODO: Add transport units from dispatchers back to warehouse stock once they completed their mission.
|
|
-- TODO: Added habours as interface for transport to from warehouses?
|
|
-- TODO: Write documentation.
|
|
-- TODO: Handle the case when units of a group die during the transfer.
|
|
-- TODO: Add save/load capability of warehouse <==> percistance after mission restart. Difficult in lua!
|
|
-- DONE: Add warehouse quantity enumerator.
|
|
-- DONE: Test mortars. Immobile units need a transport.
|
|
-- DONE: Set ROE for spawned groups.
|
|
-- DONE: Add offroad lanes between warehouses if road connection is not available.
|
|
-- DONE: Add possibility to add active groups. Need to create a pseudo template before destroy. <== Does not seem to be necessary any more.
|
|
-- DONE: Add a time stamp when an asset is added to the stock and for requests.
|
|
-- DONE: How to get a specific request once the cargo is delivered? Make addrequest addasset non FSM function? Callback for requests like in SPAWN?
|
|
-- DONE: Add autoselfdefence switch and user function. Default should be off.
|
|
-- DONE: Warehouse re-capturing not working?!
|
|
-- DONE: Naval assets dont go back into stock once arrived.
|
|
-- DONE: Take cargo weight into consideration, when selecting transport assets.
|
|
-- DONE: Add ports for spawning naval assets.
|
|
-- DONE: Add shipping lanes between warehouses.
|
|
-- DONE: Handle cases with immobile units <== should be handled by dispatcher classes.
|
|
-- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them?
|
|
-- DONE: Add general message function for sending to coaliton or debug.
|
|
-- DONE: Fine tune event handlers.
|
|
-- DONE: Improve generalized attributes.
|
|
-- DONE: If warehouse is destoyed, all asssets are gone.
|
|
-- DONE: Add event handlers.
|
|
-- DONE: Add AI_CARGO_AIRPLANE
|
|
-- DONE: Add AI_CARGO_APC
|
|
-- DONE: Add AI_CARGO_HELICOPTER
|
|
-- DONE: Switch to AI_CARGO_XXX_DISPATCHER
|
|
-- DONE: Add queue.
|
|
-- DONE: Put active groups into the warehouse, e.g. when they were transported to this warehouse.
|
|
-- NOGO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested.
|
|
-- DONE: How to handle multiple units in a transport group? <== Cargo dispatchers.
|
|
-- DONE: Add phyical object.
|
|
-- DONE: If warehosue is captured, change warehouse and assets to other coalition.
|
|
-- NOGO: Use RAT for routing air units. Should be possible but might need some modifications of RAT, e.g. explit spawn place. But flight plan should be better.
|
|
-- DONE: Can I make a request with specific assets? E.g., once delivered, make a request for exactly those assests that were in the original request.
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Constructor(s)
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- The WAREHOUSE constructor. Creates a new WAREHOUSE object from a static object. Parameters like the coalition and country are taken from the static object structure.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Static#STATIC warehouse The physical structure of the warehouse.
|
|
-- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:New(warehouse, alias)
|
|
BASE:E({warehouse=warehouse:GetName()})
|
|
|
|
-- Nil check.
|
|
if warehouse==nil then
|
|
BASE:E("ERROR: Warehouse does not exist!")
|
|
return nil
|
|
end
|
|
|
|
-- Set alias.
|
|
self.alias=alias or warehouse:GetName()
|
|
|
|
-- Print version.
|
|
env.info(string.format("Adding warehouse v%s for structure %s with alias %s", WAREHOUSE.version, warehouse:GetName(), self.alias))
|
|
|
|
-- Inherit everthing from FSM class.
|
|
local self = BASE:Inherit(self, FSM:New()) -- #WAREHOUSE
|
|
|
|
-- Set some string id for output to DCS.log file.
|
|
self.wid=string.format("WAREHOUSE %s | ", self.alias)
|
|
|
|
-- Set some variables.
|
|
self.warehouse=warehouse
|
|
self.uid=tonumber(warehouse:GetID())
|
|
self.coalition=warehouse:GetCoalition()
|
|
self.country=warehouse:GetCountry()
|
|
self.coordinate=warehouse:GetCoordinate()
|
|
|
|
-- Closest of the same coalition but within a certain range.
|
|
local _airbase=self.coordinate:GetClosestAirbase(nil, self.coalition)
|
|
if _airbase and _airbase:GetCoordinate():Get2DDistance(self.coordinate) < 3000 then
|
|
self.airbase=_airbase
|
|
self.airbasename=self.airbase:GetName()
|
|
self.category=self.airbase:GetDesc().category
|
|
end
|
|
|
|
-- Define warehouse and default spawn zone.
|
|
self.zone=ZONE_RADIUS:New(string.format("Warehouse zone %s", self.warehouse:GetName()), warehouse:GetVec2(), 500)
|
|
self.spawnzone=ZONE_RADIUS:New(string.format("Warehouse %s spawn zone", self.warehouse:GetName()), warehouse:GetVec2(), 200)
|
|
|
|
-- Add warehouse to database.
|
|
WAREHOUSE.db.Warehouses[self.uid]=self
|
|
|
|
-- Start State.
|
|
self:SetStartState("NotReadyYet")
|
|
|
|
-- Add FSM transitions.
|
|
-- From State --> Event --> To State
|
|
self:AddTransition("NotReadyYet", "Load", "Loaded") -- TODO Load the warehouse state. No sure if it should be in stopped state.
|
|
self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse from scratch.
|
|
self:AddTransition("Loaded", "Start", "Running") -- Start the warehouse when loaded from disk.
|
|
self:AddTransition("*", "Status", "*") -- Status update.
|
|
self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock.
|
|
self:AddTransition("*", "AddRequest", "*") -- New request from other warehouse.
|
|
self:AddTransition("Running", "Request", "*") -- Process a request. Only in running mode.
|
|
self:AddTransition("Attacked", "Request", "*") -- Process a request. Only in running mode.
|
|
self:AddTransition("*", "Unloaded", "*") -- Cargo has been unloaded from the carrier (unused ==> unnecessary?).
|
|
self:AddTransition("*", "Arrived", "*") -- Cargo or transport group has arrived.
|
|
self:AddTransition("*", "Delivered", "*") -- All cargo groups of a request have been delivered to the requesting warehouse.
|
|
self:AddTransition("Running", "SelfRequest", "*") -- Request to warehouse itself. Requested assets are only spawned but not delivered anywhere.
|
|
self:AddTransition("Attacked", "SelfRequest", "*") -- Request to warehouse itself. Also possible when warehouse is under attack!
|
|
self:AddTransition("Running", "Pause", "Paused") -- TODO Pause the processing of new requests. Still possible to add assets and requests.
|
|
self:AddTransition("Paused", "Unpause", "Running") -- TODO Unpause the warehouse. Queued requests are processed again.
|
|
self:AddTransition("*", "Stop", "Stopped") -- DONE Stop the warehouse.
|
|
self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk.
|
|
self:AddTransition("*", "Attacked", "Attacked") -- DONE Warehouse is under attack by enemy coalition.
|
|
self:AddTransition("Attacked", "Defeated", "Running") -- DONE Attack by other coalition was defeated!
|
|
self:AddTransition("Attacked", "Captured", "Running") -- DONE Warehouse was captured by another coalition. It must have been attacked first.
|
|
self:AddTransition("*", "AirbaseCaptured", "*") -- DONE Airbase was captured by other coalition.
|
|
self:AddTransition("*", "AirbaseRecaptured", "*") -- DONE Airbase was re-captured from other coalition.
|
|
self:AddTransition("*", "Destroyed", "Destoyed") -- DONE Warehouse was destroyed. All assets in stock are gone and warehouse is stopped.
|
|
|
|
------------------------
|
|
--- Pseudo Functions ---
|
|
------------------------
|
|
|
|
--- Triggers the FSM event "Start". Starts the warehouse. Initializes parameters and starts event handlers.
|
|
-- @function [parent=#WAREHOUSE] Start
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Start" after a delay. Starts the warehouse. Initializes parameters and starts event handlers.
|
|
-- @function [parent=#WAREHOUSE] __Start
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers.
|
|
-- @function [parent=#WAREHOUSE] Stop
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers.
|
|
-- @function [parent=#WAREHOUSE] __Stop
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
|
|
-- @function [parent=#WAREHOUSE] Pauses
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Pause" after a delay. Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
|
|
-- @function [parent=#WAREHOUSE] __Pause
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- Triggers the FSM event "Unpause". Unpauses the warehouse. Processing of queued requests is resumed.
|
|
-- @function [parent=#WAREHOUSE] UnPause
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Unpause" after a delay. Unpauses the warehouse. Processing of queued requests is resumed.
|
|
-- @function [parent=#WAREHOUSE] __Unpause
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
|
|
--- Triggers the FSM event "Status". Queue is updated and requests are executed.
|
|
-- @function [parent=#WAREHOUSE] Status
|
|
-- @param #WAREHOUSE self
|
|
|
|
--- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed.
|
|
-- @function [parent=#WAREHOUSE] __Status
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
|
|
--- Trigger the FSM event "AddAsset". Add an airplane group to the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] AddAsset
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group Group to be added as new asset.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
|
|
|
|
--- Trigger the FSM event "AddAsset" with a delay. Add an airplane group to the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] __AddAsset
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Wrapper.Group#GROUP group Group to be added as new asset.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
|
|
|
|
|
|
--- Triggers the FSM event "AddRequest". Add a request to the warehouse queue, which is processed when possible.
|
|
-- @function [parent=#WAREHOUSE] AddRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
|
|
--- Triggers the FSM event "AddRequest" with a delay. Add a request to the warehouse queue, which is processed when possible.
|
|
-- @function [parent=#WAREHOUSE] __AddRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
|
|
|
|
--- Triggers the FSM event "Request". Executes a request from the queue if possible.
|
|
-- @function [parent=#WAREHOUSE] Request
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
|
|
--- Triggers the FSM event "Request" after a delay. Executes a request from the queue if possible.
|
|
-- @function [parent=#WAREHOUSE] __Request
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number Delay Delay in seconds.
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
|
|
|
|
--- Triggers the FSM event "Arrived", i.e. when a group has arrived at the destination warehouse.
|
|
-- This function should always be called from the sending and not the receiving warehouse.
|
|
-- If the group is a cargo asset, it is added to the receiving warehouse. If the group is a transporter it
|
|
-- is added to the sending warehouse since carriers are supposed to return to their home warehouse once
|
|
-- all cargo was delivered.
|
|
-- @function [parent=#WAREHOUSE] Arrived
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group Group that has arrived.
|
|
|
|
--- Triggers the FSM event "Arrived" after a delay, i.e. when a group has arrived at the destination.
|
|
-- @function [parent=#WAREHOUSE] __Arrived
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Wrapper.Group#GROUP group Group that has arrived.
|
|
|
|
--- On after "Arrived" event user function. Called when a groups has arrived at its destination.
|
|
-- @function [parent=#WAREHOUSE] OnAfterArrived
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group Group that has arrived.
|
|
|
|
|
|
--- Triggers the FSM event "Delivered". All (cargo) assets of a request have been delivered to the receiving warehouse.
|
|
-- @function [parent=#WAREHOUSE] Delivered
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered.
|
|
|
|
--- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another warehouse.
|
|
-- @function [parent=#WAREHOUSE] __Delivered
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered.
|
|
|
|
--- On after "Delivered" event user function. Called when a group has been delivered from the warehouse to another warehouse.
|
|
-- @function [parent=#WAREHOUSE] OnAfterDelivered
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered.
|
|
|
|
|
|
--- Triggers the FSM event "SelfRequest". Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
|
|
-- this request is used to put the groups back into the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] SelfRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
|
|
--- Triggers the FSM event "SelfRequest" with a delay. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
|
|
-- this request is used to put the groups back into the warehouse stock.
|
|
-- @function [parent=#WAREHOUSE] __SelfRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
|
|
--- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- @function [parent=#WAREHOUSE] OnAfterSelfRequest
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Set#SET_GROUP groupset The set of (cargo) groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
|
|
|
|
--- Triggers the FSM event "Attacked" when a warehouse is under attack by an another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Attacked
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- Triggers the FSM event "Attacked" with a delay when a warehouse is under attack by an another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __Attacked
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- On after "Attacked" event user function. Called when a warehouse (zone) is under attack by an enemy.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterAttacked
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
|
|
--- Triggers the FSM event "Defeated" when an attack from an enemy was defeated.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Defeated
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- Triggers the FSM event "Defeated" with a delay when an attack from an enemy was defeated.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __Defeated
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
--- On after "Defeated" event user function. Called when an enemy attack was defeated.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterDefeated
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
|
|
|
|
--- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Captured
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
|
|
--- Triggers the FSM event "Captured" with a delay when a warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __Captured
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
|
|
--- On after "Captured" event user function. Called when the warehouse has been captured by an enemy coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterCaptured
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
--
|
|
|
|
--- Triggers the FSM event "AirbaseCaptured" when the airbase of the warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] AirbaseCaptured
|
|
-- @param DCS#coalition.side Coalition which captured the airbase.
|
|
|
|
--- Triggers the FSM event "AirbaseCaptured" with a delay when the airbase of the warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __AirbaseCaptured
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which captured the airbase.
|
|
|
|
--- On after "AirbaseCaptured" even user function. Called when the airbase of the warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterAirbaseCaptured
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the airbase.
|
|
|
|
|
|
--- Triggers the FSM event "AirbaseRecaptured" when the airbase of the warehouse has been re-captured from the other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] AirbaseRecaptured
|
|
-- @param DCS#coalition.side Coalition which re-captured the airbase.
|
|
|
|
--- Triggers the FSM event "AirbaseRecaptured" with a delay when the airbase of the warehouse has been re-captured from the other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] __AirbaseRecaptured
|
|
-- @param #number delay Delay in seconds.
|
|
-- @param DCS#coalition.side Coalition which re-captured the airbase.
|
|
|
|
--- On after "AirbaseRecaptured" event user function. Called when the airbase of the warehouse has been re-captured from the other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterAirbaseRecaptured
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which re-captured the airbase.
|
|
|
|
|
|
--- Triggers the FSM event "Destroyed" when the warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Destroyed
|
|
|
|
--- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] Destroyed
|
|
-- @param #number delay Delay in seconds.
|
|
|
|
--- On after "Destroyed" event user function. Called when the warehouse was destroyed. All services are stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @function [parent=#WAREHOUSE] OnAfterDestroyed
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- User functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Set debug mode on. Error messages will be displayed on screen, units will be smoked at some events.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetDebugOn()
|
|
self.Debug=true
|
|
return self
|
|
end
|
|
|
|
--- Set debug mode off. This is the default
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetDebugOff()
|
|
self.Debug=false
|
|
return self
|
|
end
|
|
|
|
--- Set report on. Messages at events will be displayed on screen to the coalition owning the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetReportOn()
|
|
self.Report=true
|
|
return self
|
|
end
|
|
|
|
--- Set report off. Warehouse does not report about its status and at certain events.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetReportOff()
|
|
self.Report=false
|
|
return self
|
|
end
|
|
|
|
--- Set interval of status updates. Note that only one request can be processed per time interval.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number timeinterval Time interval in seconds.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetStatusUpdate(timeinterval)
|
|
self.dTstatus=timeinterval
|
|
return self
|
|
end
|
|
|
|
--- Set a zone where the (ground) assets of the warehouse are spawned once requested.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Zone#ZONE zone The spawn zone.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetSpawnZone(zone)
|
|
self.spawnzone=zone
|
|
return self
|
|
end
|
|
|
|
--- Set a warehouse zone. If this zone is captured, the warehouse and all its assets fall into the hands of the enemy.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Zone#ZONE zone The warehouse zone. Note that this **cannot** be a polygon zone!
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetWarehouseZone(zone)
|
|
self.zone=zone
|
|
return self
|
|
end
|
|
|
|
--- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetAutoDefenceOn()
|
|
self.autodefence=true
|
|
return self
|
|
end
|
|
|
|
--- Set auto defence off. This is the default.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetAutoDefenceOff()
|
|
self.autodefence=false
|
|
return self
|
|
end
|
|
|
|
|
|
--- Set the airbase belonging to this warehouse.
|
|
-- Note that it has to be of the same coalition as the warehouse.
|
|
-- Also, be reasonable and do not put it too far from the phyiscal warehouse structure because you troops might have a long way to get to their transports.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Airbase#AIRBASE airbase The airbase object associated to this warehouse.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetAirbase(airbase)
|
|
self.airbase=airbase
|
|
return self
|
|
end
|
|
|
|
--- Set the connection of the warehouse to the road.
|
|
-- Ground assets spawned in the warehouse spawn zone will first go to this point and from there travel on road to the requesting warehouse.
|
|
-- Note that by default the road connection is set to the closest point on road from the center of the spawn zone if it is withing 3000 meters.
|
|
-- Also note, that if the parameter "coordinate" is passed as nil, any road connection is disabled and ground assets cannot travel of be transportet on the ground.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Point#COORDINATE coordinate The road connection. Technically, the closest point on road from this coordinate is determined by DCS API function. So this point must not be exactly on the road.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetRoadConnection(coordinate)
|
|
if coordinate then
|
|
self.road=coordinate:GetClosestPointToRoad()
|
|
else
|
|
self.road=false
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Set the connection of the warehouse to the railroad.
|
|
-- This is the place where train assets or transports will be spawned.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Point#COORDINATE coordinate The railroad connection. Technically, the closest point on rails from this coordinate is determined by DCS API function. So this point must not be exactly on the a railroad connection.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetRailConnection(coordinate)
|
|
if coordinate then
|
|
self.rail=coordinate:GetClosestPointToRoad(true)
|
|
else
|
|
self.rail=false
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Set the port zone for this warehouse.
|
|
-- The port zone is the zone, where all naval assets of the warehouse are spawned.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Zone#ZONE zone The zone defining the naval port of the warehouse.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:SetPortZone(zone)
|
|
self.portzone=zone
|
|
return self
|
|
end
|
|
|
|
--- Add a shipping lane from this warehouse to another remote warehouse.
|
|
-- Note that both warehouses must have a port zone defined before a shipping lane can be added!
|
|
-- Shipping lane is taken from the waypoints of a (late activated) template group. So set up a group, e.g. a ship or a helicopter, and place its
|
|
-- waypoints along the shipping lane you want to add.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE remotewarehouse The remote warehouse to where the shipping lane is added
|
|
-- @param Wrapper.Group#GROUP group Waypoints of this group will define the shipping lane between to warehouses.
|
|
-- @param #boolean oneway (Optional) If true, the lane can only be used from this warehouse to the other but not other way around. Default false.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:AddShippingLane(remotewarehouse, group, oneway)
|
|
|
|
-- Check that port zones are defined.
|
|
if self.portzone==nil or remotewarehouse.portzone==nil then
|
|
local text=string.format("ERROR: Sending or receiving warehouse does not have a port zone defined. Adding shipping lane not possible!")
|
|
self:_ErrorMessage(text, 5)
|
|
return self
|
|
end
|
|
|
|
-- Initial and final coordinates are random points within the port zones.
|
|
local startcoord=self.portzone:GetRandomCoordinate()
|
|
local finalcoord=remotewarehouse.portzone:GetRandomCoordinate()
|
|
|
|
-- Create new lane from waypoints of the template group.
|
|
local lane=self:_NewLane(group, startcoord, finalcoord)
|
|
|
|
-- Debug info. Marks along shipping lane.
|
|
if self.Debug then
|
|
for i=1,#lane do
|
|
local coord=lane[i] --Core.Point#COORDINATE
|
|
local text=string.format("Shipping lane %s to %s. Point %d.", self.alias, remotewarehouse.alias, i)
|
|
coord:MarkToCoalition(text, self.coalition)
|
|
end
|
|
end
|
|
|
|
-- Name of the remote warehouse.
|
|
local remotename=remotewarehouse.warehouse:GetName()
|
|
|
|
-- Create new table if no shipping lane exists yet.
|
|
if self.shippinglanes[remotename]==nil then
|
|
self.shippinglanes[remotename]={}
|
|
end
|
|
|
|
-- Add shipping lane.
|
|
table.insert(self.shippinglanes[remotename], lane)
|
|
|
|
-- Add shipping lane in the opposite direction.
|
|
if not oneway then
|
|
remotewarehouse:AddShippingLane(self, group, true)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Add an off-road path from this warehouse to another and back.
|
|
-- The start and end points are automatically set to one random point in the respective spawn zones of the two warehouses.
|
|
-- By default, the reverse path is also added as path from the remote warehouse to this warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE remotewarehouse The remote warehouse to which the path leads.
|
|
-- @param Wrapper.Group#GROUP group Waypoints of this group will define the path between to warehouses.
|
|
-- @param #boolean oneway (Optional) If true, the path can only be used from this warehouse to the other but not other way around. Default false.
|
|
-- @return #WAREHOUSE self
|
|
function WAREHOUSE:AddOffRoadPath(remotewarehouse, group, oneway)
|
|
|
|
-- Initial and final points are random points within the spawn zone.
|
|
local startcoord=self.spawnzone:GetRandomCoordinate()
|
|
local finalcoord=remotewarehouse.spawnzone:GetRandomCoordinate()
|
|
|
|
-- Create new path from template group waypoints.
|
|
local path=self:_NewLane(group, startcoord, finalcoord)
|
|
|
|
-- Debug info. Marks along path.
|
|
if self.Debug then
|
|
for i=1,#path do
|
|
local coord=path[i] --Core.Point#COORDINATE
|
|
local text=string.format("Off road path from %s to %s. Point %d.", self.alias, remotewarehouse.alias, i)
|
|
coord:MarkToCoalition(text, self.coalition)
|
|
end
|
|
end
|
|
|
|
-- Name of the remote warehouse.
|
|
local remotename=remotewarehouse.warehouse:GetName()
|
|
|
|
-- Create new table if no shipping lane exists yet.
|
|
if self.offroadpaths[remotename]==nil then
|
|
self.offroadpaths[remotename]={}
|
|
end
|
|
|
|
-- Add off road path.
|
|
table.insert(self.offroadpaths[remotename], path)
|
|
|
|
-- Add off road path in the opposite direction (if not forbidden).
|
|
if not oneway then
|
|
remotewarehouse:AddOffRoadPath(self, group, true)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Create a new path from a template group.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group Group used for extracting the waypoints.
|
|
-- @param Core.Point#COORDINATE startcoord First coordinate.
|
|
-- @param Core.Point#COORDINATE finalcoord Final coordinate.
|
|
-- @return #table Table with route points.
|
|
function WAREHOUSE:_NewLane(group, startcoord, finalcoord)
|
|
|
|
-- Get route from template.
|
|
local lanepoints=group:GetTemplateRoutePoints()
|
|
|
|
-- First and last waypoints
|
|
local laneF=lanepoints[1]
|
|
local laneL=lanepoints[#lanepoints]
|
|
|
|
-- Get corresponding coordinates.
|
|
local coordF=COORDINATE:New(laneF.x, 0, laneF.y)
|
|
local coordL=COORDINATE:New(laneL.x, 0, laneL.y)
|
|
|
|
-- Figure out which point is closer to the port of this warehouse.
|
|
local distF=startcoord:Get2DDistance(coordF)
|
|
local distL=startcoord:Get2DDistance(coordL)
|
|
|
|
-- Add the shipping lane. Need to take care of the wrong "direction".
|
|
local lane={}
|
|
if distF<distL then
|
|
for i=1,#lanepoints do
|
|
local point=lanepoints[i]
|
|
local coord=COORDINATE:New(point.x,0, point.y)
|
|
table.insert(lane, coord)
|
|
end
|
|
else
|
|
for i=#lanepoints,1,-1 do
|
|
local point=lanepoints[i]
|
|
local coord=COORDINATE:New(point.x,0, point.y)
|
|
table.insert(lane, coord)
|
|
end
|
|
end
|
|
|
|
-- Add beginning and end.
|
|
table.insert(lane, 1, startcoord)
|
|
table.insert(lane, #lane, finalcoord)
|
|
|
|
return lane
|
|
end
|
|
|
|
|
|
--- Check if the warehouse has not been started yet, i.e. is in the state "NotReadyYet".
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse object has been created but the warehouse has not been started yet.
|
|
function WAREHOUSE:IsNotReadyYet()
|
|
return self:is("NotReadyYet")
|
|
end
|
|
|
|
--- Check if the warehouse has been loaded from disk via the "Load" event.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse was loaded from disk.
|
|
function WAREHOUSE:IsLoaded()
|
|
return self:is("Loaded")
|
|
end
|
|
|
|
--- Check if the warehouse is running.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is running and requests are processed.
|
|
function WAREHOUSE:IsRunning()
|
|
return self:is("Running")
|
|
end
|
|
|
|
--- Check if the warehouse is paused. In this state, requests are not processed.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is paused.
|
|
function WAREHOUSE:IsPaused()
|
|
return self:is("Paused")
|
|
end
|
|
|
|
--- Check if the warehouse is under attack by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is attacked.
|
|
function WAREHOUSE:IsAttacked()
|
|
return self:is("Attacked")
|
|
end
|
|
|
|
--- Check if the warehouse has been destroyed.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse had been destroyed.
|
|
function WAREHOUSE:IsDestroyed()
|
|
return self:is("Destroyed")
|
|
end
|
|
|
|
--- Check if the warehouse is stopped.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #boolean If true, the warehouse is stopped.
|
|
function WAREHOUSE:IsStopped()
|
|
return self:is("Stopped")
|
|
end
|
|
|
|
--- Check if the warehouse has a road connection to another warehouse. Both warehouses need to be started!
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehouse to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionRoad(warehouse, markpath, smokepath)
|
|
if warehouse then
|
|
if self.road and warehouse.road then
|
|
local _,length,gotpath=self.road:GetPathOnRoad(warehouse.road, false, false, markpath, smokepath)
|
|
return gotpath, length or -1
|
|
else
|
|
-- At least one of the warehouses has no road connection.
|
|
return false, -1
|
|
end
|
|
end
|
|
return nil, -1
|
|
end
|
|
|
|
--- Check if the warehouse has a railroad connection to another warehouse. Both warehouses need to be started!
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehouse to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionRail(warehouse, markpath, smokepath)
|
|
if warehouse then
|
|
if self.rail and warehouse.rail then
|
|
local _,length,gotpath=self.road:GetPathOnRoad(warehouse.road, false, true, markpath, smokepath)
|
|
return gotpath, length or -1
|
|
else
|
|
-- At least one of the warehouses has no rail connection.
|
|
return false, -1
|
|
end
|
|
end
|
|
return nil, -1
|
|
end
|
|
|
|
--- Check if the warehouse has a shipping lane defined to another warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehouse to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionNaval(warehouse, markpath, smokepath)
|
|
|
|
if warehouse then
|
|
|
|
-- Self request
|
|
if warehouse.warehouse:GetName()==self.warehouse:GetName() then
|
|
return true,1
|
|
end
|
|
|
|
-- Get shipping lane.
|
|
local shippinglane=self.shippinglanes[warehouse.warehouse:GetName()]
|
|
|
|
if shippinglane then
|
|
return true,1
|
|
else
|
|
self:T2(string.format("No shipping lane defined between warehouse %s and %s!", self.alias, warehouse.alias))
|
|
end
|
|
|
|
end
|
|
|
|
return nil, -1
|
|
end
|
|
|
|
--- Check if the warehouse has an off road path defined to another warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE warehouse The remote warehouse to where the connection is checked.
|
|
-- @param #boolean markpath If true, place markers of path segments on the F10 map.
|
|
-- @param #boolean smokepath If true, put green smoke on path segments.
|
|
-- @return #boolean If true, the two warehouses are connected by road.
|
|
-- @return #number Path length in meters. Negative distance -1 meter indicates no connection.
|
|
function WAREHOUSE:HasConnectionOffRoad(warehouse, markpath, smokepath)
|
|
|
|
if warehouse then
|
|
|
|
-- Self request
|
|
if warehouse.warehouse:GetName()==self.warehouse:GetName() then
|
|
return true,1
|
|
end
|
|
|
|
-- Get shipping lane.
|
|
local offroadpath=self.offroadpaths[warehouse.warehouse:GetName()]
|
|
|
|
if offroadpath~=nil then
|
|
return true,1
|
|
else
|
|
self:T2(string.format("No off-road path defined between warehouse %s and %s!", self.alias, warehouse.alias))
|
|
end
|
|
|
|
end
|
|
|
|
return nil, -1
|
|
end
|
|
|
|
|
|
--- Get number of assets in warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string Descriptor (Optional) Descriptor return the number of a specifc asset type. See @{#WAREHOUSE.Descriptor} for possible values.
|
|
-- @param DescriptorValue (Optional) Descriptor value selecting the type of assets.
|
|
-- @return #number Number of assets in stock.
|
|
function WAREHOUSE:GetNumberOfAssets(Descriptor, DescriptorValue)
|
|
|
|
if Descriptor==nil or DescriptorValue==nil then
|
|
-- Selected assets.
|
|
local _stock,_nstock=self:_FilterStock(self.stock, Descriptor, DescriptorValue)
|
|
return _nstock
|
|
else
|
|
-- All assets.
|
|
return #self.stock
|
|
end
|
|
|
|
end
|
|
|
|
--- Get assignment of a request.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem request The request from which the assignment is extracted.
|
|
-- @return #string The assignment text.
|
|
function WAREHOUSE:GetAssignment(request)
|
|
return request.assignment
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- FSM states
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterStart(From, Event, To)
|
|
|
|
-- Short info.
|
|
local text=string.format("Starting warehouse %s alias %s:\n",self.warehouse:GetName(), self.alias)
|
|
text=text..string.format("Coaliton = %d\n", self.coalition)
|
|
text=text..string.format("Country = %d\n", self.country)
|
|
text=text..string.format("Airbase = %s (%s)\n", tostring(self.airbase:GetName()), tostring(self.category))
|
|
env.info(text)
|
|
|
|
-- Save self in static object. Easier to retrieve later.
|
|
self.warehouse:SetState(self.warehouse, "WAREHOUSE", self)
|
|
|
|
-- Set airbase name and category.
|
|
if self.airbase and self.airbase:GetCoalition()==self.coalition then
|
|
self.airbasename=self.airbase:GetName()
|
|
self.category=self.airbase:GetDesc().category
|
|
else
|
|
self.airbasename=nil
|
|
self.category=-1 -- The -1 indicates that we dont have an airbase at this warehouse.
|
|
end
|
|
|
|
-- THIS! caused aircraft to be spawned and started but they would never begin their route!
|
|
-- VERY strange. Need to test more.
|
|
--[[
|
|
-- Debug mark warehouse & spawn zone.
|
|
self.zone:BoundZone(30, self.country)
|
|
self.spawnzone:BoundZone(30, self.country)
|
|
]]
|
|
|
|
-- Get the closest point on road wrt spawnzone of ground assets.
|
|
local _road=self.spawnzone:GetCoordinate():GetClosestPointToRoad()
|
|
if _road and self.road==nil then
|
|
-- Set connection to road if distance is less than 3 km.
|
|
local _Droad=_road:Get2DDistance(self.spawnzone:GetCoordinate())
|
|
if _Droad < 3000 then
|
|
self.road=_road
|
|
end
|
|
end
|
|
-- Mark point at road connection.
|
|
if self.road then
|
|
self.road:MarkToAll(string.format("%s road connection.", self.alias), true)
|
|
end
|
|
|
|
-- Get the closest point on railroad wrt spawnzone of ground assets.
|
|
local _rail=self.spawnzone:GetCoordinate():GetClosestPointToRoad(true)
|
|
if _rail and self.rail==nil then
|
|
-- Set rail conection if it is less than 3 km away.
|
|
local _Drail=_rail:Get2DDistance(self.spawnzone:GetCoordinate())
|
|
if _Drail < 3000 then
|
|
self.rail=_rail
|
|
end
|
|
end
|
|
-- Mark point at rail connection.
|
|
if self.rail then
|
|
self.rail:MarkToAll(string.format("%s rail connection.", self.alias), true)
|
|
end
|
|
|
|
-- Handle events:
|
|
self:HandleEvent(EVENTS.Birth, self._OnEventBirth)
|
|
self:HandleEvent(EVENTS.EngineStartup, self._OnEventEngineStartup)
|
|
self:HandleEvent(EVENTS.Takeoff, self._OnEventTakeOff)
|
|
self:HandleEvent(EVENTS.Land, self._OnEventLanding)
|
|
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventEngineShutdown)
|
|
self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead)
|
|
self:HandleEvent(EVENTS.Dead, self._OnEventCrashOrDead)
|
|
self:HandleEvent(EVENTS.BaseCaptured, self._OnEventBaseCaptured)
|
|
|
|
-- This event triggers the arrived event for air assets.
|
|
-- TODO Might need to make this landing or optional!
|
|
-- In fact, it would be better if the type could be defined for only for the warehouse which receives stuff,
|
|
-- since there will be warehouses with small airbases and little space or other problems!
|
|
self:HandleEvent(EVENTS.EngineShutdown, self._OnEventArrived)
|
|
|
|
-- Start the status monitoring.
|
|
self:__Status(-1)
|
|
|
|
end
|
|
|
|
--- On after "Stop" event. Stops the warehouse, unhandles all events.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterStop(From, Event, To)
|
|
self:_InfoMessage(string.format("Warehouse %s stopped!", self.alias))
|
|
|
|
-- Unhandle event.
|
|
self:UnHandleEvent(EVENTS.Birth)
|
|
self:UnHandleEvent(EVENTS.EngineStartup)
|
|
self:UnHandleEvent(EVENTS.Takeoff)
|
|
self:UnHandleEvent(EVENTS.Land)
|
|
self:UnHandleEvent(EVENTS.EngineShutdown)
|
|
self:UnHandleEvent(EVENTS.Crash)
|
|
self:UnHandleEvent(EVENTS.Dead)
|
|
self:UnHandleEvent(EVENTS.BaseCaptured)
|
|
|
|
self.pending=nil
|
|
self.pending={}
|
|
|
|
self.queue=nil
|
|
self.queue={}
|
|
|
|
self.stock=nil
|
|
self.stock={}
|
|
|
|
-- Clear all pending schedules.
|
|
self.CallScheduler:Clear()
|
|
end
|
|
|
|
--- On after "Pause" event. Pauses the warehouse, i.e. no requests are processed. However, new requests and new assets can be added in this state.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterPause(From, Event, To)
|
|
self:I(self.wid..string.format("Warehouse %s paused! Queued requests are not processed in this state.", self.alias))
|
|
end
|
|
|
|
--- On after "Unpause" event. Unpauses the warehouse, i.e. requests in queue are processed again.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterUnpause(From, Event, To)
|
|
self:I(self.wid..string.format("Warehouse %s unpaused! Processing of requests is resumed.", self.alias))
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after Status event. Checks the queue and handles requests.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterStatus(From, Event, To)
|
|
self:I(self.wid..string.format("Checking status of warehouse %s. Current FSM state %s. Global warehouse assets = %d.", self.alias, self:GetState(), #WAREHOUSE.db.Assets))
|
|
|
|
-- Update coordinate in case we have a "moving" warehouse (e.g. on a carrier).
|
|
self.coordinate=self.warehouse:GetCoordinate()
|
|
|
|
-- Check if any pending jobs are done and can be deleted from the
|
|
self:_JobDone()
|
|
|
|
-- Print status.
|
|
self:_DisplayStatus()
|
|
|
|
-- Check if warehouse is being attacked or has even been captured.
|
|
self:_CheckConquered()
|
|
|
|
-- Print queue.
|
|
--self:_PrintQueue(self.queue, "Queue waiting - before request")
|
|
--self:_PrintQueue(self.pending, "Queue pending - before request")
|
|
|
|
-- Check if requests are valid and remove invalid one.
|
|
self:_CheckRequestConsistancy(self.queue)
|
|
|
|
-- If warehouse is running than requests can be processed.
|
|
if self:IsRunning() or self:IsAttacked() then
|
|
|
|
-- Check queue and handle requests if possible.
|
|
local request=self:_CheckQueue()
|
|
|
|
-- Execute the request. If the request is really executed, it is also deleted from the queue.
|
|
if request then
|
|
self:Request(request)
|
|
end
|
|
|
|
-- Print queue after processing requests.
|
|
self:_PrintQueue(self.queue, "Queue waiting")
|
|
self:_PrintQueue(self.pending, "Queue pending")
|
|
|
|
end
|
|
|
|
-- Update warhouse marker on F10 map.
|
|
self:_UpdateWarehouseMarkText()
|
|
|
|
-- Display complete list of stock itmes.
|
|
if self.Debug then
|
|
--self:_DisplayStockItems(self.stock)
|
|
end
|
|
|
|
-- Call status again in ~30 sec (user choice).
|
|
self:__Status(self.dTstatus)
|
|
end
|
|
|
|
--- Count alive and filter dead groups.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Set#SET_GROUP groupset Set of groups. Dead groups are removed from the set.
|
|
-- @return #number Number of alive groups. Returns zero if groupset is nil.
|
|
function WAREHOUSE:_FilterDead(groupset)
|
|
|
|
local nalive=0
|
|
|
|
if groupset then
|
|
|
|
-- Check if groups are still alive
|
|
local dead={}
|
|
for _,group in pairs(groupset:GetSetObjects()) do
|
|
if group and group:IsAlive() then
|
|
nalive=nalive+1
|
|
else
|
|
table.insert(dead, group)
|
|
end
|
|
end
|
|
|
|
self:E(string.format("FF FilterDead: Alive=%d, Dead=%d", nalive, #dead))
|
|
|
|
-- Remove dead groups
|
|
local NoTriggerEvent=false
|
|
for _,group in pairs(dead) do
|
|
groupset:Remove(group, NoTriggerEvent)
|
|
end
|
|
end
|
|
|
|
return nalive
|
|
end
|
|
|
|
--- Function that checks if a pending job is done and can be removed from queue
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_JobDone()
|
|
|
|
-- Loop over all pending requests of this warehouse.
|
|
local done={}
|
|
for _,request in pairs(self.pending) do
|
|
local request=request --#WAREHOUSE.Pendingitem
|
|
|
|
-- Count number of cargo groups still alive and filter out dead groups.
|
|
local ncargo=self:_FilterDead(request.cargogroupset)
|
|
|
|
-- Count number of transport groups (if any) and filter out dead groups. Dead groups are removed from the set.
|
|
local ntransport=self:_FilterDead(request.transportgroupset)
|
|
|
|
|
|
if ncargo==0 and ntransport==0 then
|
|
|
|
---------------
|
|
-- Job done! --
|
|
---------------
|
|
|
|
self:E(string.format("Request id=%d done! No more cargo and transport assets alive.", request.uid))
|
|
table.insert(done, request)
|
|
|
|
elseif ncargo>0 and ntransport==0 and request.ntransport>0 then
|
|
|
|
-----------------------------------
|
|
-- Still cargo but no transports --
|
|
-----------------------------------
|
|
|
|
-- Info message.
|
|
self:_InfoMessage(string.format("Warehouse %s: All transports of request id=%s dead! Putting remaining %s cargo assets back into warehouse!", self.alias, request.uid, ncargo))
|
|
|
|
-- All transports are dead but there is still cargo left ==> Put cargo back into stock.
|
|
for _,group in pairs(request.cargogroupset) do
|
|
local group=group --Wrapper.Group#GROUP
|
|
group:SmokeRed()
|
|
|
|
-- Add all assets back to stock
|
|
if group:IsPartlyOrCompletelyInZone(self.spawnzone) then
|
|
self:__AddAsset(5, group)
|
|
end
|
|
|
|
end
|
|
|
|
elseif ncargo==0 and ntransport>0 then
|
|
|
|
-----------------------------------
|
|
-- No cargo but still transports --
|
|
-----------------------------------
|
|
|
|
-- This is difficult! How do I know if transports were unused? They could also be just on their way back home.
|
|
|
|
-- TODO: Handle this case.
|
|
if true then
|
|
return
|
|
end
|
|
|
|
-- Info message.
|
|
self:_InfoMessage(string.format("Warehouse %s: No cargo assets left for request id=%s. Putting remaining %s transport assets back into warehouse!", self.alias, request.uid, ntransport))
|
|
|
|
-- All transports are dead but there is still cargo left ==> Put cargo back into stock.
|
|
for _,group in pairs(request.transportgroupset) do
|
|
local group=group --Wrapper.Group#GROUP
|
|
group:SmokeRed()
|
|
|
|
-- Add all assets back to stock
|
|
if group:IsPartlyOrCompletelyInZone(self.spawnzone) then
|
|
self:__AddAsset(5, group)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Remove pending requests if done.
|
|
for _,request in pairs(done) do
|
|
self:_DeleteQueueItem(request, self.pending)
|
|
end
|
|
end
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group Group or template group to be added to the warehouse stock.
|
|
-- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1.
|
|
-- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}.
|
|
function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribute)
|
|
|
|
-- Set default.
|
|
local n=ngroups or 1
|
|
|
|
-- Handle case where just a string is passed.
|
|
if type(group)=="string" then
|
|
group=GROUP:FindByName(group)
|
|
end
|
|
|
|
if group then
|
|
|
|
-- Try to get UIDs from group name. Is this group a known or a new asset?
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
if wid and aid and rid then
|
|
---------------------------
|
|
-- This is a known asset --
|
|
---------------------------
|
|
|
|
-- Get the warehouse this group belonged to. (could also be the same for self requests).
|
|
local warehouseOld=self:_FindWarehouseInDB(wid)
|
|
|
|
-- Now get the request from the pending queue and update it.
|
|
|
|
-- Update pending request. Increase ndelivered/ntransporthome and delete group from corresponding group set.
|
|
local request, isCargo=warehouseOld:_UpdatePending(group)
|
|
|
|
if request then
|
|
|
|
-- Number of cargo assets still in group set.
|
|
if isCargo==true then
|
|
|
|
-- Current size of cargo group set.
|
|
local ncargo=request.cargogroupset:Count()
|
|
|
|
-- Debug message.
|
|
local text=string.format("Cargo %d of %s added to warehouse %s stock. Assets still to deliver %d.",
|
|
request.ndelivered, tostring(request.nasset), request.warehouse.alias, ncargo)
|
|
self:_DebugMessage(text, 5)
|
|
|
|
-- All cargo delivered.
|
|
if ncargo==0 then
|
|
warehouseOld:Delivered(request)
|
|
end
|
|
|
|
elseif isCargo==false then
|
|
|
|
-- Current size of cargo group set.
|
|
local ntransport=request.transportgroupset:Count()
|
|
|
|
-- Debug message.
|
|
local text=string.format("Transport %d of %s added to warehouse %s stock. Transports still missing %d.",
|
|
request.ntransporthome, tostring(request.ntransport), request.warehouse.alias, ntransport)
|
|
self:_DebugMessage(text, 5)
|
|
|
|
end
|
|
|
|
-- Get the asset from the global DB.
|
|
local asset=self:_FindAssetInDB(group)
|
|
|
|
-- Note the group is only added once, i.e. the ngroups parameter is ignored here.
|
|
-- This is because usually these request comes from an asset that has been transfered from another warehouse and hence should only be added once.
|
|
if asset~=nil then
|
|
self:_DebugMessage(string.format("Adding known asset uid=%d, attribute = %s to warehouse stock.", asset.uid, asset.attribute), 5)
|
|
table.insert(self.stock, asset)
|
|
else
|
|
self:_ErrorMessage(string.format("ERROR known asset could not be found in global warehouse db!"), 0)
|
|
end
|
|
|
|
else
|
|
-- Request did not exist!
|
|
self:E("ERROR: Request does not exist in addAsset! This should not happen!")
|
|
end
|
|
|
|
else
|
|
-------------------------
|
|
-- This is a NEW asset --
|
|
-------------------------
|
|
|
|
-- Debug info.
|
|
self:_DebugMessage(self.wid..string.format("Adding %d NEW assets of group %s to warehouse %s.", n, tostring(group:GetName()), self.alias), 5)
|
|
|
|
-- This is a group that is not in the db yet. Add it n times.
|
|
local assets=self:_RegisterAsset(group, n, forceattribute)
|
|
|
|
-- Add created assets to stock of this warehouse.
|
|
for _,asset in pairs(assets) do
|
|
table.insert(self.stock, asset)
|
|
end
|
|
|
|
end
|
|
|
|
-- Destroy group if it is alive.
|
|
if group:IsAlive()==true then
|
|
self:_DebugMessage(string.format("Destroying group %s.", group:GetName()), 5)
|
|
group:Destroy()
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Find an asset in the the global warehouse db.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which it is assumed that it has a registered asset.
|
|
-- @return #WAREHOUSE.Assetitem The asset from the data base or nil if it could not be found.
|
|
function WAREHOUSE:_FindAssetInDB(group)
|
|
|
|
-- Get unique ids from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
if aid~=nil then
|
|
|
|
local asset=WAREHOUSE.db.Assets[aid]
|
|
self:E({asset=asset})
|
|
if asset==nil then
|
|
self:_ErrorMessage(string.format("ERROR: Asset for group %s not found in the data base!", group:GetName()), 0)
|
|
end
|
|
return asset
|
|
end
|
|
|
|
self:_ErrorMessage(string.format("ERROR: Group %s does not contain an asset ID in its name!", group:GetName()), 0)
|
|
return nil
|
|
end
|
|
|
|
--- Find a warehouse in the global warehouse data base.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number uid The unique ID of the warehouse.
|
|
-- @return #WAREHOUSE The warehouse object or nil if no warehouse exists.
|
|
function WAREHOUSE:_FindWarehouseInDB(uid)
|
|
return WAREHOUSE.db.Warehouses[uid]
|
|
end
|
|
|
|
--- Register new asset in globase warehouse data base.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that will be added to the warehouse stock.
|
|
-- @param #number ngroups Number of groups to be added.
|
|
-- @param #string forceattribute Forced generalized attribute.
|
|
-- @return #table A table containing all registered assets.
|
|
function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute)
|
|
self:F({groupname=group:GetName(), ngroups=ngroups, forceattribute=forceattribute})
|
|
|
|
-- Set default.
|
|
local n=ngroups or 1
|
|
|
|
-- Get the size of an object.
|
|
local function _GetObjectSize(DCSdesc)
|
|
if DCSdesc.box then
|
|
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
|
|
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
|
|
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
|
|
return math.max(x,z), x , y, z
|
|
end
|
|
return 0,0,0,0
|
|
end
|
|
|
|
-- Get name of template group.
|
|
local templategroupname=group:GetName()
|
|
|
|
local Descriptors=group:GetUnit(1):GetDesc()
|
|
local Category=group:GetCategory()
|
|
local TypeName=group:GetTypeName()
|
|
local SpeedMax=group:GetSpeedMax()
|
|
local RangeMin=group:GetRange()
|
|
local smax,sx,sy,sz=_GetObjectSize(Descriptors)
|
|
|
|
-- Get weight and cargo bay size in kg.
|
|
local weight=0
|
|
local cargobay={}
|
|
local cargobaytot=0
|
|
local cargobaymax=0
|
|
for _i,_unit in pairs(group:GetUnits()) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
local Desc=unit:GetDesc()
|
|
|
|
-- Weight. We sum up all units in the group.
|
|
local unitweight=Desc.massEmpty
|
|
if unitweight then
|
|
weight=weight+unitweight
|
|
end
|
|
|
|
-- Cargo bay size.
|
|
local bay=unit:GetCargoBayFreeWeight()
|
|
table.insert(cargobay, bay)
|
|
cargobaytot=cargobaytot+bay
|
|
if bay>cargobaymax then
|
|
cargobaymax=bay
|
|
end
|
|
end
|
|
|
|
-- Set/get the generalized attribute.
|
|
local attribute=forceattribute or self:_GetAttribute(group)
|
|
|
|
-- Table for returned assets.
|
|
local assets={}
|
|
|
|
-- Add this n times to the table.
|
|
for i=1,n do
|
|
local asset={} --#WAREHOUSE.Assetitem
|
|
|
|
-- Increase asset unique id counter.
|
|
WAREHOUSE.db.AssetID=WAREHOUSE.db.AssetID+1
|
|
|
|
-- Set parameters.
|
|
asset.uid=WAREHOUSE.db.AssetID
|
|
asset.templatename=templategroupname
|
|
asset.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template)
|
|
asset.category=Category
|
|
asset.unittype=TypeName
|
|
asset.nunits=#asset.template.units
|
|
asset.range=RangeMin
|
|
asset.speedmax=SpeedMax
|
|
asset.size=smax
|
|
asset.weight=weight
|
|
asset.DCSdesc=Descriptors
|
|
asset.attribute=attribute
|
|
asset.transporter=false -- not used yet
|
|
asset.cargobay=cargobay
|
|
asset.cargobaytot=cargobaytot
|
|
asset.cargobaymax=cargobaymax
|
|
|
|
if i==1 then
|
|
self:_AssetItemInfo(asset)
|
|
end
|
|
|
|
-- Add asset to global db.
|
|
WAREHOUSE.db.Assets[asset.uid]=asset
|
|
|
|
-- Add asset to the table that is retured.
|
|
table.insert(assets,asset)
|
|
end
|
|
|
|
return assets
|
|
end
|
|
|
|
--- Asset item characteristics.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset
|
|
function WAREHOUSE:_AssetItemInfo(asset)
|
|
-- Info about asset:
|
|
local text=string.format("\nNew asset with id=%d for warehouse %s:\n", asset.uid, self.alias)
|
|
text=text..string.format("Template name = %s\n", asset.templatename)
|
|
text=text..string.format("Unit type = %s\n", asset.unittype)
|
|
text=text..string.format("Attribute = %s\n", asset.attribute)
|
|
text=text..string.format("Category = %d\n", asset.category)
|
|
text=text..string.format("Units # = %d\n", asset.nunits)
|
|
text=text..string.format("Speed max = %5.2f km/h\n", asset.speedmax)
|
|
text=text..string.format("Range max = %5.2f km\n", asset.range/1000)
|
|
text=text..string.format("Size max = %5.2f m\n", asset.size)
|
|
text=text..string.format("Weight total = %5.2f kg\n", asset.weight)
|
|
text=text..string.format("Cargo bay tot = %5.2f kg\n", asset.cargobaytot)
|
|
text=text..string.format("Cargo bay max = %5.2f kg\n", asset.cargobaymax)
|
|
self:T(self.wid..text)
|
|
self:T({DCSdesc=asset.DCSdesc})
|
|
self:T3({Template=asset.template})
|
|
end
|
|
|
|
|
|
--- Spawn a ground or naval asset in the corresponding spawn zone of the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string alias Alias name of the asset group.
|
|
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
|
|
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
|
|
-- @param Core.Zone#ZONE spawnzone Zone where the assets should be spawned.
|
|
-- @param boolean aioff If true, AI of ground units are set to off.
|
|
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
|
|
function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, aioff)
|
|
|
|
if asset and (asset.category==Group.Category.GROUND or asset.category==Group.Category.SHIP) then
|
|
|
|
-- Prepare spawn template.
|
|
local template=self:_SpawnAssetPrepareTemplate(asset, alias)
|
|
|
|
-- Initial spawn point.
|
|
template.route.points[1]={}
|
|
|
|
-- Get a random coordinate in the spawn zone.
|
|
local coord=spawnzone:GetRandomCoordinate()
|
|
|
|
--spawnzone:SmokeZone(1, 30)
|
|
|
|
-- Translate the position of the units.
|
|
for i=1,#template.units do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
-- Translate position.
|
|
local SX = unit.x or 0
|
|
local SY = unit.y or 0
|
|
local BX = asset.template.route.points[1].x
|
|
local BY = asset.template.route.points[1].y
|
|
local TX = coord.x + (SX-BX)
|
|
local TY = coord.z + (SY-BY)
|
|
|
|
template.units[i].x = TX
|
|
template.units[i].y = TY
|
|
|
|
end
|
|
|
|
template.route.points[1].x = coord.x
|
|
template.route.points[1].y = coord.z
|
|
|
|
template.x = coord.x
|
|
template.y = coord.z
|
|
template.alt = coord.y
|
|
|
|
-- Spawn group.
|
|
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
|
|
|
|
-- Activate group. Should only be necessary for late activated groups.
|
|
--group:Activate()
|
|
|
|
-- Switch AI off if desired. This works only for ground and naval groups.
|
|
if aioff then
|
|
group:SetAIOff()
|
|
end
|
|
|
|
return group
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Spawn an aircraft asset (plane or helo) at the airbase associated with the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string alias Alias name of the asset group.
|
|
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
|
|
-- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias.
|
|
-- @param #table parking Parking data for this asset.
|
|
-- @param #boolean uncontrolled Spawn aircraft in uncontrolled state.
|
|
-- @param #boolean hotstart Spawn aircraft with engines already on. Default is a cold start with engines off.
|
|
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
|
|
function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrolled, hotstart)
|
|
|
|
if asset and asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
|
|
|
|
-- Prepare the spawn template.
|
|
local template=self:_SpawnAssetPrepareTemplate(asset, alias)
|
|
|
|
-- Set route points.
|
|
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
|
|
-- Get flight path if the group goes to another warehouse by itself.
|
|
template.route.points=self:_GetFlightplan(asset, self.airbase, request.warehouse.airbase)
|
|
|
|
else
|
|
|
|
-- Cold start (default).
|
|
local _type=COORDINATE.WaypointType.TakeOffParking
|
|
local _action=COORDINATE.WaypointAction.FromParkingArea
|
|
|
|
-- Hot start.
|
|
if hotstart then
|
|
_type=COORDINATE.WaypointType.TakeOffParkingHot
|
|
_action=COORDINATE.WaypointAction.FromParkingAreaHot
|
|
end
|
|
|
|
-- First route point is the warehouse airbase.
|
|
template.route.points[1]=self.airbase:GetCoordinate():WaypointAir("BARO",_type,_action, 0, true, self.airbase, nil, "Spawnpoint")
|
|
|
|
end
|
|
|
|
-- Get airbase ID and category.
|
|
local AirbaseID = self.airbase:GetID()
|
|
local AirbaseCategory = self.category
|
|
|
|
-- Check enough parking spots.
|
|
if AirbaseCategory==Airbase.Category.HELIPAD or AirbaseCategory==Airbase.Category.SHIP then
|
|
--TODO Figure out what's necessary in this case.
|
|
|
|
else
|
|
|
|
if #parking<#template.units then
|
|
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
|
|
self:_DebugMessage(text)
|
|
return nil
|
|
end
|
|
|
|
end
|
|
|
|
-- Position the units.
|
|
for i=1,#template.units do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
if AirbaseCategory == Airbase.Category.HELIPAD or AirbaseCategory == Airbase.Category.SHIP then
|
|
|
|
-- Helipads we take the position of the airbase location, since the exact location of the spawn point does not make sense.
|
|
local coord=self.airbase:GetCoordinate()
|
|
|
|
unit.x=coord.x
|
|
unit.y=coord.z
|
|
unit.alt=coord.y
|
|
|
|
unit.parking_id = nil
|
|
unit.parking = nil
|
|
|
|
else
|
|
|
|
local coord=parking[i].Coordinate --Core.Point#COORDINATE
|
|
local terminal=parking[i].TerminalID --#number
|
|
|
|
if self.Debug then
|
|
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal))
|
|
end
|
|
|
|
unit.x=coord.x
|
|
unit.y=coord.z
|
|
unit.alt=coord.y
|
|
|
|
unit.parking_id = nil
|
|
unit.parking = terminal
|
|
|
|
end
|
|
end
|
|
|
|
-- And template position.
|
|
template.x = template.units[1].x
|
|
template.y = template.units[1].y
|
|
|
|
-- DCS bug workaround. Spawning helos in uncontrolled state on carriers causes a big spash!
|
|
-- See https://forums.eagle.ru/showthread.php?t=219550
|
|
if AirbaseCategory == Airbase.Category.SHIP and asset.category==Group.Category.HELICOPTER then
|
|
uncontrolled=false
|
|
end
|
|
|
|
-- Uncontrolled spawning.
|
|
template.uncontrolled=uncontrolled
|
|
|
|
-- Debug info.
|
|
self:T2({airtemplate=template})
|
|
|
|
-- Spawn group.
|
|
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
|
|
|
|
-- Activate group - should only be necessary for late activated groups.
|
|
--group:Activate()
|
|
|
|
return group
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
--- Prepare a spawn template for the asset. Deep copy of asset template, adjusting template and unit names, nillifying group and unit ids.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned.
|
|
-- @param #string alias Alias name of the group.
|
|
-- @return #table Prepared new spawn template.
|
|
function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, alias)
|
|
|
|
-- Create an own copy of the template!
|
|
local template=UTILS.DeepCopy(asset.template)
|
|
|
|
-- Set unique name.
|
|
template.name=alias
|
|
|
|
-- Set current(!) coalition and country.
|
|
template.CoalitionID=self.coalition
|
|
template.CountryID=self.country
|
|
|
|
-- Nillify the group ID.
|
|
template.groupId=nil
|
|
|
|
-- For group units, visible needs to be false.
|
|
if asset.category==Group.Category.GROUND then
|
|
--template.visible=false
|
|
end
|
|
|
|
-- No late activation.
|
|
template.lateActivation=false
|
|
|
|
-- Set and empty route.
|
|
template.route = {}
|
|
template.route.routeRelativeTOT=true
|
|
template.route.points = {}
|
|
|
|
-- Handle units.
|
|
for i=1,#template.units do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
-- Nillify the unit ID.
|
|
unit.unitId=nil
|
|
|
|
-- Set unit name: <alias>-01, <alias>-02, ...
|
|
unit.name=string.format("%s-%02d", template.name , i)
|
|
|
|
end
|
|
|
|
return template
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On before "AddRequest" event. Checks some basic properties of the given parameters.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
-- @return #boolean If true, request is okay at first glance.
|
|
function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Assignment, Prio)
|
|
|
|
-- Request is okay.
|
|
local okay=true
|
|
|
|
if AssetDescriptor==WAREHOUSE.Descriptor.ATTRIBUTE then
|
|
|
|
-- Check if a valid attibute was given.
|
|
local gotit=false
|
|
for _,attribute in pairs(WAREHOUSE.Attribute) do
|
|
if AssetDescriptorValue==attribute then
|
|
gotit=true
|
|
end
|
|
end
|
|
if not gotit then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset attribute is unknown!", 5)
|
|
okay=false
|
|
end
|
|
|
|
elseif AssetDescriptor==WAREHOUSE.Descriptor.CATEGORY then
|
|
|
|
-- Check if a valid category was given.
|
|
local gotit=false
|
|
for _,category in pairs(Group.Category) do
|
|
if AssetDescriptorValue==category then
|
|
gotit=true
|
|
end
|
|
end
|
|
if not gotit then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset category is unknown!", 5)
|
|
okay=false
|
|
end
|
|
|
|
elseif AssetDescriptor==WAREHOUSE.Descriptor.TEMPLATENAME then
|
|
|
|
if type(AssetDescriptorValue)~="string" then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset template name must be passed as a string!", 5)
|
|
okay=false
|
|
end
|
|
|
|
elseif AssetDescriptor==WAREHOUSE.Descriptor.UNITTYPE then
|
|
|
|
if type(AssetDescriptorValue)~="string" then
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset unit type must be passed as a string!", 5)
|
|
okay=false
|
|
end
|
|
|
|
else
|
|
self:_ErrorMessage("ERROR: Invalid request. Asset descriptor is not ATTRIBUTE, CATEGORY, TEMPLATENAME or UNITTYPE!", 5)
|
|
okay=false
|
|
end
|
|
|
|
return okay
|
|
end
|
|
|
|
--- On after "AddRequest" event. Add a request to the warehouse queue, which is processed when possible.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE warehouse The warehouse requesting supply.
|
|
-- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested.
|
|
-- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc.
|
|
-- @param #number nAsset Number of groups requested that match the asset specification.
|
|
-- @param #WAREHOUSE.TransportType TransportType Type of transport.
|
|
-- @param #number nTransport Number of transport units requested.
|
|
-- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low.
|
|
-- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets.
|
|
function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio, Assignment)
|
|
|
|
-- Defaults.
|
|
nAsset=nAsset or 1
|
|
TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED
|
|
Prio=Prio or 50
|
|
if nTransport==nil then
|
|
if TransportType==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
nTransport=0
|
|
else
|
|
nTransport=1
|
|
end
|
|
end
|
|
|
|
-- Not more transports than assets.
|
|
--if type(nAsset)=="number" then
|
|
-- nTransport=math.min(nAsset, nTransport)
|
|
--end
|
|
|
|
-- Self request?
|
|
local toself=false
|
|
if self.warehouse:GetName()==warehouse.warehouse:GetName() then
|
|
toself=true
|
|
end
|
|
|
|
-- Increase id.
|
|
self.queueid=self.queueid+1
|
|
|
|
-- Request queue table item.
|
|
local request={
|
|
uid=self.queueid,
|
|
prio=Prio,
|
|
warehouse=warehouse,
|
|
assetdesc=AssetDescriptor,
|
|
assetdescval=AssetDescriptorValue,
|
|
nasset=nAsset,
|
|
transporttype=TransportType,
|
|
ntransport=nTransport,
|
|
assignment=tostring(Assignment),
|
|
airbase=warehouse.airbase,
|
|
category=warehouse.category,
|
|
ndelivered=0,
|
|
ntransporthome=0,
|
|
assets={},
|
|
toself=toself,
|
|
} --#WAREHOUSE.Queueitem
|
|
|
|
-- Add request to queue.
|
|
table.insert(self.queue, request)
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On before "Request" event. Checks if the request can be fulfilled.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
-- @return #boolean If true, request is granted.
|
|
function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
|
|
self:T3({warehouse=self.alias, request=Request})
|
|
|
|
-- Distance from warehouse to requesting warehouse.
|
|
local distance=self.coordinate:Get2DDistance(Request.warehouse.coordinate)
|
|
|
|
-- Shortcut to cargoassets.
|
|
local _assets=Request.cargoassets
|
|
|
|
if Request.nasset==0 then
|
|
local text=string.format("Warehouse %s: Request denied! Zero assets were requested.", self.alias)
|
|
self:_InfoMessage(text, 10)
|
|
return false
|
|
end
|
|
|
|
-- Check if destination is in range for all requested assets.
|
|
for _,_asset in pairs(_assets) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
|
|
-- Check if destination is in range.
|
|
if asset.range<distance then
|
|
local text=string.format("Request denied! Destination %s is out of range for asset %s.", Request.airbase:GetName(), asset.templatename)
|
|
self:_InfoMessage(text, 10)
|
|
|
|
-- Delete request from queue because it will never be possible.
|
|
--TODO: Unless(!) this is a moving warehouse which could, e.g., be an aircraft carrier.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
|
|
--- On after "Request" event. Initiates the transport of the assets to the requesting warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
function WAREHOUSE:onafterRequest(From, Event, To, Request)
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Cargo assets.
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Pending request. Add cargo groups to request.
|
|
local Pending=Request --#WAREHOUSE.Pendingitem
|
|
|
|
-- Set time stamp.
|
|
Pending.timestamp=timer.getAbsTime()
|
|
|
|
-- Spawn assets of this request.
|
|
local _spawngroups=self:_SpawnAssetRequest(Pending) --Core.Set#SET_GROUP
|
|
|
|
-- Check if any group was spawned. If not, delete the request.
|
|
if _spawngroups:Count()==0 then
|
|
self:_DebugMessage(string.format("ERROR: Groups or request %d could not be spawned. Request is rejected and deleted from queue!", Request.uid))
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
return
|
|
end
|
|
|
|
-- General type and category.
|
|
local _cargotype=Request.cargoattribute --#WAREHOUSE.Attribute
|
|
local _cargocategory=Request.cargocategory --DCS#Group.Category
|
|
|
|
-- Add groups to pending item.
|
|
Pending.cargogroupset=_spawngroups
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Self request: assets are spawned at warehouse but not transported anywhere.
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Self request! Assets are only spawned but not routed or transported anywhere.
|
|
if Request.toself then
|
|
self:_DebugMessage(string.format("Selfrequest! Current status %s", self:GetState()))
|
|
|
|
-- Add request to pending queue.
|
|
table.insert(self.pending, Pending)
|
|
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
-- Start self request.
|
|
self:__SelfRequest(1,_spawngroups, Pending)
|
|
|
|
return
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Self propelled: assets go to the requesting warehouse by themselfs.
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- No transport unit requested. Assets go by themselfes.
|
|
if Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
self:I(self.wid..string.format("Got selfpropelled request for %d assets.",_spawngroups:Count()))
|
|
|
|
for _,_spawngroup in pairs(_spawngroups:GetSetObjects()) do
|
|
|
|
-- Group intellisense.
|
|
local group=_spawngroup --Wrapper.Group#GROUP
|
|
|
|
|
|
-- Route cargo to their destination.
|
|
if _cargocategory==Group.Category.GROUND then
|
|
self:I(self.wid..string.format("Route ground group %s.", group:GetName()))
|
|
|
|
-- Random place in the spawn zone of the requesting warehouse.
|
|
local ToCoordinate=Request.warehouse.spawnzone:GetRandomCoordinate()
|
|
ToCoordinate:MarkToAll(string.format("Destination of group %s", group:GetName()))
|
|
|
|
-- Route ground.
|
|
self:_RouteGround(group, Request)
|
|
|
|
elseif _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
|
|
self:I(self.wid..string.format("Route airborne group %s.", group:GetName()))
|
|
|
|
-- Route plane to the requesting warehouses airbase.
|
|
-- Actually, the route is already set. We only need to activate the uncontrolled group.
|
|
self:_RouteAir(group, Request.airbase)
|
|
|
|
elseif _cargocategory==Group.Category.SHIP then
|
|
self:I(self.wid..string.format("Route naval group %s.", group:GetName()))
|
|
|
|
-- Route plane to the requesting warehouses airbase.
|
|
self:_RouteNaval(group, Request)
|
|
|
|
elseif _cargocategory==Group.Category.TRAIN then
|
|
self:I(self.wid..string.format("Route train group %s.", group:GetName()))
|
|
|
|
-- Route train to the rail connection of the requesting warehouse.
|
|
self:_RouteTrain(group, Request.warehouse.rail)
|
|
|
|
else
|
|
self:E(self.wid..string.format("ERROR: unknown category %s for self propelled cargo %s!", tostring(_cargocategory), tostring(group:GetName())))
|
|
end
|
|
|
|
end
|
|
|
|
-- Add request to pending queue.
|
|
table.insert(self.pending, Pending)
|
|
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
-- No cargo transport necessary.
|
|
return
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Prepare cargo groups for transport
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Add groups to cargo if they don't go by themselfs.
|
|
local CargoGroups --Core.Set#SET_CARGO
|
|
|
|
--TODO: make nearradius depended on transport type and asset type.
|
|
local _loadradius=5000
|
|
local _nearradius=nil
|
|
|
|
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
_loadradius=10000
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
_loadradius=1000
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
|
|
_loadradius=1000
|
|
end
|
|
|
|
--_loadradius=nil
|
|
--_nearradius=nil
|
|
|
|
-- Empty cargo group set.
|
|
CargoGroups = SET_CARGO:New()
|
|
|
|
-- Add cargo groups to set.
|
|
for _i,_group in pairs(_spawngroups:GetSetObjects()) do
|
|
CargoGroups:AddCargo(CARGO_GROUP:New(_group, _cargotype,_group:GetName(),_loadradius,_nearradius))
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Transport assets and dispatchers
|
|
------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
-- Set of cargo carriers.
|
|
local TransportSet = SET_GROUP:New()
|
|
|
|
-- Shortcut to transport assets.
|
|
local _assetstock=Request.transportassets
|
|
|
|
-- General type and category.
|
|
local _transporttype=Request.transportattribute
|
|
local _transportcategory=Request.transportcategory
|
|
|
|
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
|
|
local Parking={}
|
|
if _transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER then
|
|
Parking=self:_FindParkingForAssets(self.airbase,_assetstock)
|
|
end
|
|
|
|
-- Transport assets table.
|
|
local _transportassets={}
|
|
|
|
----------------------------
|
|
-- Spawn Transport Groups --
|
|
----------------------------
|
|
|
|
-- Spawn the transport groups.
|
|
for i=1,Request.ntransport do
|
|
|
|
-- Get stock item.
|
|
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
|
|
|
|
-- Create an alias name with the UIDs for the sending warehouse, asset and request.
|
|
local _alias=self:_alias(_assetitem.unittype, self.uid, _assetitem.uid, Request.uid)
|
|
|
|
local spawngroup=nil --Wrapper.Group#GROUP
|
|
|
|
-- Spawn assets depending on type.
|
|
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
|
|
-- Spawn plane at airport in uncontrolled state. Will get activated when cargo is loaded.
|
|
spawngroup=self:_SpawnAssetAircraft(_alias,_assetitem, Pending, Parking[_assetitem.uid], true)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
|
|
-- Spawn helos at airport in controlled state. They need to fly to the spawn zone.
|
|
spawngroup=self:_SpawnAssetAircraft(_alias,_assetitem, Pending, Parking[_assetitem.uid], false)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
|
|
|
|
-- Spawn APCs in spawn zone.
|
|
spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.spawnzone)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.TRAIN then
|
|
|
|
self:E(self.wid.."ERROR: cargo transport by train not supported yet!")
|
|
return
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP then
|
|
|
|
self:E(self.wid.."ERROR: cargo transport by ship not supported yet!")
|
|
return
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
|
|
self:E(self.wid.."ERROR: transport type selfpropelled was already handled above. We should not get here!")
|
|
return
|
|
|
|
else
|
|
self:E(self.wid.."ERROR: unknown transport type!")
|
|
return
|
|
end
|
|
|
|
-- Check if group was spawned.
|
|
if spawngroup then
|
|
-- Set state of warehouse so we can retrieve it later.
|
|
spawngroup:SetState(spawngroup, "WAREHOUSE", self)
|
|
|
|
-- Add group to transportset.
|
|
TransportSet:AddGroup(spawngroup)
|
|
|
|
-- Add assets to pending request.
|
|
Pending.assets[_assetitem.uid]=_assetitem
|
|
|
|
-- Add transport assets.
|
|
table.insert(_transportassets,_assetitem)
|
|
end
|
|
end
|
|
|
|
-- Delete spawned items from warehouse stock.
|
|
for _,_item in pairs(_transportassets) do
|
|
self:_DeleteStockItem(_item)
|
|
end
|
|
|
|
-- Add cargo groups to request.
|
|
Pending.transportgroupset=TransportSet
|
|
|
|
-- Add request to pending queue.
|
|
table.insert(self.pending, Pending)
|
|
|
|
-- Delete request from queue.
|
|
self:_DeleteQueueItem(Request, self.queue)
|
|
|
|
------------------------
|
|
-- Create Dispatchers --
|
|
------------------------
|
|
|
|
-- Cargo dispatcher.
|
|
local CargoTransport --AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
|
|
|
|
if Request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
|
|
-- Pickup and deloay zones.
|
|
local PickupAirbaseSet = SET_ZONE:New():AddZone(ZONE_AIRBASE:New(self.airbase:GetName()))
|
|
local DeployAirbaseSet = SET_ZONE:New():AddZone(ZONE_AIRBASE:New(Request.airbase:GetName()))
|
|
|
|
-- Define dispatcher for this task.
|
|
CargoTransport = AI_CARGO_DISPATCHER_AIRPLANE:New(TransportSet, CargoGroups, PickupAirbaseSet, DeployAirbaseSet)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
|
|
-- Pickup and deloay zones.
|
|
--local PickupAirbaseSet = SET_ZONE:New():AddZone(ZONE_AIRBASE:New(self.airbase:GetName()))
|
|
--local DeployAirbaseSet = SET_ZONE:New():AddZone(ZONE_AIRBASE:New(Request.airbase:GetName()))
|
|
|
|
-- Pickup and deloay zones.
|
|
local PickupZoneSet = SET_ZONE:New():AddZone(self.spawnzone)
|
|
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
|
|
|
|
-- Define dispatcher for this task.
|
|
CargoTransport = AI_CARGO_DISPATCHER_HELICOPTER:New(TransportSet, CargoGroups, PickupZoneSet, DeployZoneSet)
|
|
|
|
-- Home zone.
|
|
CargoTransport:SetHomeZone(self.spawnzone)
|
|
|
|
--TODO: Need to check/optimize if/how this works with polygon zones!
|
|
-- The 20 m inner radius are to ensure that the helo does not land on the warehouse itself in the middle of the default spawn zone.
|
|
CargoTransport:SetPickupRadius(self.spawnzone:GetRadius(), 20)
|
|
CargoTransport:SetDeployRadius(Request.warehouse.spawnzone:GetRadius(), 20)
|
|
|
|
elseif Request.transporttype==WAREHOUSE.TransportType.APC then
|
|
|
|
-- Pickup and deloay zones.
|
|
local PickupZoneSet = SET_ZONE:New():AddZone(self.spawnzone)
|
|
local DeployZoneSet = SET_ZONE:New():AddZone(Request.warehouse.spawnzone)
|
|
|
|
-- Define dispatcher for this task.
|
|
CargoTransport = AI_CARGO_DISPATCHER_APC:New(TransportSet, CargoGroups, PickupZoneSet, DeployZoneSet, 0)
|
|
|
|
-- Set home zone.
|
|
CargoTransport:SetHomeZone(self.spawnzone)
|
|
|
|
--TODO: Need to check/optimize if/how this works with polygon zones!
|
|
-- The 20 m inner radius are to ensure that the helo does not land on the warehouse itself in the middle of the default spawn zone.
|
|
CargoTransport:SetPickupRadius(self.spawnzone:GetRadius(), 20)
|
|
CargoTransport:SetDeployRadius(Request.warehouse.spawnzone:GetRadius(), 20)
|
|
|
|
|
|
else
|
|
self:E(self.wid.."ERROR: Unknown transporttype!")
|
|
end
|
|
|
|
--- Function called when cargo has arrived and was unloaded.
|
|
function CargoTransport:OnAfterUnloaded(From, Event, To, Carrier, Cargo)
|
|
|
|
self:I("FF OnAfterUnloaded:")
|
|
self:I({From=From})
|
|
self:I({Event=Event})
|
|
self:I({To=To})
|
|
self:I({Carrier=Carrier})
|
|
self:I({Cargo=Cargo})
|
|
|
|
-- Get group obejet.
|
|
local group=Cargo:GetObject() --Wrapper.Group#GROUP
|
|
|
|
-- Get warehouse state.
|
|
local warehouse=Carrier:GetState(Carrier, "WAREHOUSE") --#WAREHOUSE
|
|
|
|
local text=string.format("FF Group %s was unloaded from carrier %s.", tostring(group:GetName()), tostring(Carrier:GetName()))
|
|
env.info(text)
|
|
|
|
|
|
-- Load the cargo in the warehouse.
|
|
Cargo:Load(warehouse.warehouse)
|
|
|
|
-- Trigger Arrived event.
|
|
warehouse:Arrived(group)
|
|
end
|
|
|
|
--- On after BackHome event.
|
|
function CargoTransport:OnAfterBackHome(From, Event, To, Carrier)
|
|
|
|
-- Intellisense.
|
|
local carrier=Carrier --Wrapper.Group#GROUP
|
|
|
|
-- Get warehouse state.
|
|
local warehouse=carrier:GetState(carrier, "WAREHOUSE") --#WAREHOUSE
|
|
carrier:SmokeWhite()
|
|
|
|
-- Debug info.
|
|
local text=string.format("Carrier %s is back home at warehouse %s.", tostring(Carrier:GetName()), tostring(warehouse.warehouse:GetName()))
|
|
MESSAGE:New(text, 5):ToAllIf(warehouse.Debug)
|
|
warehouse:I(warehouse.wid..text)
|
|
|
|
-- Add carrier back to warehouse stock. Actual unit is destroyed.
|
|
--warehouse:AddAsset(Carrier)
|
|
|
|
-- Call arrived event for carrier.
|
|
warehouse:__Arrived(1, Carrier)
|
|
|
|
end
|
|
|
|
-- Start dispatcher.
|
|
CargoTransport:__Start(5)
|
|
|
|
end
|
|
|
|
|
|
--- Spawns requested assets at warehouse or associated airbase.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
|
|
-- @return Core.Set#SET_GROUP Set of groups that were spawned.
|
|
function WAREHOUSE:_SpawnAssetRequest(Request)
|
|
self:E({requestUID=Request.uid})
|
|
|
|
-- Shortcut to cargo assets.
|
|
local _assetstock=Request.cargoassets
|
|
|
|
-- General type and category.
|
|
local _cargotype=Request.cargoattribute --#WAREHOUSE.Attribute
|
|
local _cargocategory=Request.cargocategory --DCS#Group.Category
|
|
|
|
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
|
|
local Parking={}
|
|
if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then
|
|
Parking=self:_FindParkingForAssets(self.airbase,_assetstock) or {}
|
|
end
|
|
|
|
-- Spawn aircraft in uncontrolled state if request comes from the same warehouse.
|
|
local UnControlled=false
|
|
local AIOnOff=true
|
|
if Request.toself then
|
|
UnControlled=true
|
|
AIOnOff=false
|
|
end
|
|
|
|
-- Create an empty group set.
|
|
local _groupset=SET_GROUP:New()
|
|
|
|
-- Table for all spawned assets.
|
|
local _assets={}
|
|
|
|
-- Loop over cargo requests.
|
|
for i=1,#_assetstock do
|
|
|
|
-- Get stock item.
|
|
local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem
|
|
|
|
-- Alias of the group.
|
|
local _alias=self:_Alias(_assetitem, Request)
|
|
|
|
-- Spawn an asset group.
|
|
local _group=nil --Wrapper.Group#GROUP
|
|
if _assetitem.category==Group.Category.GROUND then
|
|
|
|
-- Spawn ground troops.
|
|
_group=self:_SpawnAssetGroundNaval(_alias,_assetitem, Request, self.spawnzone)
|
|
|
|
elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then
|
|
|
|
-- Spawn air units.
|
|
if Parking[_assetitem.uid] then
|
|
_group=self:_SpawnAssetAircraft(_alias,_assetitem, Request, Parking[_assetitem.uid], UnControlled)
|
|
else
|
|
_group=self:_SpawnAssetAircraft(_alias,_assetitem, Request, nil, UnControlled)
|
|
end
|
|
|
|
elseif _assetitem.category==Group.Category.TRAIN then
|
|
|
|
-- Spawn train.
|
|
if self.rail then
|
|
--TODO: Rail should only get one asset because they would spawn on top!
|
|
--_group=_spawn:SpawnFromCoordinate(self.rail)
|
|
end
|
|
|
|
self:E(self.wid.."ERROR: Spawning of TRAIN assets not possible yet!")
|
|
|
|
elseif _assetitem.category==Group.Category.SHIP then
|
|
|
|
-- Spawn naval assets.
|
|
_group=self:_SpawnAssetGroundNaval(_alias,_assetitem, Request, self.portzone)
|
|
|
|
else
|
|
self:E(self.wid.."ERROR: Unknown asset category!")
|
|
end
|
|
|
|
-- Add group to group set and asset list.
|
|
if _group then
|
|
_groupset:AddGroup(_group)
|
|
table.insert(_assets, _assetitem)
|
|
else
|
|
self:E(self.wid.."ERROR: Cargo asset could not be spawned!")
|
|
end
|
|
|
|
end
|
|
|
|
-- Delete spawned items from warehouse stock.
|
|
for _,_asset in pairs(_assets) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
Request.assets[asset.uid]=asset
|
|
self:_DeleteStockItem(asset)
|
|
end
|
|
|
|
-- Overwrite the assets with the actually spawned ones.
|
|
Request.cargoassets=_assets
|
|
|
|
return _groupset
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- On after "Unloaded" event. Triggered when a group was unloaded from the carrier.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group The group that was delivered.
|
|
function WAREHOUSE:onafterUnloaded(From, Event, To, group)
|
|
-- Debug info.
|
|
self:_DebugMessage(string.format("Cargo %s unloaded!", tostring(group:GetName())), 5)
|
|
|
|
if group and group:IsAlive() then
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
group:SmokeWhite()
|
|
end
|
|
|
|
-- Get max speed of group.
|
|
local speedmax=group:GetSpeedMax()
|
|
|
|
if group:IsGround() then
|
|
-- Route group to spawn zone.
|
|
if speedmax>1 then
|
|
group:RouteGroundTo(self.spawnzone:GetRandomCoordinate(), speedmax*0.5, AI.Task.VehicleFormation.RANK, 3)
|
|
else
|
|
-- Immobile ground unit ==> directly put it into the warehouse.
|
|
self:Arrived(group)
|
|
end
|
|
elseif group:IsAir() then
|
|
-- Not sure if air units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
|
|
self:Arrived(group)
|
|
elseif group:IsShip() then
|
|
-- Not sure if naval units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately.
|
|
self:Arrived(group)
|
|
end
|
|
|
|
else
|
|
self:E(self.wid..string.format("ERROR unloaded Cargo group is not alive!"))
|
|
end
|
|
end
|
|
|
|
--- On after "Arrived" event. Triggered when a group has arrived at its destination warehouse.
|
|
-- The routine should be called by the warehouse sending this asset and not by the receiving warehouse.
|
|
-- It is checked if this asset is cargo (or self propelled) or transport. If it is cargo it is put into the stock of receiving warehouse.
|
|
-- If it is a transporter it is put back into the sending warehouse since transports are supposed to return their home warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group The group that was delivered.
|
|
function WAREHOUSE:onafterArrived(From, Event, To, group)
|
|
|
|
-- Debug message and smoke.
|
|
if self.Debug then
|
|
group:SmokeOrange()
|
|
end
|
|
|
|
-- Get pending request this group belongs to.
|
|
local request=self:_GetRequestOfGroup(group, self.pending)
|
|
|
|
if request then
|
|
|
|
-- Get the right warehouse to put the asset into
|
|
-- Transports go back to the warehouse which called this function while cargo goes into the receiving warehouse.
|
|
local warehouse=request.warehouse
|
|
if self:_GroupIsTransport(group,request) then
|
|
warehouse=self
|
|
end
|
|
|
|
-- Debug message.
|
|
self:_DebugMessage(string.format("Group %s arrived at warehouse %s!", tostring(group:GetName()), warehouse.alias), 5)
|
|
|
|
-- Route mobile ground group to the warehouse. Group has 60 seconds to get there or it is despawned and added as asset to the new warehouse regardless.
|
|
if group:IsGround() and group:GetSpeedMax()>1 then
|
|
group:RouteGroundTo(warehouse.coordinate, group:GetSpeedMax()*0.3, "Off Road")
|
|
end
|
|
|
|
-- Move asset from pending queue into new warehouse.
|
|
warehouse:__AddAsset(60, group)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Get asset from group and request.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending request.
|
|
-- @return #WAREHOUSE.Assetitem The asset.
|
|
function WAREHOUSE:_GetAssetFromGroupRequest(group,request)
|
|
|
|
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- Retrieve asset from request.
|
|
local asset=request.assets[aid]
|
|
end
|
|
|
|
--- Update the pending requests by removing assets that have arrived.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that has arrived at its destination.
|
|
-- @return #WAREHOUSE.Pendingitem The updated request from the pending queue.
|
|
-- @return #boolean If true, group is a cargo asset. If false, group is a transport asset. If nil, group is neither cargo nor transport.
|
|
function WAREHOUSE:_UpdatePending(group)
|
|
|
|
-- Get request from group name.
|
|
local request=self:_GetRequestOfGroup(group, self.pending)
|
|
|
|
-- Get the IDs for this group. In particular, we use the asset ID to figure out which group was delivered.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
local isCargo=nil
|
|
|
|
if request then
|
|
|
|
-- If this request was already delivered.
|
|
if self.delivered[rid]==true then
|
|
|
|
-- Loop over transport groups.
|
|
for _,_transportgroup in pairs(request.transportgroupset:GetSetObjects()) do
|
|
local transportgroup=_transportgroup --Wrapper.Group#GROUP
|
|
|
|
-- IDs of cargo group.
|
|
local cwid,caid,crid=self:_GetIDsFromGroup(transportgroup)
|
|
|
|
-- Remove group from transport group set and increase home counter.
|
|
if caid==aid then
|
|
request.transportgroupset:Remove(transportgroup:GetName())
|
|
request.ntransporthome=request.ntransporthome+1
|
|
env.info("FF transport back home # "..request.ntransporthome)
|
|
isCargo=false
|
|
break
|
|
end
|
|
end
|
|
|
|
else
|
|
|
|
-- Loop over cargo groups.
|
|
for _,_cargogroup in pairs(request.cargogroupset:GetSetObjects()) do
|
|
local cargogroup=_cargogroup --Wrapper.Group#GROUP
|
|
|
|
-- IDs of cargo group.
|
|
local cwid,caid,crid=self:_GetIDsFromGroup(cargogroup)
|
|
|
|
-- Remove group from cargo group set and increase delivered counter.
|
|
if caid==aid then
|
|
request.cargogroupset:Remove(cargogroup:GetName())
|
|
request.ndelivered=request.ndelivered+1
|
|
env.info("FF delivered cargo # "..request.ndelivered)
|
|
isCargo=true
|
|
break
|
|
end
|
|
end
|
|
|
|
end
|
|
else
|
|
self:E(self.wid..string.format("WARNING: pending request could not be updated since request did not exist in pending queue!"))
|
|
end
|
|
|
|
return request, isCargo
|
|
end
|
|
|
|
|
|
--- On after "Delivered" event. Triggered when all asset groups have reached their destination. Corresponding request is deleted from the pending queue.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #WAREHOUSE.Pendingitem request The pending request that is finished and deleted from the pending queue.
|
|
function WAREHOUSE:onafterDelivered(From, Event, To, request)
|
|
|
|
-- Debug info
|
|
local text=string.format("Warehouse %s: All assets delivered to warehouse %s!", self.alias, request.warehouse.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
-- Make some noise :)
|
|
self:_Fireworks(request.warehouse.coordinate)
|
|
|
|
-- Set delivered status for this request uid.
|
|
self.delivered[request.uid]=true
|
|
|
|
end
|
|
|
|
|
|
--- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase.
|
|
-- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated,
|
|
-- this request is used to put the groups back into the warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself.
|
|
-- @param #WAREHOUSE.Pendingitem request Pending self request.
|
|
function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request)
|
|
|
|
-- Debug info.
|
|
self:_DebugMessage(string.format("Assets spawned at warehouse %s after self request!", self.alias))
|
|
|
|
-- Debug info.
|
|
for _,_group in pairs(groupset:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
|
|
--local text=string.format("Group name = %s, IsAlive=%s.", tostring(group:GetName()), tostring(group:IsAlive()))
|
|
--env.info(text)
|
|
|
|
if self.Debug then
|
|
group:FlareGreen()
|
|
end
|
|
end
|
|
|
|
-- Add a "defender request" to be able to despawn all assets once defeated.
|
|
if self:IsAttacked() then
|
|
|
|
-- Route (mobile) ground troops to warehouse zone if they are not alreay there.
|
|
if self.autodefence then
|
|
for _,_group in pairs(groupset:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
local speedmax=group:GetSpeedMax()
|
|
if group:IsGround() and speedmax>1 and group:IsNotInZone(self.zone) then
|
|
group:RouteGroundTo(self.zone:GetRandomCoordinate(), 0.8*speedmax, "Off Road")
|
|
end
|
|
end
|
|
end
|
|
|
|
table.insert(self.defending, request)
|
|
end
|
|
|
|
-- Remove pending request.
|
|
--self:_DeleteQueueItem(request, self.pending)
|
|
end
|
|
|
|
--- On after "Attacked" event. Warehouse is under attack by an another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which is attacking the warehouse.
|
|
-- @param DCS#country.id Country which is attacking the warehouse.
|
|
function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country)
|
|
|
|
-- Warning.
|
|
local text=string.format("Warehouse %s: We are under attack!", self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
self.coordinate:SmokeOrange()
|
|
end
|
|
|
|
-- Spawn all ground units in the spawnzone?
|
|
if self.autodefence then
|
|
local nground=self:GetNumberOfAssets(WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND)
|
|
local text=string.format("Warehouse auto defence activated.\n")
|
|
|
|
if nground>0 then
|
|
text=text..string.format("Deploying all %d ground assets.", nground)
|
|
|
|
-- Add self request.
|
|
self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, WAREHOUSE.Quantity.ALL, nil, nil , 0)
|
|
else
|
|
text=text..string.format("No ground assets currently available.")
|
|
end
|
|
self:_InfoMessage(text)
|
|
else
|
|
local text=string.format("Warehouse auto defence inactive.")
|
|
self:I(self.wid..text)
|
|
end
|
|
end
|
|
|
|
--- On after "Defeated" event. Warehouse defeated an attack by another coalition. Defender assets are added back to warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterDefeated(From, Event, To)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: Enemy attack was defeated!", self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
self.coordinate:SmokeGreen()
|
|
end
|
|
|
|
-- Auto defence: put assets back into stock.
|
|
if self.autodefence then
|
|
for _,request in pairs(self.defending) do
|
|
|
|
-- Route defenders back to warehoue (for visual reasons only) and put them back into stock.
|
|
for _,_group in pairs(request.cargogroupset:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
|
|
-- Get max speed of group and route it back slowly to the warehouse.
|
|
local speed=group:GetSpeedMax()
|
|
if group:IsGround() and speed>1 then
|
|
group:RouteGroundTo(self.coordinate, speed*0.3)
|
|
end
|
|
|
|
-- Add asset group back to stock after 60 seconds.
|
|
self:__AddAsset(60, group)
|
|
end
|
|
|
|
end
|
|
|
|
self.defending=nil
|
|
self.defending={}
|
|
end
|
|
end
|
|
|
|
--- On after "Captured" event. Warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
-- @param DCS#country.id Country which has captured the warehouse.
|
|
function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: We were captured by enemy coalition (%d)!", self.alias, Coalition)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Respawn warehouse with new coalition/country.
|
|
self.warehouse:ReSpawn(Country)
|
|
|
|
-- Set new country and coalition
|
|
self.coalition=Coalition
|
|
self.country=Country
|
|
|
|
-- Delete all waiting requests because they are not valid any more
|
|
self.queue=nil
|
|
self.queue={}
|
|
|
|
-- Airbase could have been captured before and already belongs to the new coalition.
|
|
local airbase=AIRBASE:FindByName(self.airbasename)
|
|
local airbasecoaltion=airbase:GetCoalition()
|
|
|
|
if self.coalition==airbasecoaltion then
|
|
-- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse.
|
|
self.airbase=airbase
|
|
self.category=airbase:GetDesc().category
|
|
else
|
|
-- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured.
|
|
self.airbase=nil
|
|
self.category=-1
|
|
end
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
if Coalition==coalition.side.RED then
|
|
self.coordinate:SmokeRed()
|
|
elseif Coalition==coalition.side.BLUE then
|
|
self.coordinate:SmokeBlue()
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
function WAREHOUSE:onafterAirbaseCaptured(From, Event, To, Coalition)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: Our airbase %s was captured by the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
if Coalition==coalition.side.RED then
|
|
self.airbase:GetCoordinate():SmokeRed()
|
|
elseif Coalition==coalition.side.BLUE then
|
|
self.airbase:GetCoordinate():SmokeBlue()
|
|
end
|
|
end
|
|
|
|
-- Set airbase to nil and category to no airbase.
|
|
self.airbase=nil
|
|
self.category=-1 -- -1 indicates no airbase.
|
|
end
|
|
|
|
--- On after "AirbaseRecaptured" event. Airbase of warehouse has been re-captured from other coalition.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param DCS#coalition.side Coalition which captured the warehouse.
|
|
function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s: We recaptured our airbase %s from the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Set airbase and category.
|
|
self.airbase=AIRBASE:FindByName(self.airbasename)
|
|
self.category=self.airbase:GetDesc().category
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
if Coalition==coalition.side.RED then
|
|
self.airbase:GetCoordinate():SmokeRed()
|
|
elseif Coalition==coalition.side.BLUE then
|
|
self.airbase:GetCoordinate():SmokeBlue()
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- On after "Destroyed" event. Warehouse was destroyed. All services are stopped. Warehouse is going to "Stopped" state in one minute.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function WAREHOUSE:onafterDestroyed(From, Event, To)
|
|
|
|
-- Message.
|
|
local text=string.format("Warehouse %s was destroyed!", self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Stop warehouse FSM in one minute.
|
|
self:__Stop(60)
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Routing functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Route ground units to destination. ROE is set to return fire and alarm state to green.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The ground group to be routed
|
|
-- @param #WAREHOUSE.Queueitem request The request for this group.
|
|
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
|
|
function WAREHOUSE:_RouteGround(group, request)
|
|
|
|
if group and group:IsAlive() then
|
|
|
|
-- Set speed to 70% of max possible.
|
|
local _speed=group:GetSpeedMax()*0.7
|
|
|
|
-- Route waypoints.
|
|
local Waypoints={}
|
|
|
|
-- Check if an off road path has been defined.
|
|
local hasoffroad=self:HasConnectionOffRoad(request.warehouse, self.Debug)
|
|
|
|
-- Check if any off road paths have be defined. They have priority!
|
|
if hasoffroad then
|
|
|
|
-- Get off road path to remote warehouse. If more have been defined, pick one randomly.
|
|
local remotename=request.warehouse.warehouse:GetName()
|
|
local path=self.offroadpaths[remotename][math.random(#self.offroadpaths[remotename])]
|
|
|
|
-- Loop over user defined shipping lanes.
|
|
for i=1,#path do
|
|
|
|
-- Shortcut and coordinate intellisense.
|
|
local coord=path[i] --Core.Point#COORDINATE
|
|
|
|
-- Get waypoint for coordinate.
|
|
local Waypoint=coord:WaypointGround(_speed, "Off Road")
|
|
|
|
-- Add waypoint to route.
|
|
table.insert(Waypoints, Waypoint)
|
|
end
|
|
|
|
else
|
|
|
|
-- Waypoints for road-to-road connection.
|
|
Waypoints = group:TaskGroundOnRoad(request.warehouse.road, _speed, "Off Road", false, self.road)
|
|
|
|
-- First waypoint = current position of the group.
|
|
local FromWP=group:GetCoordinate():WaypointGround(_speed, "Off Road")
|
|
table.insert(Waypoints, 1, FromWP)
|
|
|
|
-- Final coordinate.
|
|
local ToWP=request.warehouse.spawnzone:GetRandomCoordinate():WaypointGround(_speed, "Off Road")
|
|
table.insert(Waypoints, #Waypoints+1, ToWP)
|
|
|
|
end
|
|
|
|
-- Task function triggering the arrived event.
|
|
--local TaskFunction = group:TaskFunction("WAREHOUSE._Arrived", self)
|
|
|
|
-- Task function triggering the arrived event at the last waypoint.
|
|
local TaskFunction = self:_SimpleTaskFunction("warehouse:_ArrivedSimple", group)
|
|
|
|
-- Put task function on last waypoint.
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
group:SetTaskWaypoint(Waypoint, TaskFunction)
|
|
|
|
-- Route group to destination.
|
|
group:Route(Waypoints, 1)
|
|
|
|
-- Set ROE and alaram state.
|
|
group:OptionROEReturnFire()
|
|
group:OptionAlarmStateGreen()
|
|
end
|
|
end
|
|
|
|
--- Route naval units along user defined shipping lanes to destination warehouse. ROE is set to return fire.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The naval group to be routed
|
|
-- @param #WAREHOUSE.Queueitem request The request for this group.
|
|
function WAREHOUSE:_RouteNaval(group, request)
|
|
|
|
-- Check if we have a group and it is alive.
|
|
if group and group:IsAlive() then
|
|
|
|
-- Set speed to 80% of max possible.
|
|
local _speed=group:GetSpeedMax()*0.8
|
|
|
|
-- Get shipping lane to remote warehouse.
|
|
--local lane=self.shippinglanes[request.warehouse.warehouse:GetName()]
|
|
|
|
-- Get off road path to remote warehouse. If more have been defined, pick one randomly.
|
|
local remotename=request.warehouse.warehouse:GetName()
|
|
local path=self.shippinglanes[remotename][math.random(#self.ship[remotename])]
|
|
|
|
if lane then
|
|
|
|
-- Route waypoints.
|
|
local Waypoints={}
|
|
|
|
-- Loop over user defined shipping lanes.
|
|
for i=1,#lane do
|
|
|
|
-- Shortcut and coordinate intellisense.
|
|
local coord=lane[i] --Core.Point#COORDINATE
|
|
|
|
-- Get waypoint for coordinate.
|
|
local Waypoint=coord:WaypointGround(_speed)
|
|
|
|
-- Add waypoint to route.
|
|
table.insert(Waypoints, Waypoint)
|
|
end
|
|
|
|
-- Task function triggering the arrived event at the last waypoint.
|
|
local TaskFunction = self:_SimpleTaskFunction("warehouse:_ArrivedSimple", group)
|
|
|
|
-- Put task function on last waypoint.
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
group:SetTaskWaypoint(Waypoint, TaskFunction)
|
|
|
|
-- Route group to destination.
|
|
group:Route(Waypoints, 1)
|
|
|
|
-- Set ROE (Naval units dont have and alaram state.)
|
|
group:OptionROEReturnFire()
|
|
|
|
else
|
|
-- This should not happen! Existance of shipping lane was checked before executing this request.
|
|
self:E(self.wid..string.format("ERROR: No shipping lane defined for Naval asset!"))
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
|
|
--- Route the airplane from one airbase another. Activates uncontrolled aircraft and sets ROE/ROT for ferry flights.
|
|
-- ROE is set to return fire and ROT to passive defence.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP Aircraft Airplane group to be routed.
|
|
function WAREHOUSE:_RouteAir(aircraft)
|
|
|
|
if aircraft and aircraft:IsAlive()~=nil then
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s", aircraft:GetName(), tostring(aircraft:IsAlive())))
|
|
|
|
-- Give start command to activate uncontrolled aircraft.
|
|
aircraft:SetCommand({id='Start', params={}})
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s (after start command)", aircraft:GetName(), tostring(aircraft:IsAlive())))
|
|
|
|
-- Set ROE and alaram state.
|
|
aircraft:OptionROEReturnFire()
|
|
aircraft:OptionROTPassiveDefense()
|
|
|
|
else
|
|
self:E(string.format("ERROR: aircraft %s cannot be routed since it does not exist or is not alive %s!", tostring(aircraft:GetName()), tostring(aircraft:IsAlive())))
|
|
end
|
|
end
|
|
|
|
--- Route trains to their destination - or at least to the closest point on rail of the desired final destination.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP Group The train group.
|
|
-- @param Core.Point#COORDINATE Coordinate of the destination. Tail will be routed to the closest point
|
|
-- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go.
|
|
function WAREHOUSE:_RouteTrain(Group, Coordinate, Speed)
|
|
|
|
if Group and Group:IsAlive() then
|
|
|
|
local _speed=Speed or Group:GetSpeedMax()*0.6
|
|
|
|
-- Create a
|
|
local Waypoints = Group:TaskGroundOnRailRoads(Coordinate, Speed)
|
|
|
|
-- Task function triggering the arrived event.
|
|
local TaskFunction = Group:TaskFunction("WAREHOUSE._Arrived", self)
|
|
|
|
-- Put task function on last waypoint.
|
|
local Waypoint = Waypoints[#Waypoints]
|
|
Group:SetTaskWaypoint( Waypoint, TaskFunction )
|
|
|
|
-- Route group to destination.
|
|
Group:Route(Waypoints, 1)
|
|
end
|
|
end
|
|
|
|
--- Task function for last waypoint. Triggering the "Arrived" event.
|
|
-- @param Wrapper.Group#GROUP group The group that arrived.
|
|
-- @param #WAREHOUSE warehouse Warehouse self.
|
|
function WAREHOUSE._Arrived(group, warehouse)
|
|
env.info(warehouse.wid..string.format("Group %s arrived at destination.", tostring(group:GetName())))
|
|
|
|
--Trigger "Arrived" event.
|
|
warehouse:__Arrived(1, group)
|
|
|
|
end
|
|
|
|
--- Simple task function for last waypoint. Triggering the "Arrived" event.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group that arrived.
|
|
function WAREHOUSE:_ArrivedSimple(group)
|
|
self:_DebugMessage(string.format("Group %s arrived (simple)!", tostring(group:GetName())))
|
|
|
|
if group then
|
|
--Trigger "Arrived event.
|
|
self:__Arrived(1, group)
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Event handler functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Arrived event if an air unit/group arrived at its destination. This can be an engine shutdown or a landing event.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data table.
|
|
function WAREHOUSE:_OnEventArrived(EventData)
|
|
|
|
if EventData and EventData.IniUnit then
|
|
|
|
-- Unit that arrived.
|
|
local unit=EventData.IniUnit
|
|
|
|
-- Check if unit is alive and on the ground. Engine shutdown can also be triggered in other situations!
|
|
if unit and unit:IsAlive()==true and unit:InAir()==false then
|
|
|
|
-- Get group.
|
|
local group=EventData.IniGroup
|
|
|
|
-- Get unique IDs from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- If all IDs are good we can assume it is a warehouse asset.
|
|
if wid~=nil and aid~=nil and rid~=nil then
|
|
|
|
-- Check that warehouse ID is right.
|
|
if self.uid==wid then
|
|
|
|
-- Debug info.
|
|
local text=string.format("Air asset group %s from warehouse %s arrived at its destination.", group:GetName(), self.alias)
|
|
self:_InfoMessage(text)
|
|
|
|
-- Trigger arrived event for this group. Note that each unit of a group will trigger this event. So the onafterArrived function needs to take care of that.
|
|
-- Actually, we only take the first unit of the group that arrives. If it does, we assume the whole group arrived, which might not be the case, since
|
|
-- some units might still be taxiing or whatever. Therefore, we add 10 seconds for each additional unit of the group until the first arrived event is triggered.
|
|
local nunits=#group:GetUnits()
|
|
local dt=10*(nunits-1)+1 -- one unit = 1 sec, two units = 11 sec, three units = 21 sec before we call the group arrived.
|
|
self:__Arrived(dt, group)
|
|
|
|
end
|
|
|
|
else
|
|
self:T3(string.format("Group that arrived did not belong to a warehouse. Warehouse ID=%s, Asset ID=%s, Request ID=%s.", tostring(wid), tostring(aid), tostring(rid)))
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventBirth(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s (id=%s) captured event birth!", self.alias, self.uid))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
-- Note: Remember, group:IsAlive might(?) not return true here.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event birth of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
else
|
|
--self:T3({wid=wid, uid=self.uid, match=(wid==self.uid), tw=type(wid), tu=type(self.uid)})
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventEngineStartup(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event engine startup!",self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event engine startup of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventTakeOff(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event takeoff!",self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event takeoff of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventLanding(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event landing!", self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
|
|
-- Try to get UIDs from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- Check that this group belongs to this warehouse.
|
|
if wid~=nil and wid==self.uid then
|
|
|
|
-- Debug info.
|
|
self:T(self.wid..string.format("Warehouse %s captured event landing of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
|
|
-- Check if all cargo was delivered.
|
|
if self.delivered[rid]==true then
|
|
|
|
-- Check if helicopter landed in spawn zone. If so, we call it a day and add it back to stock.
|
|
if group:GetCategory()==Group.Category.HELICOPTER then
|
|
if self.spawnzone:IsCoordinateInZone(EventData.IniUnit:GetCoordinate()) then
|
|
|
|
-- Debug message.
|
|
self:_DebugMessage("Helicopter landed in spawn zone. No pending request. Putting back into stock.")
|
|
if self.Debug then
|
|
group:SmokeWhite()
|
|
end
|
|
|
|
-- Group arrived.
|
|
self:Arrived(group)
|
|
--self:__AddAsset(30, group)
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventEngineShutdown(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event engine shutdown!", self.alias))
|
|
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event engine shutdown of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventCrashOrDead(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event dead or crash!",self.alias))
|
|
|
|
if EventData and EventData.IniUnit then
|
|
|
|
-- Check if warehouse was destroyed.
|
|
local warehousename=self.warehouse:GetName()
|
|
if EventData.IniUnitName==warehousename then
|
|
self:_DebugMessage(string.format("Warehouse %s alias %s was destroyed!", warehousename, self.alias))
|
|
|
|
-- Trigger Destroyed event.
|
|
self:Destroyed()
|
|
end
|
|
end
|
|
|
|
-- Check if an asset unit was destroyed.
|
|
if EventData and EventData.IniGroup then
|
|
local group=EventData.IniGroup
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
if wid==self.uid then
|
|
self:T(self.wid..string.format("Warehouse %s captured event dead or crash of its asset unit %s.", self.alias, EventData.IniUnitName))
|
|
|
|
for _,request in pairs(self.pending) do
|
|
local request=request --#WAREHOUSE.Pendingitem
|
|
|
|
if request.uid==rid then
|
|
-- Count number of cargo groups still alive and filter out dead groups. Dead groups are removed from the set.
|
|
local ncargo=self:_FilterDead(request.cargogroupset)
|
|
|
|
-- Count number of transport groups (if any) and filter out dead groups. Dead groups are removed from the set.
|
|
local ntransport=self:_FilterDead(request.transportgroupset)
|
|
|
|
self:T(self.wid..string.format("Asset groups left for request id=%d: ncargo=%d, ntransport=%d", rid, ncargo, ntransport))
|
|
end
|
|
|
|
end
|
|
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Warehouse event handling function.
|
|
-- Handles the case when the airbase associated with the warehous is captured.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function WAREHOUSE:_OnEventBaseCaptured(EventData)
|
|
self:T3(self.wid..string.format("Warehouse %s captured event base captured!",self.alias))
|
|
|
|
-- This warehouse does not have an airbase and never had one. So it could not have been captured.
|
|
if self.airbasename==nil then
|
|
return
|
|
end
|
|
|
|
if EventData and EventData.Place 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 airbase after it was captured.
|
|
local NewCoalitionAirbase=airbase:GetCoalition()
|
|
|
|
-- Debug info
|
|
self:T(self.wid..string.format("Airbase of warehouse %s (coalition = %d) was captured! New owner coalition = %d.",self.alias, self.coalition, NewCoalitionAirbase))
|
|
|
|
-- So what can happen?
|
|
-- Warehouse is blue, airbase is blue and belongs to warehouse and red captures it ==> self.airbase=nil
|
|
-- Warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place
|
|
if self.airbase==nil then
|
|
-- New coalition is the same as of the warehouse ==> warehouse previously lost this airbase and now it was re-captured.
|
|
if NewCoalitionAirbase == self.coalition then
|
|
self:AirbaseRecaptured(NewCoalitionAirbase)
|
|
end
|
|
else
|
|
-- Captured airbase belongs to this warehouse but was captured by other coaltion.
|
|
if NewCoalitionAirbase ~= self.coalition then
|
|
self:AirbaseCaptured(NewCoalitionAirbase)
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Helper functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Checks if the warehouse zone was conquered by antoher coalition.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_CheckConquered()
|
|
|
|
-- Get coordinate and radius to check.
|
|
local coord=self.zone:GetCoordinate()
|
|
local radius=self.zone:GetRadius()
|
|
|
|
-- Scan units in zone.
|
|
--TODO: need to check if scan radius does what it should!
|
|
-- It seems to return units that are further away than the radius.
|
|
local gotunits,_,_,units,_,_=coord:ScanObjects(radius, true, false, false)
|
|
|
|
local Nblue=0
|
|
local Nred=0
|
|
local Nneutral=0
|
|
|
|
local CountryBlue=nil
|
|
local CountryRed=nil
|
|
local CountryNeutral=nil
|
|
|
|
if gotunits then
|
|
-- Loop over all units.
|
|
for _,_unit in pairs(units) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
|
|
local distance=coord:Get2DDistance(unit:GetCoordinate())
|
|
|
|
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
|
|
if unit:IsGround() and unit:IsAlive() and distance <= radius then
|
|
|
|
-- Get coalition and country.
|
|
local _coalition=unit:GetCoalition()
|
|
local _country=unit:GetCountry()
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("Unit %s in warehouse zone of radius=%d m. Coalition=%d, country=%d. Distance = %d m.",unit:GetName(), radius,_coalition,_country, distance))
|
|
|
|
-- Add up units for each side.
|
|
if _coalition==coalition.side.BLUE then
|
|
Nblue=Nblue+1
|
|
CountryBlue=_country
|
|
elseif _coalition==coalition.side.RED then
|
|
Nred=Nred+1
|
|
CountryRed=_country
|
|
else
|
|
Nneutral=Nneutral+1
|
|
CountryNeutral=_country
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T(self.wid..string.format("Ground troops in warehouse zone: blue=%d, red=%d, neutral=%d", Nblue, Nred, Nneutral))
|
|
|
|
|
|
-- Figure out the new coalition if any.
|
|
-- Condition is that only units of one coalition are within the zone.
|
|
local newcoalition=self.coalition
|
|
local newcountry=self.country
|
|
if Nblue>0 and Nred==0 and Nneutral==0 then
|
|
-- Only blue units in zone ==> Zone goes to blue.
|
|
newcoalition=coalition.side.BLUE
|
|
newcountry=CountryBlue
|
|
elseif Nblue==0 and Nred>0 and Nneutral==0 then
|
|
-- Only red units in zone ==> Zone goes to red.
|
|
newcoalition=coalition.side.RED
|
|
newcountry=CountryRed
|
|
elseif Nblue==0 and Nred==0 and Nneutral>0 then
|
|
-- Only neutral units in zone but neutrals do not attack or even capture!
|
|
--newcoalition=coalition.side.NEUTRAL
|
|
--newcountry=CountryNeutral
|
|
end
|
|
|
|
-- Coalition has changed ==> warehouse was captured! This should be before the attack check.
|
|
if self:IsAttacked() and newcoalition ~= self.coalition then
|
|
self:Captured(newcoalition, newcountry)
|
|
return
|
|
end
|
|
|
|
-- Before a warehouse can be captured, it has to be attacked.
|
|
-- That is, even if only enemy units are present it is not immediately captured in order to spawn all ground assets for defence.
|
|
if self.coalition==coalition.side.BLUE then
|
|
-- Blue warehouse is running and we have red units in the zone.
|
|
if self:IsRunning() and Nred>0 then
|
|
self:Attacked(coalition.side.RED, CountryRed)
|
|
end
|
|
-- Blue warehouse was under attack by blue but no more blue units in zone.
|
|
if self:IsAttacked() and Nred==0 then
|
|
self:Defeated()
|
|
end
|
|
elseif self.coalition==coalition.side.RED then
|
|
-- Red Warehouse is running and we have blue units in the zone.
|
|
if self:IsRunning() and Nblue>0 then
|
|
self:Attacked(coalition.side.BLUE, CountryBlue)
|
|
end
|
|
-- Red warehouse was under attack by blue but no more blue units in zone.
|
|
if self:IsAttacked() and Nblue==0 then
|
|
self:Defeated()
|
|
end
|
|
elseif self.coalition==coalition.side.NEUTRAL then
|
|
-- Neutrals dont attack!
|
|
end
|
|
|
|
end
|
|
|
|
--- Checks if the associated airbase still belongs to the warehouse.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_CheckAirbaseOwner()
|
|
-- The airbasename is set at start and not deleted if the airbase was captured.
|
|
if self.airbasename then
|
|
|
|
local airbase=AIRBASE:FindByName(self.airbasename)
|
|
local airbasecurrentcoalition=airbase:GetCoalition()
|
|
|
|
if self.airbase then
|
|
|
|
-- Warehouse has lost its airbase.
|
|
if self.coalition~=airbasecurrentcoalition then
|
|
self.airbase=nil
|
|
self.category=-1
|
|
end
|
|
|
|
else
|
|
|
|
-- Warehouse has re-captured the airbase.
|
|
if self.coalition==airbasecurrentcoalition then
|
|
self.airbase=airbase
|
|
self.category=airbase:GetDesc().category
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
--- Checks if the request can be fulfilled in general. If not, it is removed from the queue.
|
|
-- Check if departure and destination bases are of the right type.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table queue The queue which is holding the requests to check.
|
|
-- @return #boolean If true, request can be executed. If false, something is not right.
|
|
function WAREHOUSE:_CheckRequestConsistancy(queue)
|
|
self:T3(self.wid..string.format("Number of queued requests = %d", #queue))
|
|
|
|
-- Requests to delete.
|
|
local invalid={}
|
|
|
|
for _,_request in pairs(queue) do
|
|
local request=_request --#WAREHOUSE.Queueitem
|
|
|
|
-- Debug info.
|
|
self:T2(self.wid..string.format("Checking request id=%d.", request.uid))
|
|
|
|
-- Let's assume everything is fine.
|
|
local valid=true
|
|
|
|
-- Check if at least one asset was requested.
|
|
if request.nasset==0 then
|
|
self:E(self.wid..string.format("ERROR: INVALID request. Request for zero assets not possible. Can happen when, e.g. \"all\" ground assets are requests but none in stock."))
|
|
valid=false
|
|
end
|
|
|
|
-- Request from enemy coalition?
|
|
if self.coalition~=request.warehouse.coalition then
|
|
self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is of wrong coaltion! Own coalition %d != %d of requesting warehouse.", self.coalition, request.warehouse.coalition))
|
|
valid=false
|
|
end
|
|
|
|
-- Is receiving warehouse stopped?
|
|
if request.warehouse:IsStopped() then
|
|
self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is stopped!"))
|
|
valid=false
|
|
end
|
|
|
|
-- Add request as unvalid and delete it later.
|
|
if valid==false then
|
|
self:E(self.wid..string.format("Got invalid request id=%d.", request.uid))
|
|
table.insert(invalid, request)
|
|
else
|
|
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
|
|
end
|
|
end
|
|
|
|
-- Delete invalid requests.
|
|
for _,_request in pairs(invalid) do
|
|
self:E(self.wid..string.format("Deleting INVALID request id=%d.",_request.uid))
|
|
self:_DeleteQueueItem(_request, self.queue)
|
|
end
|
|
|
|
end
|
|
|
|
--- Check if a request is valid in general. If not, it will be removed from the queue.
|
|
-- This routine needs to have at least one asset in stock that matches the request descriptor in order to determine whether the request category of troops.
|
|
-- If no asset is in stock, the request will remain in the queue but cannot be executed.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem request The request to be checked.
|
|
-- @return #boolean If true, request can be executed. If false, something is not right.
|
|
function WAREHOUSE:_CheckRequestValid(request)
|
|
|
|
-- Check if number of requested assets is in stock.
|
|
local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset)
|
|
|
|
-- No assets in stock? Checks cannot be performed.
|
|
if #_assets==0 then
|
|
return true
|
|
end
|
|
|
|
-- First asset. Is representative for all filtered items in stock.
|
|
local asset=_assets[1] --#WAREHOUSE.Assetitem
|
|
|
|
-- Asset is air, ground etc.
|
|
local asset_plane = asset.category==Group.Category.AIRPLANE
|
|
local asset_helo = asset.category==Group.Category.HELICOPTER
|
|
local asset_ground = asset.category==Group.Category.GROUND
|
|
local asset_train = asset.category==Group.Category.TRAIN
|
|
local asset_naval = asset.category==Group.Category.SHIP
|
|
|
|
-- General air request.
|
|
local asset_air=asset_helo or asset_plane
|
|
|
|
-- Assume everything is okay.
|
|
local valid=true
|
|
|
|
if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
|
|
-------------------------------------------
|
|
-- Case where the units go my themselves --
|
|
-------------------------------------------
|
|
|
|
if asset_air then
|
|
|
|
if asset_plane then
|
|
|
|
-- No airplane to or from FARPS.
|
|
if request.category==Airbase.Category.HELIPAD or self.category==Airbase.Category.HELIPAD then
|
|
self:E("ERROR: Incorrect request. Asset airplane requested but warehouse or requestor is HELIPAD/FARP!")
|
|
valid=false
|
|
end
|
|
|
|
-- Category SHIP is not general enough! Fighters can go to carriers. Which fighters, is there an attibute?
|
|
-- Also for carriers, attibute?
|
|
|
|
elseif asset_helo then
|
|
|
|
-- Helos need a FARP or AIRBASE or SHIP for spawning. Also at the the receiving warehouse. So even if they could go there they "cannot" be spawned again.
|
|
-- Unless I allow spawning of helos in the the spawn zone. But one should place at least a FARP there.
|
|
if self.category==-1 or request.category==-1 then
|
|
self:E("ERROR: Incorrect request. Helos need a AIRBASE/HELIPAD/SHIP as home/destination base!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
-- All aircraft need an airbase of any type at depature and destination.
|
|
if self.airbase==nil or request.airbase==nil then
|
|
|
|
self:E("ERROR: Incorrect request. Either warehouse or requesting warehouse does not have any kind of airbase!")
|
|
valid=false
|
|
|
|
else
|
|
|
|
-- Check if enough parking spots are available. This checks the spots available in general, i.e. not the free spots.
|
|
-- TODO: For FARPS/ships, is it possible to send more assets than parking spots? E.g. a FARPS has only four (or even one).
|
|
-- TODO: maybe only check if spots > 0 for the necessary terminal type? At least for FARPS.
|
|
|
|
-- Get necessary terminal type.
|
|
local termtype=self:_GetTerminal(asset.attribute)
|
|
|
|
-- Get number of parking spots.
|
|
local np_departure=self.airbase:GetParkingSpotsNumber(termtype)
|
|
local np_destination=request.airbase:GetParkingSpotsNumber(termtype)
|
|
|
|
-- Debug info.
|
|
self:T(string.format("Asset attribute = %s, terminal type = %d, spots at departure = %d, destination = %d", asset.attribute, termtype, np_departure, np_destination))
|
|
|
|
-- Not enough parking at sending warehouse.
|
|
--if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then
|
|
if np_departure < request.nasset then
|
|
self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots = %d.", termtype, np_departure))
|
|
valid=false
|
|
end
|
|
|
|
-- Not enough parking at requesting warehouse.
|
|
--if np_destination < request.nasset then
|
|
if np_destination == 0 then -- TODO: maybe this is just right for FAPS/SHIPS
|
|
self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at requesting warehouse. Available spots = %d.", termtype, np_destination))
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
elseif asset_ground then
|
|
|
|
-- No ground assets directly to or from ships.
|
|
-- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?!
|
|
if (request.category==Airbase.Category.SHIP or self.category==Airbase.Category.SHIP) then
|
|
self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!")
|
|
valid=false
|
|
end
|
|
|
|
if asset_train then
|
|
|
|
-- Check if there is a valid path on rail.
|
|
local hasrail=self:HasConnectionRail(request.warehouse)
|
|
if not hasrail then
|
|
self:E("ERROR: Incorrect request. No valid path on rail for train assets!")
|
|
valid=false
|
|
end
|
|
|
|
else
|
|
|
|
if self.warehouse:GetName()~=request.warehouse.warehouse:GetName() then
|
|
|
|
-- Check if there is a valid path on road.
|
|
local hasroad=self:HasConnectionRoad(request.warehouse)
|
|
|
|
-- Check if there is a valid off road path.
|
|
local hasoffroad=self:HasConnectionOffRoad(request.warehouse)
|
|
|
|
if not (hasroad or hasoffroad) then
|
|
self:E("ERROR: Incorrect request. No valid path on or off road for ground assets!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
elseif asset_naval then
|
|
|
|
-- Check shipping lane.
|
|
local shippinglane=self:HasConnectionNaval(request.warehouse)
|
|
|
|
if not shippinglane then
|
|
self:E("ERROR: Incorrect request. No shipping lane has been defined between warehouses!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
-------------------------------
|
|
-- Assests need a transport ---
|
|
-------------------------------
|
|
|
|
if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
|
|
|
-- Airplanes only to AND from airdromes.
|
|
if self.category~=Airbase.Category.AIRDROME or request.category~=Airbase.Category.AIRDROME then
|
|
self:E("ERROR: Incorrect request. Warehouse or requestor does not have an airdrome. No transport by plane possible!")
|
|
valid=false
|
|
end
|
|
|
|
--TODO: Not sure if there are any transport planes that can land on a carrier?
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.APC then
|
|
|
|
-- Transport by ground units.
|
|
|
|
-- No transport to or from ships
|
|
if self.category==Airbase.Category.SHIP or request.category==Airbase.Category.SHIP then
|
|
self:E("ERROR: Incorrect request. Warehouse or requestor is SHIP. No transport by APC possible!")
|
|
valid=false
|
|
end
|
|
|
|
-- Check if there is a valid path on road.
|
|
local hasroad=self:HasConnectionRoad(request.warehouse)
|
|
if not hasroad then
|
|
self:E("ERROR: Incorrect request. No valid path on road for ground transport assets!")
|
|
valid=false
|
|
end
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.HELICOPTER then
|
|
|
|
-- Transport by helicopters ==> need airbase for spawning but not for delivering to the spawn zone of the receiver.
|
|
if self.category==-1 then
|
|
self:E("ERROR: Incorrect request. Warehouse has no airbase. Transport by helicopter not possible!")
|
|
valid=false
|
|
end
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.SHIP then
|
|
|
|
-- Transport by ship.
|
|
self:E("ERROR: Incorrect request. Transport by SHIP not implemented yet!")
|
|
valid=false
|
|
|
|
elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then
|
|
|
|
-- Transport by train.
|
|
self:E("ERROR: Incorrect request. Transport by TRAIN not implemented yet!")
|
|
valid=false
|
|
|
|
else
|
|
-- No match.
|
|
self:E("ERROR: Incorrect request. Transport type unknown!")
|
|
valid=false
|
|
end
|
|
|
|
end
|
|
|
|
-- Add request as unvalid and delete it later.
|
|
if valid==false then
|
|
self:E(self.wid..string.format("ERROR: Got invalid request id=%d.", request.uid))
|
|
else
|
|
self:T3(self.wid..string.format("Got valid request id=%d.", request.uid))
|
|
end
|
|
|
|
return valid
|
|
end
|
|
|
|
|
|
--- Checks if the request can be fulfilled right now.
|
|
-- Check for current parking situation, number of assets and transports currently in stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem request The request to be checked.
|
|
-- @return #boolean If true, request can be executed. If false, something is not right.
|
|
function WAREHOUSE:_CheckRequestNow(request)
|
|
|
|
-- Assume request is okay and check scenarios.
|
|
local okay=true
|
|
|
|
-- Check if receiving warehouse is running. We do allow self requests if the warehouse is under attack though!
|
|
if (not request.warehouse:IsRunning()) and (not request.toself and self:IsAttacked()) then
|
|
local text=string.format("Warehouse %s: Request denied! Receiving warehouse %s is not running. Current state %s.", self.alias, request.warehouse.alias, request.warehouse:GetState())
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
-- If no transport is requested, assets need to be mobile unless it is a self request.
|
|
local onlymobile=false
|
|
if request.ntransport==0 and not request.toself then
|
|
onlymobile=true
|
|
end
|
|
|
|
-- Check if number of requested assets is in stock.
|
|
local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset, onlymobile)
|
|
|
|
-- Check if enough assets are in stock.
|
|
if not _enough then
|
|
local text=string.format("Warehouse %s: Request denied! Not enough (cargo) assets currently available.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
-- Check if at least one (cargo) asset is available.
|
|
if _nassets>0 then
|
|
|
|
-- Get the attibute of the requested asset.
|
|
local _assetattribute=_assets[1].attribute
|
|
local _assetcategory=_assets[1].category
|
|
|
|
-- Check available parking for air asset units.
|
|
if self.airbase and (_assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER) then
|
|
|
|
local Parking=self:_FindParkingForAssets(self.airbase,_assets)
|
|
|
|
--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then
|
|
if Parking==nil then
|
|
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
-- Set chosen assets.
|
|
request.cargoassets=_assets
|
|
request.cargoattribute=_assetattribute
|
|
request.cargocategory=_assetcategory
|
|
|
|
env.info("FF selected cargo assets")
|
|
for _,_asset in pairs(_assets) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
env.info(string.format("- name = %s", asset.templatename))
|
|
end
|
|
|
|
end
|
|
|
|
-- Check that a transport units.
|
|
if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then
|
|
|
|
-- Get best transports for this asset pack.
|
|
local _transports=self:_GetTransportsForAssets(request)
|
|
|
|
-- Check if at least one transport asset is available.
|
|
if #_transports>0 then
|
|
|
|
-- Get the attibute of the transport units.
|
|
local _transportattribute=_transports[1].attribute
|
|
local _transportcategory=_transports[1].category
|
|
|
|
-- Check available parking for transport units.
|
|
if self.airbase and (_transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER) then
|
|
local Parking=self:_FindParkingForAssets(self.airbase,_transports)
|
|
if Parking==nil then
|
|
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all transports at the moment.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- Set chosen assets.
|
|
request.transportassets=_transports
|
|
request.transportattribute=_transportattribute
|
|
request.transportcategory=_transportcategory
|
|
|
|
else
|
|
|
|
-- Not enough or the right transport carriers.
|
|
local text=string.format("Warehouse %s: Request denied! Not enough transport carriers available at the moment.", self.alias)
|
|
self:_InfoMessage(text, 5)
|
|
|
|
return false
|
|
end
|
|
|
|
else
|
|
|
|
-- Self propelled case. Nothing to do for now.
|
|
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
---Get (optimized) transport carriers for the given assets to be transported.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Pendingitem Chosen request.
|
|
function WAREHOUSE:_GetTransportsForAssets(request)
|
|
|
|
-- Get all transports of the requested type in stock.
|
|
local transports=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype)
|
|
|
|
-- Copy asset.
|
|
local cargoassets=UTILS.DeepCopy(request.cargoassets)
|
|
|
|
-- Sort transport carriers w.r.t. cargo bay size.
|
|
local function sort_transports(a,b)
|
|
return a.cargobaymax>b.cargobaymax
|
|
end
|
|
|
|
-- Sort cargo assets w.r.t. weight in assending order.
|
|
local function sort_cargoassets(a,b)
|
|
return a.weight>b.weight
|
|
end
|
|
|
|
-- Sort tables.
|
|
table.sort(transports, sort_transports)
|
|
table.sort(cargoassets, sort_cargoassets)
|
|
|
|
-- Total cargo bay size of all groups.
|
|
self:T2(self.wid.."Transport capability:")
|
|
local totalbay=0
|
|
for i=1,#transports do
|
|
local transport=transports[i] --#WAREHOUSE.Assetitem
|
|
for j=1,transport.nunits do
|
|
totalbay=totalbay+transport.cargobay[j]
|
|
self:T2(self.wid..string.format("Cargo bay = %d (unit=%d)", transport.cargobay[j], j))
|
|
end
|
|
end
|
|
self:T2(self.wid..string.format("Total capacity = %d", totalbay))
|
|
|
|
-- Total cargo weight of all assets to transports.
|
|
self:T2(self.wid.."Cargo weight:")
|
|
local totalcargoweight=0
|
|
for i=1,#cargoassets do
|
|
local asset=cargoassets[i] --#WAREHOUSE.Assetitem
|
|
totalcargoweight=totalcargoweight+asset.weight
|
|
self:T2(self.wid..string.format("weight = %d", asset.weight))
|
|
end
|
|
self:T2(self.wid..string.format("Total weight = %d", totalcargoweight))
|
|
|
|
-- Transports used.
|
|
local used_transports={}
|
|
|
|
-- Loop over all transport groups, largest cargobaymax to smallest.
|
|
for i=1,#transports do
|
|
|
|
-- Shortcut for carrier and cargo bay
|
|
local transport=transports[i]
|
|
|
|
-- Cargo put into carrier.
|
|
local putintocarrier={}
|
|
|
|
-- Cargo assigned to this transport group?
|
|
local used=false
|
|
|
|
-- Loop over all units
|
|
for k=1,transport.nunits do
|
|
|
|
-- Get cargo bay of this carrier.
|
|
local cargobay=transport.cargobay[k]
|
|
|
|
-- Loop over cargo assets.
|
|
for j,asset in pairs(cargoassets) do
|
|
|
|
-- How many times does the cargo fit into the carrier?
|
|
local n=cargobay/asset.weight
|
|
|
|
-- Cargo fits into carrier
|
|
if n>=1 then
|
|
-- Reduce remaining cargobay.
|
|
cargobay=cargobay-asset.weight
|
|
self:T3(self.wid..string.format("%s unit %d loads cargo uid=%d: bayempty=%02d, bayloaded = %02d - weight=%02d", transport.templatename, k, asset.uid, transport.cargobay[k], cargobay, asset.weight))
|
|
|
|
-- Remember this cargo and remove it so it does not get loaded into other carriers.
|
|
table.insert(putintocarrier, j)
|
|
|
|
-- This transport group is used.
|
|
used=true
|
|
end
|
|
|
|
end -- loop over assets
|
|
end -- loop over units
|
|
|
|
-- Remove cargo assets from list. Needs to be done back-to-front in oder not to confuse the loop.
|
|
for j=#putintocarrier,1, -1 do
|
|
local nput=putintocarrier[j]
|
|
|
|
local cargo=cargoassets[nput]
|
|
self:T2(self.wid..string.format("Cargo id=%d assigned for carrier id=%d", cargo.uid, transport.uid))
|
|
|
|
table.remove(cargoassets, nput)
|
|
end
|
|
|
|
-- Cargo was assined for this carrier.
|
|
if used then
|
|
table.insert(used_transports, transport)
|
|
end
|
|
|
|
-- Max number of transport groups reached?
|
|
if #used_transports >= request.ntransport then
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Debug info.
|
|
local text=string.format("Used Transports for request %d to warehouse %s:\n", request.uid, request.warehouse.alias)
|
|
local totalcargobay=0
|
|
for _i,_transport in pairs(used_transports) do
|
|
local transport=_transport --#WAREHOUSE.Assetitem
|
|
text=text..string.format("%d) %s: cargobay tot = %d kg, cargobay max = %d kg, nunits=%d\n", _i, transport.unittype, transport.cargobaytot, transport.cargobaymax, transport.nunits)
|
|
totalcargobay=totalcargobay+transport.cargobaytot
|
|
--for _,cargobay in pairs(transport.cargobay) do
|
|
-- env.info(string.format("cargobay %d", cargobay))
|
|
--end
|
|
end
|
|
text=text..string.format("Total cargo bay capacity = %.1f kg\n", totalcargobay)
|
|
text=text..string.format("Total cargo weight = %.1f kg\n", totalcargoweight)
|
|
text=text..string.format("Minimum number of runs = %.1f", totalcargoweight/totalcargobay)
|
|
self:_DebugMessage(text)
|
|
|
|
return used_transports
|
|
end
|
|
|
|
---Sorts the queue and checks if the request can be fulfilled.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #WAREHOUSE.Queueitem Chosen request.
|
|
function WAREHOUSE:_CheckQueue()
|
|
|
|
-- Sort queue wrt to first prio and then qid.
|
|
self:_SortQueue()
|
|
|
|
-- Search for a request we can execute.
|
|
local request=nil --#WAREHOUSE.Queueitem
|
|
|
|
local invalid={}
|
|
local gotit=false
|
|
for _,_qitem in ipairs(self.queue) do
|
|
local qitem=_qitem --#WAREHOUSE.Queueitem
|
|
|
|
-- Check if request is valid in general.
|
|
local valid=self:_CheckRequestValid(qitem)
|
|
|
|
-- Check if request is possible now.
|
|
local okay=false
|
|
if valid then
|
|
okay=self:_CheckRequestNow(qitem)
|
|
else
|
|
-- Remember invalid request and delete later in order not to confuse the loop.
|
|
table.insert(invalid, qitem)
|
|
end
|
|
|
|
-- Get the first valid request that can be executed now.
|
|
if okay and valid and not gotit then
|
|
request=qitem
|
|
gotit=true
|
|
--break
|
|
end
|
|
end
|
|
|
|
-- Delete invalid requests.
|
|
for _,_request in pairs(invalid) do
|
|
self:T(self.wid..string.format("Deleting invalid request id=%d.",_request.uid))
|
|
self:_DeleteQueueItem(_request, self.queue)
|
|
end
|
|
|
|
-- Execute request.
|
|
return request
|
|
end
|
|
|
|
--- Simple task function. Can be used to call a function which has the warehouse and the executing group as parameters.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string Function The name of the function to call passed as string.
|
|
-- @param Wrapper.Group#GROUP group The group which is meant.
|
|
function WAREHOUSE:_SimpleTaskFunction(Function, group)
|
|
self:F2({Function})
|
|
|
|
-- Name of the warehouse (static) object.
|
|
local warehouse=self.warehouse:GetName()
|
|
local groupname=group:GetName()
|
|
|
|
-- Task script.
|
|
local DCSScript = {}
|
|
--DCSScript[#DCSScript+1] = string.format('env.info(\"WAREHOUSE: Simple task function called!\") ')
|
|
DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:FindByName(\"%s\") ', groupname) -- The group that executes the task function. Very handy with the "...".
|
|
DCSScript[#DCSScript+1] = string.format("local mystatic = STATIC:FindByName(\"%s\") ", warehouse) -- The static that holds the warehouse self object.
|
|
DCSScript[#DCSScript+1] = string.format('local warehouse = mystatic:GetState(mystatic, \"WAREHOUSE\") ') -- Get the warehouse self object from the static.
|
|
DCSScript[#DCSScript+1] = string.format('%s(mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup)
|
|
|
|
-- Create task.
|
|
local DCSTask = CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript)))
|
|
|
|
return DCSTask
|
|
end
|
|
|
|
--- Get the proper terminal type based on generalized attribute of the group.
|
|
--@param #WAREHOUSE self
|
|
--@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit.
|
|
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
|
|
function WAREHOUSE:_GetTerminal(_attribute)
|
|
|
|
-- Default terminal is "large".
|
|
local _terminal=AIRBASE.TerminalType.OpenBig
|
|
|
|
|
|
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
|
|
-- Fighter ==> small.
|
|
_terminal=AIRBASE.TerminalType.FighterAircraft
|
|
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then
|
|
-- Bigger aircraft.
|
|
_terminal=AIRBASE.TerminalType.OpenBig
|
|
elseif _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO then
|
|
-- Helicopter.
|
|
_terminal=AIRBASE.TerminalType.HelicopterUsable
|
|
end
|
|
|
|
return _terminal
|
|
end
|
|
|
|
|
|
--- Seach unoccupied parking spots at the airbase for a list of assets. For each asset group a list of parking spots is returned.
|
|
-- During the search also the not yet spawned asset aircraft are considered.
|
|
-- If not enough spots for all asset units could be found, the routine returns nil!
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Airbase#AIRBASE airbase The airbase where we search for parking spots.
|
|
-- @param #table assets A table of assets for which the parking spots are needed.
|
|
-- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID.
|
|
function WAREHOUSE:_FindParkingForAssets(airbase, assets)
|
|
|
|
-- Init default
|
|
local scanradius=50
|
|
local scanunits=true
|
|
local scanstatics=true
|
|
local scanscenery=false
|
|
local verysafe=false
|
|
|
|
-- Function calculating the overlap of two (square) objects.
|
|
local function _overlap(l1,l2,dist)
|
|
local safedist=(l1/2+l2/2)*1.1
|
|
local safe = (dist > safedist)
|
|
self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe)))
|
|
return safe
|
|
end
|
|
|
|
-- Get parking spot data table. This contains all free and "non-free" spots.
|
|
local parkingdata=airbase:GetParkingSpotsTable()
|
|
|
|
-- List of obstacles.
|
|
local obstacles={}
|
|
|
|
-- Loop over all parking spots and get the obstacles.
|
|
-- TODO: How long does this take on very large airbases, i.e. those with hundereds of parking spots?
|
|
for _,parkingspot in pairs(parkingdata) do
|
|
|
|
-- Coordinate of the parking spot.
|
|
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
|
|
local _termid=parkingspot.TerminalID
|
|
|
|
-- Obstacles at or around this parking spot.
|
|
obstacles[_termid]={}
|
|
|
|
-- Scan a radius of 50 meters around the spot.
|
|
local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery)
|
|
|
|
-- Check all units.
|
|
for _,_unit in pairs(_units) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
local _coord=unit:GetCoordinate()
|
|
local _size=self:_GetObjectSize(unit:GetDCSObject())
|
|
local _name=unit:GetName()
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="unit"})
|
|
end
|
|
|
|
-- Check all statics.
|
|
for _,static in pairs(_statics) do
|
|
local _vec3=static:getPoint()
|
|
local _coord=COORDINATE:NewFromVec3(_vec3)
|
|
local _name=static:getName()
|
|
--env.info("FF static name = "..tostring(_name))
|
|
local _size=self:_GetObjectSize(static)
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="static"})
|
|
end
|
|
|
|
-- Check all scenery.
|
|
for _,scenery in pairs(_sceneries) do
|
|
local _vec3=scenery:getPoint()
|
|
local _coord=COORDINATE:NewFromVec3(_vec3)
|
|
local _name=scenery:getTypeName()
|
|
local _size=self:_GetObjectSize(scenery)
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="scenery"})
|
|
end
|
|
|
|
-- TODO Clients? Unoccupied client aircraft are also important! Are they already included in scanned units maybe?
|
|
--[[
|
|
local clients=_DATABASE.CLIENTS
|
|
for _,_client in pairs(clients) do
|
|
local client=_client --Wrapper.Client#CLIENT
|
|
local unit=client:GetClientGroupUnit()
|
|
local _coord=unit:GetCoordinate()
|
|
local _name=unit:GetName()
|
|
local _size=self:_GetObjectSize(client:GetClientGroupDCSUnit())
|
|
table.insert(obstacles[_termid],{coord=_coord, size=_size, name=_name, type="client"})
|
|
end
|
|
]]
|
|
end
|
|
|
|
-- Parking data for all assets.
|
|
local parking={}
|
|
|
|
-- Loop over all assets that need a parking psot.
|
|
for _,asset in pairs(assets) do
|
|
|
|
local _asset=asset --#WAREHOUSE.Assetitem
|
|
|
|
local terminaltype=self:_GetTerminal(asset.attribute)
|
|
|
|
-- Asset specific parking.
|
|
parking[_asset.uid]={}
|
|
|
|
-- Loop over all units - each one needs a spot.
|
|
for i=1,_asset.nunits do
|
|
|
|
-- Loop over all parking spots.
|
|
local gotit=false
|
|
for _,parkingspot in pairs(parkingdata) do
|
|
|
|
-- Check correct terminal type for asset. We don't want helos in shelters etc.
|
|
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
|
|
|
|
-- Coordinate of the parking spot.
|
|
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
|
|
local _termid=parkingspot.TerminalID
|
|
local _toac=parkingspot.TOAC
|
|
|
|
-- Loop over all obstacles.
|
|
local free=true
|
|
local problem=nil
|
|
for _,obstacle in pairs(obstacles[_termid]) do
|
|
|
|
-- Check if aircraft overlaps with any obstacle.
|
|
local dist=_spot:Get2DDistance(obstacle.coord)
|
|
local safe=_overlap(_asset.size, obstacle.size, dist)
|
|
|
|
-- Spot is blocked.
|
|
if not safe then
|
|
free=false
|
|
problem=obstacle
|
|
problem.dist=dist
|
|
break
|
|
end
|
|
|
|
end
|
|
|
|
if free then
|
|
|
|
-- Add parkingspot for this asset unit.
|
|
table.insert(parking[_asset.uid], parkingspot)
|
|
|
|
self:T(self.wid..string.format("Parking spot #%d is free for asset id=%d!", _termid, _asset.uid))
|
|
|
|
-- Add the unit as obstacle so that this spot will not be available for the next unit.
|
|
-- TODO Alternatively, I could remove this parking spot from the table, right?
|
|
table.insert(obstacles[_termid], {coord=_spot, size=_asset.size, name=_asset.templatename, type="asset"})
|
|
|
|
gotit=true
|
|
break
|
|
else
|
|
self:T(self.wid..string.format("Parking spot #%d is occupied or not big enough!", _termid))
|
|
if self.Debug then
|
|
local coord=problem.coord --Core.Point#COORDINATE
|
|
local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist)
|
|
coord:MarkToAll(string.format(text))
|
|
end
|
|
end
|
|
|
|
end -- check terminal type
|
|
end -- loop over parking spots
|
|
|
|
|
|
if not gotit then
|
|
self:T(self.wid..string.format("WARNING: No free parking spot for asset id=%d",_asset.uid))
|
|
return nil
|
|
end
|
|
end -- loop over asset units
|
|
end -- loop over asset groups
|
|
|
|
return parking
|
|
end
|
|
|
|
|
|
--- Get the request belonging to a group.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
|
|
-- @param #table queue Queue holding all requests.
|
|
-- @return #WAREHOUSE.Pendingitem The request belonging to this group.
|
|
function WAREHOUSE:_GetRequestOfGroup(group, queue)
|
|
|
|
-- Get warehouse, asset and request ID from group name.
|
|
local wid,aid,rid=self:_GetIDsFromGroup(group)
|
|
|
|
-- Find the request.
|
|
for _,_request in pairs(queue) do
|
|
local request=_request --#WAREHOUSE.Queueitem
|
|
if request.uid==rid then
|
|
return request
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Is the group a used as transporter for a given request?
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
|
|
-- @param #WAREHOUSE.Pendingitem request Request
|
|
-- @return #WAREHOUSE.Pendingitem The request belonging to this group.
|
|
function WAREHOUSE:_GroupIsTransport(group, request)
|
|
|
|
if request.transportgroupset then
|
|
|
|
local transporters=request.transportgroupset:GetSetObjects()
|
|
|
|
local groupname=group:GetName()
|
|
for _,transport in pairs(transporters) do
|
|
if transport:GetName()==groupname then
|
|
return true
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem _assetitem Asset for which the name is created.
|
|
-- @param #WAREHOUSE.Queueitem _queueitem (Optional) Request specific name.
|
|
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
|
|
function WAREHOUSE:_Alias(_assetitem,_queueitem)
|
|
return self:_alias(_assetitem.unittype, self.uid, _assetitem.uid,_queueitem.uid)
|
|
end
|
|
|
|
--- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string unittype Type of unit.
|
|
-- @param #number wid Warehouse id.
|
|
-- @param #number aid Asset item id.
|
|
-- @param #number qid Queue/request item id.
|
|
-- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d"
|
|
function WAREHOUSE:_alias(unittype, wid, aid, qid)
|
|
local _alias=string.format("%s_WID-%d_AID-%d", unittype, wid, aid)
|
|
if qid then
|
|
_alias=_alias..string.format("_RID-%d", qid)
|
|
end
|
|
return _alias
|
|
end
|
|
|
|
--- Get warehouse id, asset id and request id from group name (alias).
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group The group from which the info is gathered.
|
|
-- @return #number Warehouse ID.
|
|
-- @return #number Asset ID.
|
|
-- @return #number Request ID.
|
|
function WAREHOUSE:_GetIDsFromGroup(group)
|
|
|
|
---@param #string text The text to analyse.
|
|
local function analyse(text)
|
|
|
|
-- Get rid of #0001 tail from spawn.
|
|
local unspawned=UTILS.Split(text, "#")[1]
|
|
|
|
-- Split keywords.
|
|
local keywords=UTILS.Split(unspawned, "_")
|
|
local _wid=nil -- warehouse UID
|
|
local _aid=nil -- asset UID
|
|
local _rid=nil -- request UID
|
|
|
|
-- Loop over keys.
|
|
for _,keys in pairs(keywords) do
|
|
local str=UTILS.Split(keys, "-")
|
|
local key=str[1]
|
|
local val=str[2]
|
|
if key:find("WID") then
|
|
_wid=tonumber(val)
|
|
elseif key:find("AID") then
|
|
_aid=tonumber(val)
|
|
elseif key:find("RID") then
|
|
_rid=tonumber(val)
|
|
end
|
|
end
|
|
|
|
return _wid,_aid,_rid
|
|
end
|
|
|
|
if group then
|
|
|
|
-- Group name
|
|
local name=group:GetName()
|
|
|
|
-- Get ids
|
|
local wid,aid,rid=analyse(name)
|
|
|
|
-- Debug info
|
|
self:T3(self.wid..string.format("Group Name = %s", tostring(name)))
|
|
self:T3(self.wid..string.format("Warehouse ID = %s", tostring(wid)))
|
|
self:T3(self.wid..string.format("Asset ID = %s", tostring(aid)))
|
|
self:T3(self.wid..string.format("Request ID = %s", tostring(rid)))
|
|
|
|
return wid,aid,rid
|
|
else
|
|
self:E("WARNING: Group not found in GetIDsFromGroup() function!")
|
|
end
|
|
|
|
end
|
|
|
|
--- Filter stock assets by table entry.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}.
|
|
-- @param #string descriptor Descriptor describing the filtered assets.
|
|
-- @param attribute Value of the descriptor.
|
|
-- @param #number nmax (Optional) Maximum number of items that will be returned. Default nmax=nil is all matching items are returned.
|
|
-- @param #boolean mobile (Optional) If true, filter only mobile assets.
|
|
-- @return #table Filtered stock items table.
|
|
-- @return #number Total number of (requested) assets available.
|
|
-- @return #boolean If true, enough assets are available.
|
|
function WAREHOUSE:_FilterStock(stock, descriptor, attribute, nmax, mobile)
|
|
|
|
-- Default all.
|
|
nmax=nmax or WAREHOUSE.Quantity.ALL
|
|
if mobile==nil then
|
|
mobile=false
|
|
end
|
|
|
|
-- Filtered array.
|
|
local filtered={}
|
|
|
|
-- Count total number in stock.
|
|
local ntot=0
|
|
for _,_asset in ipairs(stock) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
local ismobile=asset.speedmax>0
|
|
if asset[descriptor]==attribute then
|
|
if (mobile==true and ismobile) or mobile==false then
|
|
ntot=ntot+1
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Treat case where ntot=0, i.e. no assets at all.
|
|
if ntot==0 then
|
|
return filtered, ntot, false
|
|
end
|
|
|
|
-- Handle string input for nmax.
|
|
if type(nmax)=="string" then
|
|
if nmax:lower()==WAREHOUSE.Quantity.ALL then
|
|
nmax=ntot
|
|
elseif nmax==WAREHOUSE.Quantity.THREEQUARTERS then
|
|
nmax=ntot*3/4
|
|
elseif nmax==WAREHOUSE.Quantity.HALF then
|
|
nmax=ntot/2
|
|
elseif nmax==WAREHOUSE.Quantity.THIRD then
|
|
nmax=ntot/3
|
|
elseif nmax==WAREHOUSE.Quantity.QUARTER then
|
|
nmax=ntot/4
|
|
else
|
|
nmax=math.min(1, ntot)
|
|
end
|
|
end
|
|
|
|
-- Loop over stock items.
|
|
for _i,_asset in ipairs(stock) do
|
|
local asset=_asset --#WAREHOUSE.Assetitem
|
|
|
|
-- Check if asset has the right attribute.
|
|
if asset[descriptor]==attribute then
|
|
|
|
-- Check if asset has to be mobile.
|
|
if (mobile and asset.speedmax>0) or (not mobile) then
|
|
|
|
-- Add asset to filtered table.
|
|
table.insert(filtered, asset)
|
|
|
|
-- Break loop if nmax was reached.
|
|
if nmax~=nil and #filtered>=nmax then
|
|
return filtered, ntot, true
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
return filtered, ntot, ntot>=nmax
|
|
end
|
|
|
|
--- Check if a group has a generalized attribute.
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group MOOSE group object.
|
|
-- @param #WAREHOUSE.Attribute attribute Attribute to check.
|
|
-- @return #boolean True if group has the specified attribute.
|
|
function WAREHOUSE:_HasAttribute(group, attribute)
|
|
|
|
if group then
|
|
local groupattribute=self:_GetAttribute(group)
|
|
return groupattribute==attribute
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Get the generalized attribute of a group.
|
|
-- Note that for a heterogenious group, the attribute is determined from the attribute of the first unit!
|
|
-- @param #WAREHOUSE self
|
|
-- @param Wrapper.Group#GROUP group MOOSE group object.
|
|
-- @return #WAREHOUSE.Attribute Generalized attribute of the group.
|
|
function WAREHOUSE:_GetAttribute(group)
|
|
|
|
-- Default
|
|
local attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN --#WAREHOUSE.Attribute
|
|
|
|
if group then
|
|
|
|
-----------
|
|
--- Air ---
|
|
-----------
|
|
-- Planes
|
|
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
|
|
local awacs=group:HasAttribute("AWACS")
|
|
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters")
|
|
local bomber=group:HasAttribute("Bombers")
|
|
local tanker=group:HasAttribute("Tankers")
|
|
local uav=group:HasAttribute("UAV")
|
|
-- Helicopters
|
|
local transporthelo=group:HasAttribute("Transport helicopters")
|
|
local attackhelicopter=group:HasAttribute("Attack helicopters")
|
|
|
|
--------------
|
|
--- Ground ---
|
|
--------------
|
|
-- Ground
|
|
local apc=group:HasAttribute("Infantry carriers")
|
|
local truck=group:HasAttribute("Trucks") and not group:GetCategory()==Group.Category.TRAIN
|
|
local infantry=group:HasAttribute("Infantry")
|
|
local artillery=group:HasAttribute("Artillery")
|
|
local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks")
|
|
local aaa=group:HasAttribute("AAA")
|
|
local sam=group:HasAttribute("SAM")
|
|
-- Train
|
|
local train=group:GetCategory()==Group.Category.TRAIN
|
|
|
|
-------------
|
|
--- Naval ---
|
|
-------------
|
|
-- Ships
|
|
local aircraftcarrier=group:HasAttribute("Aircraft Carriers")
|
|
local warship=group:HasAttribute("Heavy armed ships")
|
|
local armedship=group:HasAttribute("Armed ships")
|
|
local unarmedship=group:HasAttribute("Unarmed ships")
|
|
|
|
|
|
-- Define attribute. Order is important.
|
|
if transportplane then
|
|
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTPLANE
|
|
elseif awacs then
|
|
attribute=WAREHOUSE.Attribute.AIR_AWACS
|
|
elseif fighter then
|
|
attribute=WAREHOUSE.Attribute.AIR_FIGHTER
|
|
elseif bomber then
|
|
attribute=WAREHOUSE.Attribute.AIR_BOMBER
|
|
elseif tanker then
|
|
attribute=WAREHOUSE.Attribute.AIR_TANKER
|
|
elseif transporthelo then
|
|
attribute=WAREHOUSE.Attribute.AIR_TRANSPORTHELO
|
|
elseif attackhelicopter then
|
|
attribute=WAREHOUSE.Attribute.AIR_ATTACKHELO
|
|
elseif uav then
|
|
attribute=WAREHOUSE.Attribute.AIR_UAV
|
|
elseif apc then
|
|
attribute=WAREHOUSE.Attribute.GROUND_APC
|
|
elseif truck then
|
|
attribute=WAREHOUSE.Attribute.GROUND_TRUCK
|
|
elseif infantry then
|
|
attribute=WAREHOUSE.Attribute.GROUND_INFANTRY
|
|
elseif artillery then
|
|
attribute=WAREHOUSE.Attribute.GROUND_ARTILLERY
|
|
elseif tank then
|
|
attribute=WAREHOUSE.Attribute.GROUND_TANK
|
|
elseif aaa then
|
|
attribute=WAREHOUSE.Attribute.GROUND_AAA
|
|
elseif sam then
|
|
attribute=WAREHOUSE.Attribute.GROUND_SAM
|
|
elseif train then
|
|
attribute=WAREHOUSE.Attribute.GROUND_TRAIN
|
|
elseif aircraftcarrier then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_AIRCRAFTCARRIER
|
|
elseif warship then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_WARSHIP
|
|
elseif armedship then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_ARMEDSHIP
|
|
elseif unarmedship then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP
|
|
else
|
|
if group:IsGround() then
|
|
attribute=WAREHOUSE.Attribute.GROUND_OTHER
|
|
elseif group:IsShip() then
|
|
attribute=WAREHOUSE.Attribute.NAVAL_OTHER
|
|
elseif group:IsAir() then
|
|
attribute=WAREHOUSE.Attribute.AIR_OTHER
|
|
else
|
|
attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN
|
|
end
|
|
end
|
|
end
|
|
|
|
return attribute
|
|
end
|
|
|
|
--- Size of the bounding box of a DCS object derived from the DCS descriptor table. If boundinb box is nil, a size of zero is returned.
|
|
-- @param #WAREHOUSE self
|
|
-- @param DCS#Object DCSobject The DCS object for which the size is needed.
|
|
-- @return #number Max size of object in meters.
|
|
function WAREHOUSE:_GetObjectSize(DCSobject)
|
|
local DCSdesc=DCSobject:getDesc()
|
|
if DCSdesc.box then
|
|
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
|
|
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
|
|
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
|
|
return math.max(x,z), x , y, z
|
|
end
|
|
return 0,0,0,0
|
|
end
|
|
|
|
--- Returns the number of assets for each generalized attribute.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table stock The stock of the warehouse.
|
|
-- @return #table Data table holding the numbers, i.e. data[attibute]=n.
|
|
function WAREHOUSE:GetStockInfo(stock)
|
|
|
|
local _data={}
|
|
for _j,_attribute in pairs(WAREHOUSE.Attribute) do
|
|
|
|
local n=0
|
|
for _i,_item in pairs(stock) do
|
|
local _ite=_item --#WAREHOUSE.Assetitem
|
|
if _ite.attribute==_attribute then
|
|
n=n+1
|
|
end
|
|
end
|
|
|
|
_data[_attribute]=n
|
|
end
|
|
|
|
return _data
|
|
end
|
|
|
|
--- Delete an asset item from stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem stockitem Asset item to delete from stock table.
|
|
function WAREHOUSE:_DeleteStockItem(stockitem)
|
|
for i=1,#self.stock do
|
|
local item=self.stock[i] --#WAREHOUSE.Assetitem
|
|
if item.uid==stockitem.uid then
|
|
table.remove(self.stock,i)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Delete item from queue.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed.
|
|
-- @param #table queue The queue from which the item should be deleted.
|
|
function WAREHOUSE:_DeleteQueueItem(qitem, queue)
|
|
self:F({qitem=qitem, queue=queue})
|
|
|
|
for i=1,#queue do
|
|
local _item=queue[i] --#WAREHOUSE.Queueitem
|
|
if _item.uid==qitem.uid then
|
|
self:I(self.wid..string.format("Deleting queue item %d.", qitem.uid))
|
|
table.remove(queue,i)
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Sort requests queue wrt prio and request uid.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_SortQueue()
|
|
self:F3()
|
|
-- Sort.
|
|
local function _sort(a, b)
|
|
return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid)
|
|
end
|
|
table.sort(self.queue, _sort)
|
|
end
|
|
|
|
--- Prints the queue to DCS.log file.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table queue Queue to print.
|
|
-- @param #string name Name of the queue for info reasons.
|
|
function WAREHOUSE:_PrintQueue(queue, name)
|
|
|
|
local total="Empty"
|
|
if #queue>0 then
|
|
total=string.format("Total = %d", #queue)
|
|
end
|
|
|
|
-- Init string.
|
|
local text=string.format("%s at %s: %s",name, self.alias, total)
|
|
|
|
for i,qitem in ipairs(queue) do
|
|
local qitem=qitem --#WAREHOUSE.Pendingitem
|
|
|
|
-- Set airbase:
|
|
local airbasename="none"
|
|
if qitem.airbase then
|
|
airbasename=qitem.airbase:GetName()
|
|
end
|
|
|
|
local uid=qitem.uid
|
|
local prio=qitem.prio
|
|
local clock="N/A"
|
|
if qitem.timestamp then
|
|
clock=tostring(UTILS.SecondsToClock(qitem.timestamp))
|
|
end
|
|
local assignment=tostring(qitem.assignment)
|
|
local requestor=qitem.warehouse.alias
|
|
local requestorAirbaseCat=qitem.category
|
|
local assetdesc=qitem.assetdesc
|
|
local assetdescval=qitem.assetdescval
|
|
local nasset=tostring(qitem.nasset)
|
|
local ndelivered=tostring(qitem.ndelivered)
|
|
local ncargogroupset="N/A"
|
|
if qitem.cargogroupset then
|
|
ncargogroupset=tostring(qitem.cargogroupset:Count())
|
|
end
|
|
local transporttype="N/A"
|
|
if qitem.transporttype then
|
|
transporttype=qitem.transporttype
|
|
end
|
|
local ntransport="N/A"
|
|
if qitem.ntransport then
|
|
ntransport=tostring(qitem.ntransport)
|
|
end
|
|
local ntransportalive="N/A"
|
|
if qitem.transportgroupset then
|
|
ntransportalive=tostring(qitem.transportgroupset:Count())
|
|
end
|
|
local ntransporthome="N/A"
|
|
if qitem.ntransporthome then
|
|
ntransporthome=tostring(qitem.ntransporthome)
|
|
end
|
|
|
|
-- Output text:
|
|
text=text..string.format(
|
|
"\n%d) UID=%d, Prio=%d, Clock=%s, Assignment=%s | Requestor=%s [Airbase=%s, category=%d] | Assets(%s)=%s: #requested=%s / #alive=%s / #delivered=%s | Transport=%s: #requested=%d / #alive=%s / #home=%s",
|
|
i, uid, prio, clock, assignment, requestor, airbasename, requestorAirbaseCat, assetdesc, assetdescval, nasset, ncargogroupset, ndelivered, transporttype, ntransport, ntransportalive, ntransporthome)
|
|
|
|
end
|
|
|
|
self:I(self.wid..text)
|
|
end
|
|
|
|
--- Display status of warehouse.
|
|
-- @param #WAREHOUSE self
|
|
function WAREHOUSE:_DisplayStatus()
|
|
|
|
-- Set airbase name.
|
|
local airbasename="none"
|
|
if self.airbase then
|
|
airbasename=self.airbase:GetName()
|
|
end
|
|
|
|
local text=string.format("\n------------------------------------------------------\n")
|
|
text=text..string.format("Warehouse %s status:\n", self.alias)
|
|
text=text..string.format("------------------------------------------------------\n")
|
|
text=text..string.format("Current status = %s\n", self:GetState())
|
|
text=text..string.format("Coalition side = %d\n", self.coalition)
|
|
text=text..string.format("Country name = %d\n", self.country)
|
|
text=text..string.format("Airbase name = %s\n", airbasename)
|
|
text=text..string.format("Queued requests = %d\n", #self.queue)
|
|
text=text..string.format("Pending requests = %d\n", #self.pending)
|
|
text=text..string.format("------------------------------------------------------\n")
|
|
text=text..self:_GetStockAssetsText()
|
|
self:T(text)
|
|
--TODO: number of ground, air, naval assets.
|
|
end
|
|
|
|
--- Get text about warehouse stock.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #boolean messagetoall If true, send message to all.
|
|
-- @return #string Text about warehouse stock
|
|
function WAREHOUSE:_GetStockAssetsText(messagetoall)
|
|
|
|
-- Get assets in stock.
|
|
local _data=self:GetStockInfo(self.stock)
|
|
|
|
--[[
|
|
local function _sort(a,b)
|
|
return a[1]<b[1]
|
|
end
|
|
table.sort(_data, _sort)
|
|
]]
|
|
|
|
-- Text.
|
|
local text="Stock:\n"
|
|
local total=0
|
|
for _attribute,_count in pairs(_data) do
|
|
if _count>0 then
|
|
local attribute=tostring(UTILS.Split(_attribute, "_")[2])
|
|
text=text..string.format("%s = %d\n", attribute,_count)
|
|
total=total+_count
|
|
end
|
|
end
|
|
text=text..string.format("===================\n")
|
|
text=text..string.format("Total = %d\n", total)
|
|
text=text..string.format("------------------------------------------------------\n")
|
|
|
|
-- Send message?
|
|
MESSAGE:New(text, 10):ToAllIf(messagetoall)
|
|
|
|
return text
|
|
end
|
|
|
|
--- Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock.
|
|
-- Only the coaliton of the warehouse owner is able to see it.
|
|
-- @param #WAREHOUSE self
|
|
-- @return #string Text about warehouse stock
|
|
function WAREHOUSE:_UpdateWarehouseMarkText()
|
|
|
|
-- Create a mark with the current assets in stock.
|
|
if self.markerid~=nil then
|
|
trigger.action.removeMark(self.markerid)
|
|
end
|
|
|
|
-- Get assets in stock.
|
|
local _data=self:GetStockInfo(self.stock)
|
|
|
|
-- Text.
|
|
local text=string.format("Warehouse Stock - total assets %d:\n", #self.stock)
|
|
|
|
for _attribute,_count in pairs(_data) do
|
|
if _count>0 then
|
|
local attribute=tostring(UTILS.Split(_attribute, "_")[2])
|
|
text=text..string.format("%s=%d, ", attribute,_count)
|
|
end
|
|
end
|
|
|
|
-- Create/update marker at warehouse in F10 map.
|
|
self.markerid=self.coordinate:MarkToCoalition(text, self.coalition, true)
|
|
end
|
|
|
|
--- Display stock items of warehouse.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}.
|
|
function WAREHOUSE:_DisplayStockItems(stock)
|
|
|
|
local text=self.wid..string.format("Warehouse %s stock assets:\n", self.airbase:GetName())
|
|
for _,_stock in pairs(stock) do
|
|
local mystock=_stock --#WAREHOUSE.Assetitem
|
|
text=text..string.format("template = %s, category = %d, unittype = %s, attribute = %s\n", mystock.templatename, mystock.category, mystock.unittype, mystock.attribute)
|
|
end
|
|
|
|
env.info(text)
|
|
MESSAGE:New(text, 10):ToAll()
|
|
end
|
|
|
|
--- Fireworks!
|
|
-- @param #WAREHOUSE self
|
|
-- @param Core.Point#COORDINATE coord
|
|
function WAREHOUSE:_Fireworks(coord)
|
|
|
|
-- Place.
|
|
coord=coord or self.coordinate
|
|
|
|
-- Fireworks!
|
|
for i=1,91 do
|
|
local color=math.random(0,3)
|
|
coord:Flare(color, i-1)
|
|
end
|
|
end
|
|
|
|
--- Info Message. Message send to coalition if reports or debug mode activated (and duration > 0). Text self:I(text) added to DCS.log file.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string text The text of the error message.
|
|
-- @param #number duration Message display duration in seconds. Default 20 sec. If duration is zero, no message is displayed.
|
|
function WAREHOUSE:_InfoMessage(text, duration)
|
|
duration=duration or 20
|
|
if duration>0 then
|
|
MESSAGE:New(text, duration):ToCoalitionIf(self.coalition, self.Debug or self.Report)
|
|
end
|
|
self:I(self.wid..text)
|
|
end
|
|
|
|
|
|
--- Debug message. Message send to all if debug mode is activated (and duration > 0). Text self:T(text) added to DCS.log file.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string text The text of the error message.
|
|
-- @param #number duration Message display duration in seconds. Default 20 sec. If duration is zero, no message is displayed.
|
|
function WAREHOUSE:_DebugMessage(text, duration)
|
|
duration=duration or 20
|
|
if duration>0 then
|
|
MESSAGE:New(text, duration):ToAllIf(self.Debug)
|
|
end
|
|
self:T(self.wid..text)
|
|
end
|
|
|
|
--- Error message. Message send to all (if duration > 0). Text self:E(text) added to DCS.log file.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #string text The text of the error message.
|
|
-- @param #number duration Message display duration in seconds. Default 20 sec. If duration is zero, no message is displayed.
|
|
function WAREHOUSE:_ErrorMessage(text, duration)
|
|
duration=duration or 20
|
|
if duration>0 then
|
|
MESSAGE:New(text, duration):ToAllIf()
|
|
end
|
|
self:E(self.wid..text)
|
|
end
|
|
|
|
|
|
--- Calculate the maximum height an aircraft can reach for the given parameters.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #number D Total distance in meters from Departure to holding point at destination.
|
|
-- @param #number alphaC Climb angle in rad.
|
|
-- @param #number alphaD Descent angle in rad.
|
|
-- @param #number Hdep AGL altitude of departure point.
|
|
-- @param #number Hdest AGL altitude of destination point.
|
|
-- @param #number Deltahhold Relative altitude of holding point above destination.
|
|
-- @return #number Maximum height the aircraft can reach.
|
|
function WAREHOUSE:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold)
|
|
|
|
local Hhold=Hdest+Deltahhold
|
|
local hdest=Hdest-Hdep
|
|
local hhold=hdest+Deltahhold
|
|
|
|
local Dp=math.sqrt(D^2 + hhold^2)
|
|
|
|
local alphaS=math.atan(hdest/D) -- slope angle
|
|
local alphaH=math.atan(hhold/D) -- angle to holding point (could be necative!)
|
|
|
|
local alphaCp=alphaC-alphaH -- climb angle with slope
|
|
local alphaDp=alphaD+alphaH -- descent angle with slope
|
|
|
|
-- ASA triangle.
|
|
local gammap=math.pi-alphaCp-alphaDp
|
|
local sCp=Dp*math.sin(alphaDp)/math.sin(gammap)
|
|
local sDp=Dp*math.sin(alphaCp)/math.sin(gammap)
|
|
|
|
-- Max height from departure.
|
|
local hmax=sCp*math.sin(alphaC)
|
|
|
|
-- Debug info.
|
|
if self.Debug then
|
|
env.info(string.format("Hdep = %.3f km", Hdep/1000))
|
|
env.info(string.format("Hdest = %.3f km", Hdest/1000))
|
|
env.info(string.format("DetaHold= %.3f km", Deltahhold/1000))
|
|
env.info()
|
|
env.info(string.format("D = %.3f km", D/1000))
|
|
env.info(string.format("Dp = %.3f km", Dp/1000))
|
|
env.info()
|
|
env.info(string.format("alphaC = %.3f Deg", math.deg(alphaC)))
|
|
env.info(string.format("alphaCp = %.3f Deg", math.deg(alphaCp)))
|
|
env.info()
|
|
env.info(string.format("alphaD = %.3f Deg", math.deg(alphaD)))
|
|
env.info(string.format("alphaDp = %.3f Deg", math.deg(alphaDp)))
|
|
env.info()
|
|
env.info(string.format("alphaS = %.3f Deg", math.deg(alphaS)))
|
|
env.info(string.format("alphaH = %.3f Deg", math.deg(alphaH)))
|
|
env.info()
|
|
env.info(string.format("sCp = %.3f km", sCp/1000))
|
|
env.info(string.format("sDp = %.3f km", sDp/1000))
|
|
env.info()
|
|
env.info(string.format("hmax = %.3f km", hmax/1000))
|
|
env.info()
|
|
|
|
-- Descent height
|
|
local hdescent=hmax-hhold
|
|
|
|
local dClimb = hmax/math.tan(alphaC)
|
|
local dDescent = (hmax-hhold)/math.tan(alphaD)
|
|
local dCruise = D-dClimb-dDescent
|
|
|
|
env.info(string.format("hmax = %.3f km", hmax/1000))
|
|
env.info(string.format("hdescent = %.3f km", hdescent/1000))
|
|
env.info(string.format("Dclimb = %.3f km", dClimb/1000))
|
|
env.info(string.format("Dcruise = %.3f km", dCruise/1000))
|
|
env.info(string.format("Ddescent = %.3f km", dDescent/1000))
|
|
env.info()
|
|
end
|
|
|
|
return hmax
|
|
end
|
|
|
|
|
|
--- Make a flight plan from a departure to a destination airport.
|
|
-- @param #WAREHOUSE self
|
|
-- @param #WAREHOUSE.Assetitem asset
|
|
-- @param Wrapper.Airbase#AIRBASE departure Departure airbase.
|
|
-- @param Wrapper.Airbase#AIRBASE destination Destination airbase.
|
|
-- @return #table Table of flightplan waypoints.
|
|
-- @return #table Table of flightplan coordinates.
|
|
function WAREHOUSE:_GetFlightplan(asset, departure, destination)
|
|
|
|
-- Parameters in SI units (m/s, m).
|
|
local Vmax=asset.speedmax/3.6
|
|
local Range=asset.range
|
|
local category=asset.category
|
|
local ceiling=asset.DCSdesc.Hmax
|
|
local Vymax=asset.DCSdesc.VyMax
|
|
|
|
-- Max cruise speed 90% of max speed.
|
|
local VxCruiseMax=0.90*Vmax
|
|
|
|
-- Min cruise speed 70% of max cruise or 600 km/h whichever is lower.
|
|
local VxCruiseMin = math.min(VxCruiseMax*0.70, 166)
|
|
|
|
-- Cruise speed (randomized). Expectation value at midpoint between min and max.
|
|
local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax)
|
|
|
|
-- Climb speed 90% ov Vmax but max 720 km/h.
|
|
local VxClimb = math.min(Vmax*0.90, 200)
|
|
|
|
-- Descent speed 60% of Vmax but max 500 km/h.
|
|
local VxDescent = math.min(Vmax*0.60, 140)
|
|
|
|
-- Holding speed is 90% of descent speed.
|
|
local VxHolding = VxDescent*0.9
|
|
|
|
-- Final leg is 90% of holding speed.
|
|
local VxFinal = VxHolding*0.9
|
|
|
|
-- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate.
|
|
local VyClimb=math.min(7.6, Vymax)
|
|
|
|
-- Climb angle in rad.
|
|
--local AlphaClimb=math.asin(VyClimb/VxClimb)
|
|
local AlphaClimb=math.rad(4)
|
|
|
|
-- Descent angle in rad. Moderate 4 degrees.
|
|
local AlphaDescent=math.rad(4)
|
|
|
|
-- Expected cruise level (peak of Gaussian distribution)
|
|
local FLcruise_expect=150*RAT.unit.FL2m
|
|
if category==Group.Category.HELICOPTER then
|
|
FLcruise_expect=1000 -- 1000 m ASL
|
|
end
|
|
|
|
-------------------------
|
|
--- DEPARTURE AIRPORT ---
|
|
-------------------------
|
|
|
|
-- Coordinates of departure point.
|
|
local Pdeparture=departure:GetCoordinate()
|
|
|
|
-- Height ASL of departure point.
|
|
local H_departure=Pdeparture.y
|
|
|
|
---------------------------
|
|
--- DESTINATION AIRPORT ---
|
|
---------------------------
|
|
|
|
-- Position of destination airport.
|
|
local Pdestination=destination:GetCoordinate()
|
|
|
|
-- Height ASL of destination airport/zone.
|
|
local H_destination=Pdestination.y
|
|
|
|
-----------------------------
|
|
--- DESCENT/HOLDING POINT ---
|
|
-----------------------------
|
|
|
|
-- Get a random point between 5 and 10 km away from the destination.
|
|
local Rhmin=5000
|
|
local Rhmax=10000
|
|
|
|
-- For helos we set a distance between 500 to 1000 m.
|
|
if category==Group.Category.HELICOPTER then
|
|
Rhmin=500
|
|
Rhmax=1000
|
|
end
|
|
|
|
-- Coordinates of the holding point. y is the land height at that point.
|
|
local Pholding=Pdestination:GetRandomCoordinateInRadius(Rhmax, Rhmin)
|
|
|
|
-- Distance from holding point to final destination (not used).
|
|
local d_holding=Pholding:Get2DDistance(Pdestination)
|
|
|
|
-- AGL height of holding point.
|
|
local H_holding=Pholding.y
|
|
|
|
---------------
|
|
--- GENERAL ---
|
|
---------------
|
|
|
|
-- We go directly to the holding point not the destination airport. From there, planes are guided by DCS to final approach.
|
|
local heading=Pdeparture:HeadingTo(Pholding)
|
|
local d_total=Pdeparture:Get2DDistance(Pholding)
|
|
|
|
------------------------------
|
|
--- Holding Point Altitude ---
|
|
------------------------------
|
|
|
|
-- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL.
|
|
local h_holding=1200
|
|
if category==Group.Category.HELICOPTER then
|
|
h_holding=150
|
|
end
|
|
h_holding=UTILS.Randomize(h_holding, 0.2)
|
|
|
|
-- Max holding altitude.
|
|
local DeltaholdingMax=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, 0)
|
|
|
|
if h_holding>DeltaholdingMax then
|
|
h_holding=math.abs(DeltaholdingMax)
|
|
end
|
|
|
|
-- This is the height ASL of the holding point we want to fly to.
|
|
local Hh_holding=H_holding+h_holding
|
|
|
|
---------------------------
|
|
--- Max Flight Altitude ---
|
|
---------------------------
|
|
|
|
-- Get max flight altitude relative to H_departure.
|
|
local h_max=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, h_holding)
|
|
|
|
-- Max flight level ASL aircraft can reach for given angles and distance.
|
|
local FLmax = h_max+H_departure
|
|
|
|
--CRUISE
|
|
-- Min cruise alt is just above holding point at destination or departure height, whatever is larger.
|
|
local FLmin=math.max(H_departure, Hh_holding)
|
|
|
|
-- Ensure that FLmax not above its service ceiling.
|
|
FLmax=math.min(FLmax, ceiling)
|
|
|
|
-- If the route is very short we set FLmin a bit lower than FLmax.
|
|
if FLmin>FLmax then
|
|
FLmin=FLmax
|
|
end
|
|
|
|
-- Expected cruise altitude - peak of gaussian distribution.
|
|
if FLcruise_expect<FLmin then
|
|
FLcruise_expect=FLmin
|
|
end
|
|
if FLcruise_expect>FLmax then
|
|
FLcruise_expect=FLmax
|
|
end
|
|
|
|
-- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax.
|
|
local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax)
|
|
|
|
-- Climb and descent heights.
|
|
local h_climb = FLcruise - H_departure
|
|
local h_descent = FLcruise - Hh_holding
|
|
|
|
-- Get distances.
|
|
local d_climb = h_climb/math.tan(AlphaClimb)
|
|
local d_descent = h_descent/math.tan(AlphaDescent)
|
|
local d_cruise = d_total-d_climb-d_descent
|
|
|
|
-- Debug.
|
|
local text=string.format("Flight plan:\n")
|
|
text=text..string.format("Vx max = %.2f km/h\n", Vmax*3.6)
|
|
text=text..string.format("Vx climb = %.2f km/h\n", VxClimb*3.6)
|
|
text=text..string.format("Vx cruise = %.2f km/h\n", VxCruise*3.6)
|
|
text=text..string.format("Vx descent = %.2f km/h\n", VxDescent*3.6)
|
|
text=text..string.format("Vx holding = %.2f km/h\n", VxHolding*3.6)
|
|
text=text..string.format("Vx final = %.2f km/h\n", VxFinal*3.6)
|
|
text=text..string.format("Vy max = %.2f m/s\n", Vymax)
|
|
text=text..string.format("Vy climb = %.2f m/s\n", VyClimb)
|
|
text=text..string.format("Alpha Climb = %.2f Deg\n", math.deg(AlphaClimb))
|
|
text=text..string.format("Alpha Descent = %.2f Deg\n", math.deg(AlphaDescent))
|
|
text=text..string.format("Dist climb = %.3f km\n", d_climb/1000)
|
|
text=text..string.format("Dist cruise = %.3f km\n", d_cruise/1000)
|
|
text=text..string.format("Dist descent = %.3f km\n", d_descent/1000)
|
|
text=text..string.format("Dist total = %.3f km\n", d_total/1000)
|
|
text=text..string.format("h_climb = %.3f km\n", h_climb/1000)
|
|
text=text..string.format("h_desc = %.3f km\n", h_descent/1000)
|
|
text=text..string.format("h_holding = %.3f km\n", h_holding/1000)
|
|
text=text..string.format("h_max = %.3f km\n", h_max/1000)
|
|
text=text..string.format("FL min = %.3f km\n", FLmin/1000)
|
|
text=text..string.format("FL expect = %.3f km\n", FLcruise_expect/1000)
|
|
text=text..string.format("FL cruise * = %.3f km\n", FLcruise/1000)
|
|
text=text..string.format("FL max = %.3f km\n", FLmax/1000)
|
|
text=text..string.format("Ceiling = %.3f km\n", ceiling/1000)
|
|
text=text..string.format("Max range = %.3f km\n", Range/1000)
|
|
env.info(text)
|
|
|
|
-- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back.
|
|
if d_cruise<0 then
|
|
d_cruise=100
|
|
end
|
|
|
|
------------------------
|
|
--- Create Waypoints ---
|
|
------------------------
|
|
|
|
-- Waypoints and coordinates
|
|
local wp={}
|
|
local c={}
|
|
|
|
--- Departure/Take-off
|
|
c[#c+1]=Pdeparture
|
|
wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure")
|
|
|
|
--- Begin of Cruise
|
|
local Pcruise=Pdeparture:Translate(d_climb, heading)
|
|
Pcruise.y=FLcruise
|
|
c[#c+1]=Pcruise
|
|
wp[#wp+1]=Pcruise:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Cruise")
|
|
|
|
--- Descent
|
|
local Pdescent=Pcruise:Translate(d_cruise, heading)
|
|
Pdescent.y=FLcruise
|
|
c[#c+1]=Pdescent
|
|
wp[#wp+1]=Pdescent:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent")
|
|
|
|
--- Holding point
|
|
Pholding.y=H_holding+h_holding
|
|
c[#c+1]=Pholding
|
|
wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding")
|
|
|
|
--- Final destination.
|
|
c[#c+1]=Pdestination
|
|
wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination")
|
|
|
|
|
|
-- Mark points at waypoints for debugging.
|
|
if self.Debug then
|
|
for i,coord in pairs(c) do
|
|
local coord=coord --Core.Point#COORDINATE
|
|
local dist=0
|
|
if i>1 then
|
|
dist=coord:Get2DDistance(c[i-1])
|
|
end
|
|
coord:MarkToAll(string.format("Waypoint %i, distance = %.2f km",i, dist/1000))
|
|
end
|
|
end
|
|
|
|
return wp,c
|
|
end
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--[[
|
|
--- Departure/Take-off
|
|
c[#c+1]=Pdeparture
|
|
wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure")
|
|
|
|
--- Climb
|
|
local Pclimb=Pdeparture:Translate(d_climb/2, heading)
|
|
Pclimb.y=H_departure+(FLcruise-H_departure)/2
|
|
c[#c+1]=Pclimb
|
|
wp[#wp+1]=Pclimb:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxClimb, true, nil, nil, "Climb")
|
|
|
|
--- Begin of Cruise
|
|
local Pcruise1=Pclimb:Translate(d_climb/2, heading)
|
|
Pcruise1.y=FLcruise
|
|
c[#c+1]=Pcruise1
|
|
wp[#wp+1]=Pcruise1:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Begin of Cruise")
|
|
|
|
--- End of Cruise
|
|
local Pcruise2=Pcruise1:Translate(d_cruise, heading)
|
|
Pcruise2.y=FLcruise
|
|
c[#c+1]=Pcruise2
|
|
wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "End of Cruise")
|
|
|
|
--- Descent
|
|
local Pdescent=Pcruise2:Translate(d_descent/2, heading)
|
|
Pdescent.y=FLcruise-(FLcruise-(h_holding+H_holding))/2
|
|
c[#c+1]=Pdescent
|
|
wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent")
|
|
|
|
--- Holding point
|
|
Pholding.y=H_holding+h_holding
|
|
c[#c+1]=Pholding
|
|
wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding")
|
|
|
|
--- Final destination.
|
|
c[#c+1]=Pdestination
|
|
wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination")
|
|
]]
|