Applevangelist 4aa3edc508 Errors
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2022-09-02 17:01:39 +02:00

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--- **Ops** - Operation with multiple phases.
--
-- ## Main Features:
--
-- * Define operation phases
-- * Define conditions when phases are over
-- * Dedicate resources to operations
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Operation
-- @image OPS_Operation.png
--- OPERATION class.
-- @type OPERATION
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the operation.
-- @field Core.Condition#CONDITION conditionStart Start condition.
-- @field Core.Condition#CONDITION conditionStop Stop condition.
-- @field #table branches Branches.
-- @field #OPERATION.Branch branchMaster Master branch.
-- @field #OPERATION.Branch branchActive Active branch.
-- @field #number counterPhase Running number counting the phases.
-- @field #number counterBranch Running number counting the branches.
-- @field #OPERATION.Phase phase Currently active phase (if any).
-- @field #OPERATION.Phase phaseLast The phase that was active before the current one.
-- @field #table cohorts Dedicated cohorts.
-- @field #table legions Dedicated legions.
-- @field #table targets Targets.
-- @field #table missions Missions.
-- @extends Core.Fsm#FSM
--- *Before this time tomorrow I shall have gained a peerage, or Westminster Abbey.* -- Horatio Nelson
--
-- ===
--
-- # The OPERATION Concept
--
-- This class allows you to create complex operations, which consist of multiple phases. Conditions can be specified, when a phase is over. If a phase is over, the next phase is started.
-- FSM events can be used to customize code that is executed at each phase. Phases can also switched manually, of course.
--
-- In the simplest case, adding phases leads to a linear chain. However, you can also create branches to contruct a more tree like structure of phases. You can switch between branches
-- manually or add "edges" with conditions when to switch branches. We are diving a bit into graph theory here. So don't feel embarrassed at all, if you stick to linear chains.
--
-- # Constructor
--
-- A new operation can be created with the @{#OPERATION.New}(*Name*) function, where the parameter `Name` is a free to choose string.
--
-- ## Adding Phases
--
-- You can add phases with the @{#OPERATION.AddPhase}(*Name*, *Branch*) function. The first parameter `Name` is the name of the phase. The second parameter `Branch` is the branch to which the phase is
-- added. If this is omitted (nil), the phase is added to the default, *i.e.* "master branch". More about adding branches later.
--
--
--
--
-- @field #OPERATION
OPERATION = {
ClassName = "OPERATION",
verbose = 0,
branches = {},
counterPhase = 0,
counterBranch = 0,
counterEdge = 0,
cohorts = {},
legions = {},
targets = {},
missions = {},
}
--- Global mission counter.
_OPERATIONID=0
--- Operation phase.
-- @type OPERATION.Phase
-- @field #number uid Unique ID of the phase.
-- @field #string name Name of the phase.
-- @field Core.Condition#CONDITION conditionOver Conditions when the phase is over.
-- @field #string status Phase status.
-- @field #OPERATION.Branch branch The branch this phase belongs to.
--- Operation branch.
-- @type OPERATION.Branch
-- @field #number uid Unique ID of the branch.
-- @field #string name Name of the branch.
-- @field #table phases Phases of this branch.
-- @field #table edges Edges of this branch.
--- Operation edge.
-- @type OPERATION.Edge
-- @field #number uid Unique ID of the edge.
-- @field #OPERATION.Branch branchFrom The from branch.
-- @field #OPERATION.Phase phaseFrom The from phase after which to switch.
-- @field #OPERATION.Branch branchTo The branch to switch to.
-- @field #OPERATION.Phase phaseTo The phase to switch to.
-- @field Core.Condition#CONDITION conditionSwitch Conditions when to switch the branch.
--- Operation phase.
-- @type OPERATION.PhaseStatus
-- @field #string PLANNED Planned.
-- @field #string ACTIVE Active phase.
-- @field #string OVER Phase is over.
OPERATION.PhaseStatus={
PLANNED="Planned",
ACTIVE="Active",
OVER="Over",
}
--- OPERATION class version.
-- @field #string version
OPERATION.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Branches?
-- TODO: "Over" conditions.
-- DONE: Phases.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new generic OPERATION object.
-- @param #OPERATION self
-- @param #string Name Name of the operation. Be creative! Default "Operation-01" where the last number is a running number.
-- @return #OPERATION self
function OPERATION:New(Name)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #OPERATION
-- Increase global counter.
_OPERATIONID=_OPERATIONID+1
-- Unique ID of the operation.
self.uid=_OPERATIONID
-- Set Name.
self.name=Name or string.format("Operation-%02d", _OPERATIONID)
-- Set log ID.
self.lid=string.format("%s | ",self.name)
-- FMS start state is PLANNED.
self:SetStartState("Planned")
-- Master branch.
self.branchMaster=self:AddBranch("Master")
-- Set master as active branch.
self.branchActive=self.branchMaster
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "Start", "Running")
self:AddTransition("*", "StatusUpdate", "*")
self:AddTransition("Running", "Pause", "Paused")
self:AddTransition("Paused", "Unpause", "Running")
self:AddTransition("*", "PhaseOver", "*")
self:AddTransition("*", "PhaseNext", "*")
self:AddTransition("*", "PhaseChange", "*")
self:AddTransition("*", "BranchSwitch", "*")
self:AddTransition("*", "Over", "Over")
self:AddTransition("*", "Stop", "Stopped")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start".
-- @function [parent=#OPERATION] Start
-- @param #OPERATION self
--- Triggers the FSM event "Start" after a delay.
-- @function [parent=#OPERATION] __Start
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @function [parent=#OPERATION] Stop
-- @param #OPERATION self
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#OPERATION] __Stop
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "StatusUpdate".
-- @function [parent=#OPERATION] StatusUpdate
-- @param #OPERATION self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#OPERATION] __StatusUpdate
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "PhaseChange".
-- @function [parent=#OPERATION] PhaseChange
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The new phase.
--- Triggers the FSM event "PhaseChange" after a delay.
-- @function [parent=#OPERATION] __PhaseChange
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
-- @param #OPERATION.Phase Phase The new phase.
--- On after "PhaseChange" event.
-- @function [parent=#OPERATION] OnAfterPhaseChange
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The new phase.
--- Triggers the FSM event "PhaseNext".
-- @function [parent=#OPERATION] PhaseNext
-- @param #OPERATION self
--- Triggers the FSM event "PhaseNext" after a delay.
-- @function [parent=#OPERATION] __PhaseNext
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
--- On after "PhaseNext" event.
-- @function [parent=#OPERATION] OnAfterPhaseNext
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "PhaseOver".
-- @function [parent=#OPERATION] PhaseOver
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase that is over.
--- Triggers the FSM event "PhaseOver" after a delay.
-- @function [parent=#OPERATION] __PhaseOver
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
-- @param #OPERATION.Phase Phase The phase that is over.
--- On after "PhaseOver" event.
-- @function [parent=#OPERATION] OnAfterPhaseOver
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The phase that is over.
--- Triggers the FSM event "BranchSwitch".
-- @function [parent=#OPERATION] BranchSwitch
-- @param #OPERATION self
-- @param #OPERATION.Branch Branch The branch that is now active.
--- Triggers the FSM event "BranchSwitch" after a delay.
-- @function [parent=#OPERATION] __BranchSwitch
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
-- @param #OPERATION.Branch Branch The branch that is now active.
--- On after "BranchSwitch" event.
-- @function [parent=#OPERATION] OnAfterBranchSwitch
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Branch Branch The branch that is now active.
--- Triggers the FSM event "Over".
-- @function [parent=#OPERATION] Over
-- @param #OPERATION self
--- Triggers the FSM event "Over" after a delay.
-- @function [parent=#OPERATION] __Over
-- @param #OPERATION self
-- @param #number delay Delay in seconds.
--- On after "Over" event.
-- @function [parent=#OPERATION] OnAfterOver
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- Init status update.
self:__StatusUpdate(-1)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set verbosity level.
-- @param #OPERATION self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #OPERATION self
function OPERATION:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set start and stop time of the operation.
-- @param #OPERATION self
-- @param #string ClockStart Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added.
-- @param #string ClockStop (Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time.
-- @return #OPERATION self
function OPERATION:SetTime(ClockStart, ClockStop)
-- Current mission time.
local Tnow=timer.getAbsTime()
-- Set start time. Default in 5 sec.
local Tstart=Tnow+5
if ClockStart and type(ClockStart)=="number" then
Tstart=Tnow+ClockStart
elseif ClockStart and type(ClockStart)=="string" then
Tstart=UTILS.ClockToSeconds(ClockStart)
end
-- Set stop time. Default nil.
local Tstop=nil
if ClockStop and type(ClockStop)=="number" then
Tstop=Tnow+ClockStop
elseif ClockStop and type(ClockStop)=="string" then
Tstop=UTILS.ClockToSeconds(ClockStop)
end
self.Tstart=Tstart
self.Tstop=Tstop
if Tstop then
self.duration=self.Tstop-self.Tstart
end
return self
end
--- Add a new phase to the operation. This is added add the end of all previously added phases (if any).
-- @param #OPERATION self
-- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number.
-- @param #OPERATION.Branch Branch The branch to which this phase is added. Default is the master branch.
-- @return #OPERATION.Phase Phase table object.
function OPERATION:AddPhase(Name, Branch)
-- Branch.
Branch=Branch or self.branchMaster
-- Create a new phase.
local phase=self:_CreatePhase(Name)
-- Branch of phase
phase.branch=Branch
-- Debug output.
self:T(self.lid..string.format("Adding phase %s to branch %s", phase.name, Branch.name))
-- Add phase.
table.insert(Branch.phases, phase)
return phase
end
---Insert a new phase after an already defined phase of the operation.
-- @param #OPERATION self
-- @param #OPERATION.Phase PhaseAfter The phase after which the new phase is inserted.
-- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number.
-- @return #OPERATION.Phase Phase table object.
function OPERATION:InsertPhaseAfter(PhaseAfter, Name)
for i=1,#self.phases do
local phase=self.phases[i] --#OPERATION.Phase
if PhaseAfter.uid==phase.uid then
-- Create a new phase.
local phase=self:_CreatePhase(Name)
end
end
return nil
end
--- Get a phase by its name.
-- @param #OPERATION self
-- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number.
-- @return #OPERATION.Phase Phase table object or nil if phase could not be found.
function OPERATION:GetPhaseByName(Name)
for _,_branch in pairs(self.branches) do
local branch=_branch --#OPERATION.Branch
for _,_phase in pairs(branch.phases or {}) do
local phase=_phase --#OPERATION.Phase
if phase.name==Name then
return phase
end
end
end
return nil
end
--- Set status of a phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #string Status New status, *e.g.* `OPERATION.PhaseStatus.OVER`.
-- @return #OPERATION self
function OPERATION:SetPhaseStatus(Phase, Status)
if Phase then
self:T(self.lid..string.format("Phase %s status: %s-->%s"), Phase.status, Status)
Phase.status=Status
end
return self
end
--- Get status of a phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @return #string Phase status, *e.g.* `OPERATION.PhaseStatus.OVER`.
function OPERATION:GetPhaseStatus(Phase)
return Phase.status
end
--- Set condition when the given phase is over.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param Core.Condition#CONDITION Condition Condition when the phase is over.
-- @return #OPERATION self
function OPERATION:SetPhaseConditonOver(Phase, Condition)
if Phase then
self:T(self.lid..string.format("Setting phase %s conditon over %s"), Phase.name, Condition and Condition.name or "None")
Phase.conditionOver=Condition
end
return self
end
--- Add codition function when the given phase is over. Must return a `#boolean`.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #function Function Function that needs to be `true`before the phase is over.
-- @param ... Condition function arguments if any.
-- @return #OPERATION self
function OPERATION:AddPhaseConditonOverAll(Phase, Function, ...)
if Phase then
Phase.conditionOver:AddFunctionAll(Function, ...)
end
return self
end
--- Add condition function when the given phase is over. Must return a `#boolean`.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #function Function Function that needs to be `true` before the phase is over.
-- @param ... Condition function arguments if any.
-- @return #OPERATION self
function OPERATION:AddPhaseConditonOverAny(Phase, Function, ...)
if Phase then
Phase.conditionOver:AddFunctionAny(Function, ...)
end
return self
end
--- Get codition when the given phase is over.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @return Core.Condition#CONDITION Condition when the phase is over (if any).
function OPERATION:GetPhaseConditonOver(Phase, Condition)
return Phase.conditionOver
end
--- Get currrently active phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @param #string Status New status, e.g. `OPERATION.PhaseStatus.OVER`.
-- @return #OPERATION self
function OPERATION:SetPhaseStatus(Phase, Status)
if Phase then
self:T(self.lid..string.format("Phase \"%s\" status: %s-->%s", Phase.name, Phase.status, Status))
Phase.status=Status
end
return self
end
--- Get currrently active phase.
-- @param #OPERATION self
-- @return #OPERATION.Phase Current phase or `nil` if no current phase is active.
function OPERATION:GetPhaseActive()
return self.phase
end
--- Get name of a phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase of which the name is returned. Default is the currently active phase.
-- @return #string The name of the phase or "None" if no phase is given or active.
function OPERATION:GetPhaseName(Phase)
Phase=Phase or self.phase
if Phase then
return Phase.name
end
return "None"
end
--- Check if a phase is the currently active one.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase to check.
-- @return #boolean If `true`, this phase is currently active.
function OPERATION:IsPhaseActive(Phase)
local phase=self:GetPhaseActive()
if phase and phase.uid==Phase.uid then
return true
else
return false
end
return nil
end
--- Get index of phase.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase The phase.
-- @return #number The index.
-- @return #OPERATION.Branch The branch.
function OPERATION:GetPhaseIndex(Phase)
local branch=Phase.branch
for i,_phase in pairs(branch.phases) do
local phase=_phase --#OPERATION.Phase
if phase.uid==Phase.uid then
return i, branch
end
end
return nil
end
--- Get next phase.
-- @param #OPERATION self
-- @param #OPERATION.Branch Branch (Optional) The branch from which the next phase is retrieved. Default is the currently active branch.
-- @param #string PhaseStatus (Optional) Only return a phase, which is in this status. For example, `OPERATION.PhaseStatus.PLANNED` to make sure, the next phase is planned.
-- @return #OPERATION.Phase Next phase or `nil` if no next phase exists.
function OPERATION:GetPhaseNext(Branch, PhaseStatus)
-- Branch.
Branch=Branch or self:GetBranchActive()
-- The phases of the branch.
local phases=Branch.phases or {}
local phase=nil
if self.phase and self.phase.branch.uid==Branch.uid then
phase=self.phase
end
-- Number of phases.
local N=#phases
-- Debug message.
self:T(self.lid..string.format("Getting next phase! Branch=%s, Phases=%d, Status=%s", Branch.name, N, tostring(PhaseStatus)))
if N>0 then
-- Check if there there is an active phase already.
if phase==nil and PhaseStatus==nil then
return phases[1]
end
local n=1
if phase then
n=self:GetPhaseIndex(phase)+1
end
for i=n,N do
local phase=phases[i] --#OPERATION.Phase
if PhaseStatus==nil or PhaseStatus==phase.status then
return phase
end
end
end
return nil
end
--- Count phases.
-- @param #OPERATION self
-- @param #string Status (Optional) Only count phases in a certain status, e.g. `OPERATION.PhaseStatus.PLANNED`.
-- @param #OPERATION.Branch Branch (Optional) Branch.
-- @return #number Number of phases
function OPERATION:CountPhases(Status, Branch)
Branch=Branch or self.branchActive
local N=0
for _,_phase in pairs(Branch.phases) do
local phase=_phase --#OPERATION.Phase
if Status==nil or Status==phase.status then
N=N+1
end
end
return N
end
--- Add a new branch to the operation.
-- @param #OPERATION self
-- @param #string Name
-- @return #OPERATION.Branch Branch table object.
function OPERATION:AddBranch(Name)
-- Create a new branch.
local branch=self:_CreateBranch(Name)
-- Add phase.
table.insert(self.branches, branch)
return branch
end
--- Get the currently active branch.
-- @param #OPERATION self
-- @return #OPERATION.Branch The active branch. If no branch is active, the master branch is returned.
function OPERATION:GetBranchActive()
return self.branchActive or self.branchMaster
end
--- Get name of the branch.
-- @param #OPERATION self
-- @param #OPERATION.Branch Branch The branch of which the name is requested. Default is the currently active or master branch.
-- @return #string Name Name or "None"
function OPERATION:GetBranchName(Branch)
Branch=Branch or self:GetBranchActive()
if Branch then
return Branch.name
end
return "None"
end
--- Add an edge between two branches.
-- @param #OPERATION self
-- @param #OPERATION.Branch BranchTo The branch *to* which to switch.
-- @param #OPERATION.Phase PhaseAfter The phase of the *from* branch *after* which to switch.
-- @param #OPERATION.Phase PhaseNext The phase of the *to* branch *to* which to switch.
-- @param Core.Condition#CONDITION ConditionSwitch (Optional) Condition(s) when to switch the branches.
-- @return #OPERATION.Branch Branch table object.
function OPERATION:AddEdge(BranchTo, PhaseAfter, PhaseNext, ConditionSwitch)
local edge={} --#OPERATION.Edge
edge.branchFrom=PhaseAfter and PhaseAfter.branch or self.branchMaster
edge.phaseFrom=PhaseAfter
edge.branchTo=BranchTo
edge.phaseTo=PhaseNext
edge.conditionSwitch=ConditionSwitch or CONDITION:New("Edge")
table.insert(edge.branchFrom.edges, edge)
return edge
end
--- Add condition function to an edge when branches are switched. The function must return a `#boolean`.
-- @param #OPERATION self
-- @param #OPERATION.Edge Edge The edge connecting the two branches.
-- @param #function Function Function that needs to be `true` for switching between the branches.
-- @param ... Condition function arguments if any.
-- @return #OPERATION self
function OPERATION:AddEdgeConditonSwitchAll(Edge, Function, ...)
if Edge then
Edge.conditionSwitch:AddFunctionAll(Function, ...)
end
return self
end
--- Add mission to operation.
-- @param #OPERATION self
-- @param Ops.Auftrag#AUFTRAG Mission The mission to add.
-- @param #OPERATION.Phase Phase (Optional) The phase in which the mission should be executed. If no phase is given, it will be exectuted ASAP.
function OPERATION:AddMission(Mission, Phase)
Mission.phase=Phase
Mission.operation=self
table.insert(self.missions, Mission)
return self
end
--- Add Target to operation.
-- @param #OPERATION self
-- @param Ops.Target#TARGET Target The target to add.
-- @param #OPERATION.Phase Phase (Optional) The phase in which the target should be attacked. If no phase is given, it will be attacked ASAP.
function OPERATION:AddTarget(Target, Phase)
Target.phase=Phase
Target.operation=self
table.insert(self.targets, Target)
return self
end
--- Count targets alive.
-- @param #OPERATION self
-- @param #OPERATION.Phase Phase (Optional) Only count targets set for this phase.
-- @return #number Number of phases
function OPERATION:CountTargets(Phase)
local N=0
for _,_target in pairs(self.targets) do
local target=_target --Ops.Target#TARGET
if target:IsAlive() and (Phase==nil or target.phase==Phase) then
N=N+1
end
end
return N
end
--- Assign cohort to operation.
-- @param #OPERATION self
-- @param Ops.Cohort#COHORT Cohort The cohort
-- @return #OPERATION self
function OPERATION:AssignCohort(Cohort)
self:T(self.lid..string.format("Assiging Cohort %s to operation", Cohort.name))
self.cohorts[Cohort.name]=Cohort
end
--- Assign legion to operation. All cohorts of this legion will be assigned and are only available.
-- @param #OPERATION self
-- @param Ops.Legion#LEGION Legion The legion to be assigned.
-- @return #OPERATION self
function OPERATION:AssignLegion(Legion)
self.legions[Legion.alias]=Legion
end
--- Check if a given legion is assigned to this operation. All cohorts of this legion will be checked.
-- @param #OPERATION self
-- @param Ops.Legion#LEGION Legion The legion to be assigned.
-- @return #boolean If `true`, legion is assigned to this operation.
function OPERATION:IsAssignedLegion(Legion)
local legion=self.legions[Legion.alias]
if legion then
self:T(self.lid..string.format("Legion %s is assigned to this operation", Legion.alias))
return true
else
self:T(self.lid..string.format("Legion %s is NOT assigned to this operation", Legion.alias))
return false
end
end
--- Check if a given cohort is assigned to this operation.
-- @param #OPERATION self
-- @param Ops.Cohort#COHORT Cohort The Cohort.
-- @return #boolean If `true`, cohort is assigned to this operation.
function OPERATION:IsAssignedCohort(Cohort)
local cohort=self.cohorts[Cohort.name]
if cohort then
self:T(self.lid..string.format("Cohort %s is assigned to this operation", Cohort.name))
return true
else
-- Check if legion of this cohort was assigned.
local Legion=Cohort.legion
if Legion and self:IsAssignedLegion(Legion) then
self:T(self.lid..string.format("Legion %s of Cohort %s is assigned to this operation", Legion.alias, Cohort.name))
return true
end
self:T(self.lid..string.format("Cohort %s is NOT assigned to this operation", Cohort.name))
return false
end
return nil
end
--- Check if a given cohort or legion is assigned to this operation.
-- @param #OPERATION self
-- @param Wrapper.Object#OBJECT Object The cohort or legion object.
-- @return #boolean If `true`, cohort is assigned to this operation.
function OPERATION:IsAssignedCohortOrLegion(Object)
local isAssigned=nil
if Object:IsInstanceOf("COHORT") then
isAssigned=self:IsAssignedCohort(Object)
elseif Object:IsInstanceOf("LEGION") then
isAssigned=self:IsAssignedLegion(Object)
else
self:E(self.lid.."ERROR: Unknown Object!")
end
return isAssigned
end
--- Check if operation is in FSM state "Planned".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Planned".
function OPERATION:IsPlanned()
local is=self:is("Planned")
return is
end
--- Check if operation is in FSM state "Running".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Running".
function OPERATION:IsRunning()
local is=self:is("Running")
return is
end
--- Check if operation is in FSM state "Paused".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Paused".
function OPERATION:IsPaused()
local is=self:is("Paused")
return is
end
--- Check if operation is in FSM state "Over".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Over".
function OPERATION:IsOver()
local is=self:is("Over")
return is
end
--- Check if operation is in FSM state "Stopped".
-- @param #OPERATION self
-- @return #boolean If `true`, operation is "Stopped".
function OPERATION:IsStopped()
local is=self:is("Stopped")
return is
end
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-- Status Update
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Start" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPERATION:onafterStart(From, Event, To)
-- Debug message.
self:T(self.lid..string.format("Starting Operation!"))
end
--- On after "StatusUpdate" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function OPERATION:onafterStatusUpdate(From, Event, To)
-- Current abs. mission time.
local Tnow=timer.getAbsTime()
-- Current FSM state.
local fsmstate=self:GetState()
if self:IsPlanned() then
if self.Tstart and Tnow>self.Tstart then
self:Start()
end
end
if (self.Tstop and Tnow>self.Tstop) and not (self:IsOver() or self:IsStopped()) then
self:Over()
end
if (not self:IsRunning()) and (self.conditionStart and self.conditionStart:Evaluate()) then
self:Start()
end
if self:IsRunning() and (self.conditionStop and self.conditionStop:Evaluate()) then
self:Over()
end
-- Check phases.
if self:IsRunning() then
self:_CheckPhases()
end
-- Debug output.
if self.verbose>=1 then
-- Current phase.
local phaseName=self:GetPhaseName()
local branchName=self:GetBranchName()
local NphaseTot=self:CountPhases()
local NphaseAct=self:CountPhases(OPERATION.PhaseStatus.ACTIVE)
local NphasePla=self:CountPhases(OPERATION.PhaseStatus.PLANNED)
local NphaseOvr=self:CountPhases(OPERATION.PhaseStatus.OVER)
-- General info.
local text=string.format("State=%s: Phase=%s [%s], Phases=%d [Active=%d, Planned=%d, Over=%d]", fsmstate, phaseName, branchName, NphaseTot, NphaseAct, NphasePla, NphaseOvr)
self:I(self.lid..text)
end
-- Debug output.
if self.verbose>=2 then
-- Info on phases.
local text="Phases:"
for i,_phase in pairs(self.branchActive.phases) do
local phase=_phase --#OPERATION.Phase
text=text..string.format("\n[%d] %s: status=%s", i, phase.name, tostring(phase.status))
end
if text=="Phases:" then text=text.." None" end
self:I(self.lid..text)
end
-- Next status update.
self:__StatusUpdate(-30)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "PhaseNext" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The new phase.
function OPERATION:onafterPhaseNext(From, Event, To)
-- Get next phase.
local Phase=self:GetPhaseNext()
if Phase then
-- Change phase to next one.
self:PhaseChange(Phase)
else
-- No further phases defined ==> Operation is over.
self:Over()
end
end
--- On after "PhaseChange" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The new phase.
function OPERATION:onafterPhaseChange(From, Event, To, Phase)
-- Previous phase (if any).
local oldphase="None"
if self.phase then
self:SetPhaseStatus(self.phase, OPERATION.PhaseStatus.OVER)
oldphase=self.phase.name
end
-- Debug message.
self:I(self.lid..string.format("Phase change: %s --> %s", oldphase, Phase.name))
-- Set currently active phase.
self.phase=Phase
-- Phase is active.
self:SetPhaseStatus(Phase, OPERATION.PhaseStatus.ACTIVE)
end
--- On after "BranchSwitch" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Branch Branch The new branch.
function OPERATION:onafterBranchSwitch(From, Event, To, Branch)
-- Debug info.
self:T(self.lid..string.format("Switching to branch %s", Branch.name))
-- Set active branch.
self.branchActive=Branch
end
--- On after "Over" event.
-- @param #OPERATION self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #OPERATION.Phase Phase The new phase.
function OPERATION:onafterOver(From, Event, To)
-- Debug message.
self:T(self.lid..string.format("Operation is over!"))
-- No active phase.
self.phase=nil
-- Set all phases to OVER.
for _,_branch in pairs(self.branches) do
local branch=_branch --#OPERATION.Branch
for _,_phase in pairs(branch.phases) do
local phase=_phase --#OPERATION.Phase
self:SetPhaseStatus(phase, OPERATION.PhaseStatus.OVER)
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc (private) Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check phases.
-- @param #OPERATION self
function OPERATION:_CheckPhases()
-- Currently active phase.
local phase=self:GetPhaseActive()
-- Check if active phase is over if conditon over is defined.
if phase and phase.conditionOver then
local isOver=phase.conditionOver:Evaluate()
if isOver then
self:SetPhaseStatus(phase, OPERATION.PhaseStatus.OVER)
end
end
-- If no current phase or current phase is over, get next phase.
if phase==nil or phase.status==OPERATION.PhaseStatus.OVER then
for _,_edge in pairs(self.branchActive.edges) do
local edge=_edge --#OPERATION.Edge
if (edge.phaseFrom==nil) or (phase and edge.phaseFrom.uid==phase.uid) then
-- Evaluate switch condition.
local switch=edge.conditionSwitch:Evaluate()
if switch then
-- Switch to new branch.
self:BranchSwitch(edge.branchTo)
-- If we want to switch to a specific phase of the branch.
if edge.phaseTo then
-- Change phase.
self:PhaseChange(edge.phaseTo)
-- Done here!
return
end
-- Break the loop.
break
end
end
end
-- Next phase.
self:PhaseNext()
end
end
--- Create a new phase object.
-- @param #OPERATION self
-- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number.
-- @return #OPERATION.Phase Phase table object.
function OPERATION:_CreatePhase(Name)
-- Increase phase counter.
self.counterPhase=self.counterPhase+1
local phase={} --#OPERATION.Phase
phase.uid=self.counterPhase
phase.name=Name or string.format("Phase-%02d", self.counterPhase)
phase.conditionOver=CONDITION:New(Name.." Over")
phase.status=OPERATION.PhaseStatus.PLANNED
return phase
end
--- Create a new branch object.
-- @param #OPERATION self
-- @param #string Name Name of the phase. Default "Phase-01" where the last number is a running number.
-- @return #OPERATION.Branch Branch table object.
function OPERATION:_CreateBranch(Name)
-- Increase phase counter.
self.counterBranch=self.counterBranch+1
local branch={} --#OPERATION.Branch
branch.uid=self.counterBranch
branch.name=Name or string.format("Branch-%02d", self.counterBranch)
branch.phases={}
branch.edges={}
return branch
end
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