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https://github.com/FlightControl-Master/MOOSE.git
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1134 lines
37 KiB
Lua
1134 lines
37 KiB
Lua
--- **Ops** - Enhanced Ground Group.
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--
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-- ## Main Features:
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--
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-- * Patrol waypoints *ad infinitum*
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-- * Easy change of ROE and alarm state, formation and other settings
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-- * Dynamically add and remove waypoints
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-- * Sophisticated task queueing system (know when DCS tasks start and end)
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-- * Convenient checks when the group enters or leaves a zone
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-- * Detection events for new, known and lost units
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-- * Simple LASER and IR-pointer setup
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-- * Compatible with AUFTRAG class
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-- * Many additional events that the mission designer can hook into
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--
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-- ===
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--
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-- ## Example Missions:
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--
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-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Armygroup).
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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--
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-- ==
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--
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-- @module Ops.ArmyGroup
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-- @image OPS_ArmyGroup.png
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--- ARMYGROUP class.
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-- @type ARMYGROUP
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-- @field #boolean adinfinitum Resume route at first waypoint when final waypoint is reached.
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-- @field #boolean formationPerma Formation that is used permanently and overrules waypoint formations.
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-- @field #boolean isMobile If true, group is mobile.
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-- @field #ARMYGROUP.Target engage Engage target.
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-- @extends Ops.OpsGroup#OPSGROUP
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--- *Your soul may belong to Jesus, but your ass belongs to the marines.* -- Eugene B. Sledge
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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 ARMYGROUP Concept
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--
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-- This class enhances naval groups.
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--
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-- @field #ARMYGROUP
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ARMYGROUP = {
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ClassName = "ARMYGROUP",
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formationPerma = nil,
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engage = {},
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}
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--- Army group element.
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-- @type ARMYGROUP.Element
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-- @field #string name Name of the element, i.e. the unit.
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-- @field Wrapper.Unit#UNIT unit The UNIT object.
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-- @field #string status The element status.
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-- @field #string typename Type name.
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-- @field #number length Length of element in meters.
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-- @field #number width Width of element in meters.
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-- @field #number height Height of element in meters.
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--- Target
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-- @type ARMYGROUP.Target
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-- @field Ops.Target#TARGET Target The target.
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-- @field Core.Point#COORDINATE Coordinate Last known coordinate of the target.
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--- Army Group version.
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-- @field #string version
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ARMYGROUP.version="0.3.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Suppression of fire.
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-- TODO: Check if group is mobile.
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-- TODO: F10 menu.
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-- DONE: Rearm. Specify a point where to go and wait until ammo is full.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new ARMYGROUP class object.
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-- @param #ARMYGROUP self
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-- @param Wrapper.Group#GROUP Group The group object. Can also be given by its group name as `#string`.
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-- @return #ARMYGROUP self
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function ARMYGROUP:New(Group)
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-- Inherit everything from FSM class.
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local self=BASE:Inherit(self, OPSGROUP:New(Group)) -- #ARMYGROUP
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("ARMYGROUP %s | ", self.groupname)
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-- Defaults
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self:SetDefaultROE()
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self:SetDefaultAlarmstate()
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self:SetDetection()
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self:SetPatrolAdInfinitum(false)
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "FullStop", "Holding") -- Hold position.
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self:AddTransition("*", "Cruise", "Cruising") -- Cruise along the given route of waypoints.
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self:AddTransition("*", "Detour", "OnDetour") -- Make a detour to a coordinate and resume route afterwards.
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self:AddTransition("OnDetour", "DetourReached", "Cruising") -- Group reached the detour coordinate.
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self:AddTransition("*", "Retreat", "Retreating") --
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self:AddTransition("Retreating", "Retreated", "Holding") --
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self:AddTransition("Cruising", "EngageTarget", "Engaging") -- Engage a target
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self:AddTransition("Holding", "EngageTarget", "Engaging") -- Engage a target
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self:AddTransition("Engaging", "Disengage", "Cruising") -- Engage a target
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self:AddTransition("*", "Rearm", "Rearm") -- Group is send to a coordinate and waits until ammo is refilled.
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self:AddTransition("Rearm", "Rearming", "Rearming") -- Group has arrived at the rearming coodinate and is waiting to be fully rearmed.
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self:AddTransition("Rearming", "Rearmed", "Cruising") -- Group was rearmed.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Stop". Stops the ARMYGROUP and all its event handlers.
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-- @param #ARMYGROUP self
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--- Triggers the FSM event "Stop" after a delay. Stops the ARMYGROUP and all its event handlers.
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-- @function [parent=#ARMYGROUP] __Stop
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-- @param #ARMYGROUP self
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-- @param #number delay Delay in seconds.
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-- TODO: Add pseudo functions.
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-- Init waypoints.
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self:InitWaypoints()
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-- Initialize the group.
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self:_InitGroup()
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-- Handle events:
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self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
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self:HandleEvent(EVENTS.Dead, self.OnEventDead)
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self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
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--self:HandleEvent(EVENTS.Hit, self.OnEventHit)
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-- Start the status monitoring.
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self:__Status(-1)
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-- Start queue update timer.
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self.timerQueueUpdate=TIMER:New(self._QueueUpdate, self):Start(2, 5)
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-- Start check zone timer.
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self.timerCheckZone=TIMER:New(self._CheckInZones, self):Start(2, 30)
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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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--- Group patrols ad inifintum. If the last waypoint is reached, it will go to waypoint one and repeat its route.
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-- @param #ARMYGROUP self
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-- @param #boolean switch If true or nil, patrol until the end of time. If false, go along the waypoints once and stop.
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-- @return #ARMYGROUP self
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function ARMYGROUP:SetPatrolAdInfinitum(switch)
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if switch==false then
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self.adinfinitum=false
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else
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self.adinfinitum=true
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end
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return self
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end
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--- Get coordinate of the closest road.
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-- @param #ARMYGROUP self
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-- @return Core.Point#COORDINATE Coordinate of a road closest to the group.
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function ARMYGROUP:GetClosestRoad()
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return self:GetCoordinate():GetClosestPointToRoad()
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end
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--- Get 2D distance to the closest road.
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-- @param #ARMYGROUP self
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-- @return #number Distance in meters to the closest road.
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function ARMYGROUP:GetClosestRoadDist()
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local road=self:GetClosestRoad()
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if road then
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local dist=road:Get2DDistance(self:GetCoordinate())
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return dist
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end
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return math.huge
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end
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--- Add a *scheduled* task to fire at a given coordinate.
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-- @param #ARMYGROUP self
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-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
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-- @param #string Clock Time when to start the attack.
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-- @param #number Radius Radius in meters. Default 100 m.
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-- @param #number Nshots Number of shots to fire. Default 3.
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-- @param #number WeaponType Type of weapon. Default auto.
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-- @param #number Prio Priority of the task.
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-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
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function ARMYGROUP:AddTaskFireAtPoint(Coordinate, Clock, Radius, Nshots, WeaponType, Prio)
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Coordinate=self:_CoordinateFromObject(Coordinate)
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local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
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local task=self:AddTask(DCStask, Clock, nil, Prio)
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return task
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end
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--- Add a *waypoint* task to fire at a given coordinate.
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-- @param #ARMYGROUP self
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-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
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-- @param Ops.OpsGroup#OPSGROUP.Waypoint Waypoint Where the task is executed. Default is next waypoint.
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-- @param #number Radius Radius in meters. Default 100 m.
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-- @param #number Nshots Number of shots to fire. Default 3.
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-- @param #number WeaponType Type of weapon. Default auto.
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-- @param #number Prio Priority of the task.
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-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
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function ARMYGROUP:AddTaskWaypointFireAtPoint(Coordinate, Waypoint, Radius, Nshots, WeaponType, Prio)
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Coordinate=self:_CoordinateFromObject(Coordinate)
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Waypoint=Waypoint or self:GetWaypointNext()
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local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
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local task=self:AddTaskWaypoint(DCStask, Waypoint, nil, Prio)
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return task
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end
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--- Add a *scheduled* task.
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-- @param #ARMYGROUP self
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-- @param Wrapper.Group#GROUP TargetGroup Target group.
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-- @param #number WeaponExpend How much weapons does are used.
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-- @param #number WeaponType Type of weapon. Default auto.
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-- @param #string Clock Time when to start the attack.
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-- @param #number Prio Priority of the task.
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-- @return Ops.OpsGroup#OPSGROUP.Task The task table.
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function ARMYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)
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local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)
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local task=self:AddTask(DCStask, Clock, nil, Prio)
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return task
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end
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--- Check if the group is currently holding its positon.
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-- @param #ARMYGROUP self
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-- @return #boolean If true, group was ordered to hold.
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function ARMYGROUP:IsHolding()
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return self:Is("Holding")
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end
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--- Check if the group is currently cruising.
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-- @param #ARMYGROUP self
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-- @return #boolean If true, group cruising.
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function ARMYGROUP:IsCruising()
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return self:Is("Cruising")
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end
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--- Check if the group is currently on a detour.
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-- @param #ARMYGROUP self
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-- @return #boolean If true, group is on a detour.
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function ARMYGROUP:IsOnDetour()
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return self:Is("OnDetour")
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Status
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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---- Update status.
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-- @param #ARMYGROUP self
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function ARMYGROUP:onbeforeStatus(From, Event, To)
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if self:IsDead() then
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self:T(self.lid..string.format("Onbefore Status DEAD ==> false"))
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return false
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elseif self:IsStopped() then
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self:T(self.lid..string.format("Onbefore Status STOPPED ==> false"))
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return false
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end
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return true
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end
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--- Update status.
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-- @param #ARMYGROUP self
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function ARMYGROUP:onafterStatus(From, Event, To)
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-- FSM state.
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local fsmstate=self:GetState()
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if self:IsAlive() then
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---
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-- Detection
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---
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-- Check if group has detected any units.
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if self.detectionOn then
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self:_CheckDetectedUnits()
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end
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-- Check ammo status.
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self:_CheckAmmoStatus()
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-- Update position etc.
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self:_UpdatePosition()
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-- Check if group got stuck.
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self:_CheckStuck()
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-- Update engagement.
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if self:IsEngaging() then
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self:_UpdateEngageTarget()
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end
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if self.verbose>=1 then
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-- Get number of tasks and missions.
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local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
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local nMissions=self:CountRemainingMissison()
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local roe=self:GetROE()
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local alarm=self:GetAlarmstate()
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local speed=UTILS.MpsToKnots(self.velocity)
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local speedEx=UTILS.MpsToKnots(self:GetExpectedSpeed())
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local formation=self.option.Formation or "unknown"
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local ammo=self:GetAmmoTot()
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-- Info text.
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local text=string.format("%s [ROE-AS=%d-%d T/M=%d/%d]: Wp=%d/%d-->%d (final %s), Speed=%.1f (%d), Heading=%03d, Ammo=%d",
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fsmstate, roe, alarm, nTaskTot, nMissions, self.currentwp, #self.waypoints, self:GetWaypointIndexNext(), tostring(self.passedfinalwp), speed, speedEx, self.heading, ammo.Total)
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self:I(self.lid..text)
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end
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else
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-- Info text.
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local text=string.format("State %s: Alive=%s", fsmstate, tostring(self:IsAlive()))
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self:T2(self.lid..text)
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end
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---
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-- Tasks & Missions
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---
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self:_PrintTaskAndMissionStatus()
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-- Next status update.
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self:__Status(-30)
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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 "ElementSpawned" event.
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-- @param #ARMYGROUP 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 #ARMYGROUP.Element Element The group element.
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function ARMYGROUP:onafterElementSpawned(From, Event, To, Element)
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self:T(self.lid..string.format("Element spawned %s", Element.name))
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-- Set element status.
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self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED)
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end
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--- On after "Spawned" event.
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-- @param #ARMYGROUP 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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function ARMYGROUP:onafterSpawned(From, Event, To)
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self:T(self.lid..string.format("Group spawned!"))
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-- Update position.
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self:_UpdatePosition()
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if self.isAI then
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-- Set default ROE.
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self:SwitchROE(self.option.ROE)
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-- Set default Alarm State.
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self:SwitchAlarmstate(self.option.Alarm)
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-- Set TACAN to default.
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self:_SwitchTACAN()
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-- Turn on the radio.
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if self.radioDefault then
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self:SwitchRadio(self.radioDefault.Freq, self.radioDefault.Modu)
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else
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self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, true)
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end
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-- Formation
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if not self.option.Formation then
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self.option.Formation=self.optionDefault.Formation
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end
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end
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-- Update route.
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if #self.waypoints>1 then
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self:Cruise(nil, self.option.Formation or self.optionDefault.Formation)
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else
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self:FullStop()
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end
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end
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--- On after "UpdateRoute" event.
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-- @param #ARMYGROUP 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 #number n Waypoint number. Default is next waypoint.
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-- @param #number Speed Speed in knots. Default cruise speed.
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-- @param #number Formation Formation of the group.
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function ARMYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Formation)
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-- Debug info.
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local text=string.format("Update route n=%s, Speed=%s, Formation=%s", tostring(n), tostring(Speed), tostring(Formation))
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self:T(self.lid..text)
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-- Update route from this waypoint number onwards.
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n=n or self:GetWaypointIndexNext(self.adinfinitum)
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-- Update waypoint tasks, i.e. inject WP tasks into waypoint table.
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self:_UpdateWaypointTasks(n)
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-- Waypoints.
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local waypoints={}
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-- Next waypoint.
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local wp=UTILS.DeepCopy(self.waypoints[n]) --Ops.OpsGroup#OPSGROUP.Waypoint
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-- Do we want to drive on road to the next wp?
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local onroad=wp.action==ENUMS.Formation.Vehicle.OnRoad
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-- Speed.
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if Speed then
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wp.speed=UTILS.KnotsToMps(Speed)
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else
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-- Take default waypoint speed. But make sure speed>0 if patrol ad infinitum.
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if self.adinfinitum and wp.speed<0.1 then
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wp.speed=UTILS.KmphToMps(self.speedCruise)
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end
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end
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-- Formation.
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if self.formationPerma then
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wp.action=self.formationPerma
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elseif Formation then
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wp.action=Formation
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end
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-- Current set formation.
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self.option.Formation=wp.action
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-- Current set speed in m/s.
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self.speedWp=wp.speed
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-- Add waypoint in between because this waypoint is "On Road" but lies "Off Road".
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if onroad then
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-- The real waypoint is actually off road.
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wp.action=ENUMS.Formation.Vehicle.OffRoad
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-- Add "On Road" waypoint in between.
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local wproad=wp.roadcoord:WaypointGround(wp.speed, ENUMS.Formation.Vehicle.OnRoad) --Ops.OpsGroup#OPSGROUP.Waypoint
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-- Insert road waypoint.
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table.insert(waypoints, wproad)
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end
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-- Add waypoint.
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table.insert(waypoints, wp)
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-- Apply formation at the current position or it will only be changed when reaching the next waypoint.
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local formation=ENUMS.Formation.Vehicle.OffRoad
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if wp.action~=ENUMS.Formation.Vehicle.OnRoad then
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formation=wp.action
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end
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-- Current point.
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local current=self:GetCoordinate():WaypointGround(UTILS.MpsToKmph(self.speedWp), formation)
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table.insert(waypoints, 1, current)
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-- Insert a point on road.
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if onroad then
|
|
local current=self:GetClosestRoad():WaypointGround(UTILS.MpsToKmph(self.speedWp), ENUMS.Formation.Vehicle.OnRoad)
|
|
table.insert(waypoints, 2, current)
|
|
end
|
|
|
|
-- Debug output.
|
|
if false then
|
|
for i,_wp in pairs(waypoints) do
|
|
local wp=_wp
|
|
local text=string.format("WP #%d UID=%d type=%s: Speed=%d m/s, alt=%d m, Action=%s", i, wp.uid and wp.uid or 0, wp.type, wp.speed, wp.alt, wp.action)
|
|
self:T(text)
|
|
end
|
|
end
|
|
|
|
if self:IsEngaging() or not self.passedfinalwp then
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Updateing route: WP %d-->%d (%d/%d), Speed=%.1f knots, Formation=%s",
|
|
self.currentwp, n, #waypoints, #self.waypoints, UTILS.MpsToKnots(self.speedWp), tostring(self.option.Formation)))
|
|
|
|
-- Route group to all defined waypoints remaining.
|
|
self:Route(waypoints)
|
|
|
|
else
|
|
|
|
---
|
|
-- Passed final WP ==> Full Stop
|
|
---
|
|
|
|
self:E(self.lid..string.format("WARNING: Passed final WP ==> Full Stop!"))
|
|
self:FullStop()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "GotoWaypoint" event. Group will got to the given waypoint and execute its route from there.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #number UID The goto waypoint unique ID.
|
|
-- @param #number Speed (Optional) Speed to waypoint in knots.
|
|
-- @param #number Formation (Optional) Formation to waypoint.
|
|
function ARMYGROUP:onafterGotoWaypoint(From, Event, To, UID, Speed, Formation)
|
|
|
|
local n=self:GetWaypointIndex(UID)
|
|
|
|
--env.info(string.format("FF AG Goto waypoint UID=%s Index=%s, Speed=%s, Formation=%s", tostring(UID), tostring(n), tostring(Speed), tostring(Formation)))
|
|
|
|
if n then
|
|
|
|
-- TODO: switch to re-enable waypoint tasks.
|
|
if false then
|
|
local tasks=self:GetTasksWaypoint(n)
|
|
|
|
for _,_task in pairs(tasks) do
|
|
local task=_task --Ops.OpsGroup#OPSGROUP.Task
|
|
task.status=OPSGROUP.TaskStatus.SCHEDULED
|
|
end
|
|
|
|
end
|
|
|
|
-- Speed to waypoint.
|
|
Speed=Speed or self:GetSpeedToWaypoint(n)
|
|
|
|
-- Update the route.
|
|
self:UpdateRoute(n, Speed, Formation)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "Detour" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Point#COORDINATE Coordinate Coordinate where to go.
|
|
-- @param #number Speed Speed in knots. Default cruise speed.
|
|
-- @param #number Formation Formation of the group.
|
|
-- @param #number ResumeRoute If true, resume route after detour point was reached. If false, the group will stop at the detour point and wait for futher commands.
|
|
function ARMYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Formation, ResumeRoute)
|
|
|
|
-- Speed in knots.
|
|
Speed=Speed or self:GetSpeedCruise()
|
|
|
|
-- ID of current waypoint.
|
|
local uid=self:GetWaypointCurrent().uid
|
|
|
|
-- Add waypoint after current.
|
|
local wp=self:AddWaypoint(Coordinate, Speed, uid, Formation, true)
|
|
|
|
-- Set if we want to resume route after reaching the detour waypoint.
|
|
if ResumeRoute then
|
|
wp.detour=1
|
|
else
|
|
wp.detour=0
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "Rearm" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Point#COORDINATE Coordinate Coordinate where to rearm.
|
|
-- @param #number Formation Formation of the group.
|
|
function ARMYGROUP:onafterRearm(From, Event, To, Coordinate, Formation)
|
|
|
|
-- ID of current waypoint.
|
|
local uid=self:GetWaypointCurrent().uid
|
|
|
|
-- Add waypoint after current.
|
|
local wp=self:AddWaypoint(Coordinate, nil, uid, Formation, true)
|
|
|
|
-- Set if we want to resume route after reaching the detour waypoint.
|
|
wp.detour=0
|
|
|
|
end
|
|
|
|
--- On after "Rearming" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function ARMYGROUP:onafterRearming(From, Event, To)
|
|
|
|
-- Get current position.
|
|
local pos=self:GetCoordinate()
|
|
|
|
-- Create a new waypoint.
|
|
local wp=pos:WaypointGround(0)
|
|
|
|
-- Create new route consisting of only this position ==> Stop!
|
|
self:Route({wp})
|
|
|
|
end
|
|
|
|
--- On after "EngageTarget" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP Group the group to be engaged.
|
|
function ARMYGROUP:onafterEngageTarget(From, Event, To, Target)
|
|
|
|
if Target:IsInstanceOf("TARGET") then
|
|
self.engage.Target=Target
|
|
else
|
|
self.engage.Target=TARGET:New(Target)
|
|
end
|
|
|
|
env.info("FF Engage Target "..self.engage.Target:GetName())
|
|
|
|
self.engage.Coordinate=UTILS.DeepCopy(self.engage.Target:GetCoordinate())
|
|
|
|
self:SwitchAlarmstate(ENUMS.AlarmState.Auto)
|
|
self:SwitchROE(ENUMS.ROE.WeaponFree)
|
|
|
|
-- ID of current waypoint.
|
|
local uid=self:GetWaypointCurrent().uid
|
|
|
|
-- Add waypoint after current.
|
|
self.engage.Waypoint=self:AddWaypoint(self.engage.Coordinate, nil, uid, Formation, true)
|
|
|
|
-- Set if we want to resume route after reaching the detour waypoint.
|
|
self.engage.Waypoint.detour=1
|
|
|
|
end
|
|
|
|
--- On after "EngageTarget" event.
|
|
-- @param #ARMYGROUP self
|
|
function ARMYGROUP:_UpdateEngageTarget()
|
|
|
|
if self.engage.Target and self.engage.Target:IsAlive() then
|
|
|
|
env.info("FF Update Engage Target "..self.engage.Target:GetName())
|
|
|
|
local vec3=self.engage.Target:GetCoordinate():GetVec3()
|
|
|
|
local dist=UTILS.VecDist2D(vec3, self.engage.Coordinate:GetVec3())
|
|
|
|
if dist>100 then
|
|
|
|
env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
|
|
|
|
self.engage.Coordinate:UpdateFromVec3(vec3)
|
|
|
|
-- ID of current waypoint.
|
|
local uid=self:GetWaypointCurrent().uid
|
|
|
|
-- Remove current waypoint
|
|
self:RemoveWaypointByID(self.engage.Waypoint.uid)
|
|
|
|
-- Add waypoint after current.
|
|
self.engage.Waypoint=self:AddWaypoint(self.engage.Coordinate, nil, uid, Formation, true)
|
|
|
|
-- Set if we want to resume route after reaching the detour waypoint.
|
|
self.engage.Waypoint.detour=0
|
|
|
|
end
|
|
|
|
else
|
|
self:Disengage()
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "Disengage" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function ARMYGROUP:onafterDisengage(From, Event, To)
|
|
self:_CheckGroupDone(1)
|
|
end
|
|
|
|
--- On after "Rearmed" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function ARMYGROUP:onafterRearmed(From, Event, To)
|
|
|
|
self:_CheckGroupDone(1)
|
|
|
|
end
|
|
|
|
--- On after "DetourReached" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function ARMYGROUP:onafterDetourReached(From, Event, To)
|
|
self:I(self.lid.."Group reached detour coordinate.")
|
|
end
|
|
|
|
|
|
--- On after "FullStop" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function ARMYGROUP:onafterFullStop(From, Event, To)
|
|
|
|
-- Get current position.
|
|
local pos=self:GetCoordinate()
|
|
|
|
-- Create a new waypoint.
|
|
local wp=pos:WaypointGround(0)
|
|
|
|
-- Create new route consisting of only this position ==> Stop!
|
|
self:Route({wp})
|
|
|
|
end
|
|
|
|
--- On after "Cruise" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #number Speed Speed in knots.
|
|
-- @param #number Formation Formation.
|
|
function ARMYGROUP:onafterCruise(From, Event, To, Speed, Formation)
|
|
|
|
self:__UpdateRoute(-1, nil, Speed, Formation)
|
|
|
|
end
|
|
|
|
--- On after "Stop" event.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function ARMYGROUP:onafterStop(From, Event, To)
|
|
|
|
-- Handle events:
|
|
self:UnHandleEvent(EVENTS.Birth)
|
|
self:UnHandleEvent(EVENTS.Dead)
|
|
self:UnHandleEvent(EVENTS.RemoveUnit)
|
|
|
|
-- Call OPSGROUP function.
|
|
self:GetParent(self).onafterStop(self, From, Event, To)
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Events DCS
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Event function handling the birth of a unit.
|
|
-- @param #ARMYGROUP self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function ARMYGROUP:OnEventBirth(EventData)
|
|
|
|
-- Check that this is the right group.
|
|
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
|
|
local unit=EventData.IniUnit
|
|
local group=EventData.IniGroup
|
|
local unitname=EventData.IniUnitName
|
|
|
|
if self.respawning then
|
|
|
|
local function reset()
|
|
self.respawning=nil
|
|
end
|
|
|
|
-- Reset switch in 1 sec. This should allow all birth events of n>1 groups to have passed.
|
|
-- TODO: Can I do this more rigorously?
|
|
self:ScheduleOnce(1, reset)
|
|
|
|
else
|
|
|
|
-- Get element.
|
|
local element=self:GetElementByName(unitname)
|
|
|
|
-- Set element to spawned state.
|
|
self:T3(self.lid..string.format("EVENT: Element %s born ==> spawned", element.name))
|
|
self:ElementSpawned(element)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Event function handling the crash of a unit.
|
|
-- @param #ARMYGROUP self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function ARMYGROUP:OnEventDead(EventData)
|
|
|
|
-- Check that this is the right group.
|
|
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
|
|
self:T(self.lid..string.format("EVENT: Unit %s dead!", EventData.IniUnitName))
|
|
|
|
local unit=EventData.IniUnit
|
|
local group=EventData.IniGroup
|
|
local unitname=EventData.IniUnitName
|
|
|
|
-- Get element.
|
|
local element=self:GetElementByName(unitname)
|
|
|
|
if element then
|
|
self:T(self.lid..string.format("EVENT: Element %s dead ==> destroyed", element.name))
|
|
self:ElementDestroyed(element)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Event function handling when a unit is removed from the game.
|
|
-- @param #ARMYGROUP self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function ARMYGROUP:OnEventRemoveUnit(EventData)
|
|
|
|
-- Check that this is the right group.
|
|
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
|
|
local unit=EventData.IniUnit
|
|
local group=EventData.IniGroup
|
|
local unitname=EventData.IniUnitName
|
|
|
|
-- Get element.
|
|
local element=self:GetElementByName(unitname)
|
|
|
|
if element then
|
|
self:T(self.lid..string.format("EVENT: Element %s removed ==> dead", element.name))
|
|
self:ElementDead(element)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- Event function handling when a unit is hit.
|
|
-- @param #ARMYGROUP self
|
|
-- @param Core.Event#EVENTDATA EventData Event data.
|
|
function ARMYGROUP:OnEventHit(EventData)
|
|
|
|
-- Check that this is the right group.
|
|
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
|
|
local unit=EventData.IniUnit
|
|
local group=EventData.IniGroup
|
|
local unitname=EventData.IniUnitName
|
|
|
|
-- TODO: suppression
|
|
|
|
end
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Routing
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Add an a waypoint to the route.
|
|
-- @param #ARMYGROUP self
|
|
-- @param Core.Point#COORDINATE Coordinate The coordinate of the waypoint.
|
|
-- @param #number Speed Speed in knots. Default is default cruise speed or 70% of max speed.
|
|
-- @param #number AfterWaypointWithID Insert waypoint after waypoint given ID. Default is to insert as last waypoint.
|
|
-- @param #number Formation Formation the group will use.
|
|
-- @param #boolean Updateroute If true or nil, call UpdateRoute. If false, no call.
|
|
-- @return Ops.OpsGroup#OPSGROUP.Waypoint Waypoint table.
|
|
function ARMYGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Formation, Updateroute)
|
|
|
|
local coordinate=self:_CoordinateFromObject(Coordinate)
|
|
|
|
-- Set waypoint index.
|
|
local wpnumber=self:GetWaypointIndexAfterID(AfterWaypointWithID)
|
|
|
|
-- Check if final waypoint is still passed.
|
|
if wpnumber>self.currentwp then
|
|
self.passedfinalwp=false
|
|
end
|
|
|
|
-- Speed in knots.
|
|
Speed=Speed or self:GetSpeedCruise()
|
|
|
|
-- Create a Naval waypoint.
|
|
local wp=coordinate:WaypointGround(UTILS.KnotsToKmph(Speed), Formation)
|
|
|
|
-- Create waypoint data table.
|
|
local waypoint=self:_CreateWaypoint(wp)
|
|
|
|
-- Add waypoint to table.
|
|
self:_AddWaypoint(waypoint, wpnumber)
|
|
|
|
-- Get closest point to road.
|
|
waypoint.roadcoord=coordinate:GetClosestPointToRoad(false)
|
|
if waypoint.roadcoord then
|
|
waypoint.roaddist=coordinate:Get2DDistance(waypoint.roadcoord)
|
|
else
|
|
waypoint.roaddist=1000*1000 --1000 km.
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Adding waypoint UID=%d (index=%d), Speed=%.1f knots, Dist2Road=%d m, Action=%s", waypoint.uid, wpnumber, Speed, waypoint.roaddist, waypoint.action))
|
|
|
|
-- Update route.
|
|
if Updateroute==nil or Updateroute==true then
|
|
self:_CheckGroupDone(1)
|
|
end
|
|
|
|
return waypoint
|
|
end
|
|
|
|
--- Initialize group parameters. Also initializes waypoints if self.waypoints is nil.
|
|
-- @param #ARMYGROUP self
|
|
-- @return #ARMYGROUP self
|
|
function ARMYGROUP:_InitGroup()
|
|
|
|
-- First check if group was already initialized.
|
|
if self.groupinitialized then
|
|
self:E(self.lid.."WARNING: Group was already initialized!")
|
|
return
|
|
end
|
|
|
|
-- Get template of group.
|
|
self.template=self.group:GetTemplate()
|
|
|
|
-- Define category.
|
|
self.isAircraft=false
|
|
self.isNaval=false
|
|
self.isGround=true
|
|
|
|
-- Ground are always AI.
|
|
self.isAI=true
|
|
|
|
-- Is (template) group late activated.
|
|
self.isLateActivated=self.template.lateActivation
|
|
|
|
-- Ground groups cannot be uncontrolled.
|
|
self.isUncontrolled=false
|
|
|
|
-- Max speed in km/h.
|
|
self.speedMax=self.group:GetSpeedMax()
|
|
|
|
-- Cruise speed in km/h
|
|
self.speedCruise=self.speedMax*0.7
|
|
|
|
-- Group ammo.
|
|
self.ammo=self:GetAmmoTot()
|
|
|
|
-- Radio parameters from template.
|
|
self.radio.On=false -- Radio is always OFF for ground.
|
|
self.radio.Freq=133
|
|
self.radio.Modu=radio.modulation.AM
|
|
|
|
-- Set default radio.
|
|
self:SetDefaultRadio(self.radio.Freq, self.radio.Modu, self.radio.On)
|
|
|
|
-- Set default formation from first waypoint.
|
|
self.optionDefault.Formation=self:GetWaypoint(1).action
|
|
|
|
-- Default TACAN off.
|
|
self:SetDefaultTACAN(nil, nil, nil, nil, true)
|
|
self.tacan=UTILS.DeepCopy(self.tacanDefault)
|
|
|
|
-- Units of the group.
|
|
local units=self.group:GetUnits()
|
|
|
|
for _,_unit in pairs(units) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
|
|
-- TODO: this is wrong when grouping is used!
|
|
local unittemplate=unit:GetTemplate()
|
|
|
|
local element={} --#ARMYGROUP.Element
|
|
element.name=unit:GetName()
|
|
element.unit=unit
|
|
element.status=OPSGROUP.ElementStatus.INUTERO
|
|
element.typename=unit:GetTypeName()
|
|
element.skill=unittemplate.skill or "Unknown"
|
|
element.ai=true
|
|
element.category=element.unit:GetUnitCategory()
|
|
element.categoryname=element.unit:GetCategoryName()
|
|
element.size, element.length, element.height, element.width=unit:GetObjectSize()
|
|
element.ammo0=self:GetAmmoUnit(unit, false)
|
|
|
|
-- Debug text.
|
|
if self.verbose>=2 then
|
|
local text=string.format("Adding element %s: status=%s, skill=%s, category=%s (%d), size: %.1f (L=%.1f H=%.1f W=%.1f)",
|
|
element.name, element.status, element.skill, element.categoryname, element.category, element.size, element.length, element.height, element.width)
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
-- Add element to table.
|
|
table.insert(self.elements, element)
|
|
|
|
-- Get Descriptors.
|
|
self.descriptors=self.descriptors or unit:GetDesc()
|
|
|
|
-- Set type name.
|
|
self.actype=self.actype or unit:GetTypeName()
|
|
|
|
if unit:IsAlive() then
|
|
-- Trigger spawned event.
|
|
self:ElementSpawned(element)
|
|
end
|
|
|
|
end
|
|
|
|
-- Debug info.
|
|
if self.verbose>=1 then
|
|
local text=string.format("Initialized Army Group %s:\n", self.groupname)
|
|
text=text..string.format("Unit type = %s\n", self.actype)
|
|
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedMax))
|
|
text=text..string.format("Speed cruise = %.1f Knots\n", UTILS.KmphToKnots(self.speedCruise))
|
|
text=text..string.format("Elements = %d\n", #self.elements)
|
|
text=text..string.format("Waypoints = %d\n", #self.waypoints)
|
|
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On))
|
|
text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles)
|
|
text=text..string.format("FSM state = %s\n", self:GetState())
|
|
text=text..string.format("Is alive = %s\n", tostring(self:IsAlive()))
|
|
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
|
|
self:I(self.lid..text)
|
|
end
|
|
|
|
-- Init done.
|
|
self.groupinitialized=true
|
|
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Option Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Switch to a specific formation.
|
|
-- @param #ARMYGROUP self
|
|
-- @param #number Formation New formation the group will fly in. Default is the setting of `SetDefaultFormation()`.
|
|
-- @param #boolean Permanently If true, formation always used from now on.
|
|
-- @param #boolean NoRouteUpdate If true, route is not updated.
|
|
-- @return #ARMYGROUP self
|
|
function ARMYGROUP:SwitchFormation(Formation, Permanently, NoRouteUpdate)
|
|
|
|
if self:IsAlive() or self:IsInUtero() then
|
|
|
|
Formation=Formation or self.optionDefault.Formation
|
|
|
|
if Permanently then
|
|
self.formationPerma=Formation
|
|
else
|
|
self.formationPerma=nil
|
|
end
|
|
|
|
-- Set current formation.
|
|
self.option.Formation=Formation
|
|
|
|
if self:IsInUtero() then
|
|
self:T(self.lid..string.format("Will switch formation to %s (permanently=%s) when group is spawned", self.option.Formation, tostring(Permanently)))
|
|
else
|
|
|
|
-- Update route with the new formation.
|
|
if NoRouteUpdate then
|
|
else
|
|
self:__UpdateRoute(-1, nil, nil, Formation)
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Switching formation to %s (permanently=%s)", self.option.Formation, tostring(Permanently)))
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Misc Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|