mirror of
https://github.com/FlightControl-Master/MOOSE.git
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719 lines
22 KiB
Lua
719 lines
22 KiB
Lua
--- **Ops** - Chief of Staff.
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--
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-- **Main Features:**
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--
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-- * Stuff
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Ops.Chief
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-- @image OPS_Chief.png
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--- CHIEF class.
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-- @type CHIEF
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-- @field #string ClassName Name of the class.
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-- @field #boolean Debug Debug mode. Messages to all about status.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table missionqueue Mission queue.
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-- @field Core.Set#SET_ZONE borderzoneset Set of zones defining the border of our territory.
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-- @field Core.Set#SET_ZONE yellowzoneset Set of zones defining the extended border. Defcon is set to YELLOW if enemy activity is detected.
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-- @field Core.Set#SET_ZONE engagezoneset Set of zones where enemies are actively engaged.
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-- @field #string Defcon Defence condition.
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-- @field Ops.WingCommander#WINGCOMMANDER wingcommander Wing commander, commanding airborne forces.
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-- @field Ops.Admiral#ADMIRAL admiral Admiral commanding navy forces.
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-- @field Ops.General#GENERAL genaral General commanding army forces.
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-- @extends Ops.Intelligence#INTEL
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--- Be surprised!
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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 CHIEF Concept
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--
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-- The Chief of staff gathers intel and assigns missions (AUFTRAG) the airforce (WINGCOMMANDER), army (GENERAL) or navy (ADMIRAL).
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--
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-- **Note** that currently only assignments to airborne forces (WINGCOMMANDER) are implemented.
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--
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--
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-- @field #CHIEF
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CHIEF = {
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ClassName = "CHIEF",
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Debug = nil,
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lid = nil,
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wingcommander = nil,
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admiral = nil,
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general = nil,
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missionqueue = {},
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borderzoneset = nil,
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yellowzoneset = nil,
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engagezoneset = nil,
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}
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--- Defence condition.
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-- @type CHIEF.DEFCON
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-- @field #string GREEN No enemy activities detected.
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-- @field #string YELLOW Enemy near our border.
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-- @field #string RED Enemy within our border.
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CHIEF.DEFCON = {
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GREEN="Green",
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YELLOW="Yellow",
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RED="Red",
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}
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--- CHIEF class version.
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-- @field #string version
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CHIEF.version="0.0.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Define A2A and A2G parameters.
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-- DONE: Add/remove spawned flightgroups to detection set.
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-- DONE: Borderzones.
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-- NOGO: Maybe it's possible to preselect the assets for the mission.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new CHIEF object and start the FSM.
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-- @param #CHIEF self
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-- @param Core.Set#SET_GROUP AgentSet Set of agents (groups) providing intel. Default is an empty set.
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-- @param #number Coalition Coalition side, e.g. `coaliton.side.BLUE`. Can also be passed as a string "red", "blue" or "neutral".
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-- @return #CHIEF self
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function CHIEF:New(AgentSet, Coalition)
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AgentSet=AgentSet or SET_GROUP:New()
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-- Inherit everything from INTEL class.
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local self=BASE:Inherit(self, INTEL:New(AgentSet, Coalition)) --#CHIEF
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-- Set some string id for output to DCS.log file.
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--self.lid=string.format("CHIEF | ")
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self:SetBorderZones()
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self:SetYellowZones()
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self:SetThreatLevelRange()
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self.Defcon=CHIEF.DEFCON.GREEN
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "AssignMissionAirforce", "*") -- Assign mission to a WINGCOMMANDER.
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self:AddTransition("*", "AssignMissionNavy", "*") -- Assign mission to an ADMIRAL.
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self:AddTransition("*", "AssignMissionArmy", "*") -- Assign mission to a GENERAL.
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self:AddTransition("*", "CancelMission", "*") -- Cancel mission.
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self:AddTransition("*", "Defcon", "*") -- Change defence condition.
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self:AddTransition("*", "DeclareWar", "*") -- Declare War.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the CHIEF. Initializes parameters and starts event handlers.
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-- @function [parent=#CHIEF] Start
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-- @param #CHIEF self
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--- Triggers the FSM event "Start" after a delay. Starts the CHIEF. Initializes parameters and starts event handlers.
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-- @function [parent=#CHIEF] __Start
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the CHIEF and all its event handlers.
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-- @param #CHIEF self
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--- Triggers the FSM event "Stop" after a delay. Stops the CHIEF and all its event handlers.
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-- @function [parent=#CHIEF] __Stop
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Status".
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-- @function [parent=#CHIEF] Status
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-- @param #CHIEF self
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--- Triggers the FSM event "Status" after a delay.
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-- @function [parent=#CHIEF] __Status
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-- @param #CHIEF self
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-- @param #number delay Delay in seconds.
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-- Debug trace.
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if false then
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self.Debug=true
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BASE:TraceOnOff(true)
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BASE:TraceClass(self.ClassName)
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BASE:TraceLevel(1)
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end
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self.Debug=true
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set this to be an air-to-any dispatcher, i.e. engaging air, ground and naval targets. This is the default anyway.
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:SetAirToAny()
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self:SetFilterCategory({})
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return self
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end
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--- Set this to be an air-to-air dispatcher.
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:SetAirToAir()
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self:SetFilterCategory({Unit.Category.AIRPLANE, Unit.Category.HELICOPTER})
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return self
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end
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--- Set this to be an air-to-ground dispatcher, i.e. engage only ground units
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:SetAirToGround()
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self:SetFilterCategory({Unit.Category.GROUND_UNIT})
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return self
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end
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--- Set this to be an air-to-sea dispatcher, i.e. engage only naval units.
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:SetAirToSea()
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self:SetFilterCategory({Unit.Category.SHIP})
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return self
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end
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--- Set this to be an air-to-surface dispatcher, i.e. engaging ground and naval groups.
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-- @param #CHIEF self
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-- @return #CHIEF self
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function CHIEF:SetAirToSurface()
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self:SetFilterCategory({Unit.Category.GROUND_UNIT, Unit.Category.SHIP})
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return self
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end
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--- Set a threat level range that will be engaged. Threat level is a number between 0 and 10, where 10 is a very dangerous threat.
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-- Targets with threat level 0 are usually harmless.
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-- @param #CHIEF self
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-- @param #number ThreatLevelMin Min threat level. Default 1.
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-- @param #number ThreatLevelMax Max threat level. Default 10.
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-- @return #CHIEF self
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function CHIEF:SetThreatLevelRange(ThreatLevelMin, ThreatLevelMax)
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self.threatLevelMin=ThreatLevelMin or 1
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self.threatLevelMax=ThreatLevelMax or 10
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return self
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end
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--- Set defence condition.
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-- @param #CHIEF self
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-- @param #string Defcon Defence condition. See @{#CHIEF.DEFCON}, e.g. `CHIEF.DEFCON.RED`.
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-- @return #CHIEF self
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function CHIEF:SetDefcon(Defcon)
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self.Defcon=Defcon
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--self:Defcon(Defcon)
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return self
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end
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--- Set the wing commander for the airforce.
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-- @param #CHIEF self
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-- @param Ops.WingCommander#WINGCOMMANDER WingCommander The WINGCOMMANDER object.
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-- @return #CHIEF self
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function CHIEF:SetWingCommander(WingCommander)
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self.wingcommander=WingCommander
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self.wingcommander.chief=self
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return self
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end
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--- Add mission to mission queue.
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-- @param #CHIEF self
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-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
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-- @return #CHIEF self
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function CHIEF:AddMission(Mission)
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table.insert(self.missionqueue, Mission)
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return self
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end
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--- Remove mission from queue.
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-- @param #CHIEF self
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-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
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-- @return #CHIEF self
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function CHIEF:RemoveMission(Mission)
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for i,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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if mission.auftragsnummer==Mission.auftragsnummer then
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self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status))
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table.remove(self.missionqueue, i)
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break
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end
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end
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return self
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end
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--- Set border zone set.
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-- @param #CHIEF self
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-- @param Core.Set#SET_ZONE BorderZoneSet Set of zones, defining our borders.
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-- @return #CHIEF self
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function CHIEF:SetBorderZones(BorderZoneSet)
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-- Border zones.
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self.borderzoneset=BorderZoneSet or SET_ZONE:New()
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return self
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end
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--- Add a zone defining your territory.
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-- @param #CHIEF self
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-- @param Core.Zone#ZONE BorderZone The zone defining the border of your territory.
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-- @return #CHIEF self
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function CHIEF:AddBorderZone(BorderZone)
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-- Add a border zone.
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self.borderzoneset:AddZone(BorderZone)
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return self
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end
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--- Set yellow zone set. Detected enemy troops in this zone will trigger defence condition YELLOW.
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-- @param #CHIEF self
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-- @param Core.Set#SET_ZONE YellowZoneSet Set of zones, defining our borders.
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-- @return #CHIEF self
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function CHIEF:SetYellowZones(YellowZoneSet)
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-- Border zones.
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self.yellowzoneset=YellowZoneSet or SET_ZONE:New()
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return self
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end
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--- Add a zone defining an area outside your territory that is monitored for enemy activity.
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-- @param #CHIEF self
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-- @param Core.Zone#ZONE YellowZone The zone defining the border of your territory.
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-- @return #CHIEF self
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function CHIEF:AddYellowZone(YellowZone)
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-- Add a border zone.
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self.yellowzoneset:AddZone(YellowZone)
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Start & Status
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after Start event.
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-- @param #CHIEF self
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-- @param Wrapper.Group#GROUP Group Flight group.
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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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function CHIEF:onafterStart(From, Event, To)
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-- Short info.
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local text=string.format("Starting Chief of Staff")
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self:I(self.lid..text)
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-- Start parent INTEL.
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self:GetParent(self).onafterStart(self, From, Event, To)
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-- Start wingcommander.
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if self.wingcommander then
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if self.wingcommander:GetState()=="NotReadyYet" then
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self.wingcommander:Start()
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end
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end
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end
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--- On after "Status" event.
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-- @param #CHIEF self
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-- @param Wrapper.Group#GROUP Group Flight group.
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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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function CHIEF:onafterStatus(From, Event, To)
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-- Start parent INTEL.
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self:GetParent(self).onafterStatus(self, From, Event, To)
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-- FSM state.
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local fsmstate=self:GetState()
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-- Clean up missions where the contact was lost.
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for _,_contact in pairs(self.ContactsLost) do
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local contact=_contact --#INTEL.Contact
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if contact.mission and contact.mission:IsNotOver() then
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local text=string.format("Lost contact to target %s! %s mission %s will be cancelled.", contact.groupname, contact.mission.type:upper(), contact.mission.name)
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MESSAGE:New(text, 120, "CHIEF"):ToAll()
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self:I(self.lid..text)
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-- Cancel this mission.
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contact.mission:Cancel()
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end
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end
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-- Create missions for all new contacts.
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local Nred=0
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local Nyellow=0
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local Nengage=0
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for _,_contact in pairs(self.Contacts) do
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local contact=_contact --#CHIEF.Contact
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local group=contact.group --Wrapper.Group#GROUP
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local inred=self:CheckGroupInBorder(group)
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if inred then
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Nred=Nred+1
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end
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local inyellow=self:CheckGroupInYellow(group)
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if inyellow then
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Nyellow=Nyellow+1
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end
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-- Is this a threat?
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local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax
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local redalert=true
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if self.borderzoneset:Count()>0 then
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redalert=inred
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end
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if redalert and threat and not contact.mission then
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-- Create a mission based on group category.
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local mission=AUFTRAG:NewAUTO(group)
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-- Add mission to queue.
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if mission then
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--TODO: Better amount of necessary assets. Count units in asset and in contact. Might need nassetMin/Max.
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mission.nassets=1
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-- Missons are repeated max 3 times on failure.
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mission.missionRepeatMax=3
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-- Set mission contact.
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contact.mission=mission
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-- Add mission to queue.
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self:AddMission(mission)
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end
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end
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end
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-- Set defcon.
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-- TODO: Need to introduce time check to avoid fast oscillation between different defcon states in case groups move in and out of the zones.
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if Nred>0 then
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self:SetDefcon(CHIEF.DEFCON.RED)
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elseif Nyellow>0 then
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self:SetDefcon(CHIEF.DEFCON.YELLOW)
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else
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self:SetDefcon(CHIEF.DEFCON.GREEN)
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end
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-- Check mission queue and assign one PLANNED mission.
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self:CheckMissionQueue()
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local text=string.format("Defcon=%s Missions=%d Contacts: Total=%d Yellow=%d Red=%d", self.Defcon, #self.missionqueue, #self.Contacts, Nyellow, Nred)
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self:I(self.lid..text)
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-- Infor about contacts.
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if #self.Contacts>0 then
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local text="Contacts:"
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for i,_contact in pairs(self.Contacts) do
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local contact=_contact --#CHIEF.Contact
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local mtext="N/A"
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if contact.mission then
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mtext=string.format("Mission %s (%s) %s", contact.mission.name, contact.mission.type, contact.mission.status:upper())
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end
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text=text..string.format("\n[%d] %s Type=%s (%s): Threat=%d Mission=%s", i, contact.groupname, contact.categoryname, contact.typename, contact.threatlevel, mtext)
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end
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self:I(self.lid..text)
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end
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-- Mission queue.
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if #self.missionqueue>0 then
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local text="Mission queue:"
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for i,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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local target=mission:GetTargetName() or "unknown"
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text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target)
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end
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self:I(self.lid..text)
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Events
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after "AssignMissionAssignAirforce" event.
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-- @param #CHIEF 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 Ops.Auftrag#AUFTRAG Mission The mission.
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function CHIEF:onafterAssignMissionAirforce(From, Event, To, Mission)
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if self.wingcommander then
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self:I(self.lid..string.format("Assigning mission %s (%s) to WINGCOMMANDER", Mission.name, Mission.type))
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self.wingcommander:AddMission(Mission)
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else
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self:E(self.lid..string.format("Mission cannot be assigned as no WINGCOMMANDER is defined."))
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end
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end
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--- On after "CancelMission" event.
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-- @param #CHIEF 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 Ops.Auftrag#AUFTRAG Mission The mission.
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function CHIEF:onafterCancelMission(From, Event, To, Mission)
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self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
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if Mission.status==AUFTRAG.Status.PLANNED then
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-- Mission is still in planning stage. Should not have an airbase assigned ==> Just remove it form the queue.
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self:RemoveMission(Mission)
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else
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-- Airwing will cancel mission.
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if Mission.airwing then
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Mission.airwing:MissionCancel(Mission)
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end
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end
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end
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--- On before "Defcon" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Defcon New defence condition.
|
|
function CHIEF:onbeforeDefcon(From, Event, To, Defcon)
|
|
|
|
local gotit=false
|
|
for _,defcon in pairs(CHIEF.DEFCON) do
|
|
if defcon==Defcon then
|
|
gotit=true
|
|
end
|
|
end
|
|
|
|
if not gotit then
|
|
self:E(self.lid..string.format("ERROR: Unknown DEFCON specified! Dont know defcon=%s", tostring(Defcon)))
|
|
return false
|
|
end
|
|
|
|
-- Defcon did not change.
|
|
if Defcon==self.Defcon then
|
|
self:I(self.lid..string.format("Defcon %s unchanged. No processing transition.", tostring(Defcon)))
|
|
return false
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
--- On after "Defcon" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #string Defcon New defence condition.
|
|
function CHIEF:onafterDefcon(From, Event, To, Defcon)
|
|
self:I(self.lid..string.format("Changing Defcon from %s --> %s", self.Defcon, Defcon))
|
|
|
|
-- Set new defcon.
|
|
self.Defcon=Defcon
|
|
end
|
|
|
|
--- On after "DeclareWar" event.
|
|
-- @param #CHIEF self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #CHIEF Chief The Chief we declared war on.
|
|
function CHIEF:onafterDeclareWar(From, Event, To, Chief)
|
|
|
|
if Chief then
|
|
self:AddWarOnChief(Chief)
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Resources
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Check mission queue and assign ONE planned mission.
|
|
-- @param #CHIEF self
|
|
function CHIEF:CheckMissionQueue()
|
|
|
|
-- TODO: Sort mission queue. wrt what? Threat level?
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- We look for PLANNED missions.
|
|
if mission.status==AUFTRAG.Status.PLANNED then
|
|
|
|
---
|
|
-- PLANNNED Mission
|
|
---
|
|
|
|
-- Check if there is an airwing that can do the mission.
|
|
local airwing=self:GetAirwingForMission(mission)
|
|
|
|
if airwing then
|
|
|
|
-- Add mission to airwing.
|
|
self:AssignMissionAirforce(mission)
|
|
|
|
return
|
|
|
|
else
|
|
self:T(self.lid.."NO airwing")
|
|
end
|
|
|
|
else
|
|
|
|
---
|
|
-- Missions NOT in PLANNED state
|
|
---
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Check all airwings if they are able to do a specific mission type at a certain location with a given number of assets.
|
|
-- @param #CHIEF self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @return Ops.AirWing#AIRWING The airwing best for this mission.
|
|
function CHIEF:GetAirwingForMission(Mission)
|
|
|
|
if self.wingcommander then
|
|
return self.wingcommander:GetAirwingForMission(Mission)
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Check if group is inside our border.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @return #boolean If true, group is in any zone.
|
|
function CHIEF:CheckGroupInBorder(group)
|
|
|
|
local inside=self:CheckGroupInZones(group, self.borderzoneset)
|
|
|
|
return inside
|
|
end
|
|
|
|
--- Check if group is near our border (yellow zone).
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @return #boolean If true, group is in any zone.
|
|
function CHIEF:CheckGroupInYellow(group)
|
|
|
|
-- Check inside yellow but not inside our border.
|
|
local inside=self:CheckGroupInZones(group, self.yellowzoneset) and not self:CheckGroupInZones(group, self.borderzoneset)
|
|
|
|
return inside
|
|
end
|
|
|
|
--- Check if group is inside a zone.
|
|
-- @param #CHIEF self
|
|
-- @param Wrapper.Group#GROUP group The group.
|
|
-- @param Core.Set#SET_ZONE zoneset Set of zones.
|
|
-- @return #boolean If true, group is in any zone.
|
|
function CHIEF:CheckGroupInZones(group, zoneset)
|
|
|
|
for _,_zone in pairs(zoneset.Set or {}) do
|
|
local zone=_zone --Core.Zone#ZONE
|
|
|
|
if group:IsPartlyOrCompletelyInZone(zone) then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Check resources.
|
|
-- @param #CHIEF self
|
|
-- @return #table
|
|
function CHIEF:CheckResources()
|
|
|
|
local capabilities={}
|
|
|
|
for _,MissionType in pairs(AUFTRAG.Type) do
|
|
capabilities[MissionType]=0
|
|
|
|
for _,_airwing in pairs(self.airwings) do
|
|
local airwing=_airwing --Ops.AirWing#AIRWING
|
|
|
|
-- Get Number of assets that can do this type of missions.
|
|
local _,assets=airwing:CanMission(MissionType)
|
|
|
|
-- Add up airwing resources.
|
|
capabilities[MissionType]=capabilities[MissionType]+#assets
|
|
end
|
|
|
|
end
|
|
|
|
return capabilities
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |