2020-08-26 00:01:52 +02:00

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Lua

--- **Ops** - Airwing Warehouse.
--
-- **Main Features:**
--
-- * Manage squadrons.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Airwing
-- @image OPS_AirWing.png
--- AIRWING class.
-- @type AIRWING
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #number verbose Verbosity of output.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table menu Table of menu items.
-- @field #table squadrons Table of squadrons.
-- @field #table missionqueue Mission queue table.
-- @field #table payloads Playloads for specific aircraft and mission types.
-- @field #number payloadcounter Running index of payloads.
-- @field Core.Set#SET_ZONE zonesetCAP Set of CAP zones.
-- @field Core.Set#SET_ZONE zonesetTANKER Set of TANKER zones.
-- @field Core.Set#SET_ZONE zonesetAWACS Set of AWACS zones.
-- @field #number nflightsCAP Number of CAP flights constantly in the air.
-- @field #number nflightsAWACS Number of AWACS flights constantly in the air.
-- @field #number nflightsTANKERboom Number of TANKER flights with BOOM constantly in the air.
-- @field #number nflightsTANKERprobe Number of TANKER flights with PROBE constantly in the air.
-- @field #number nflightsRescueHelo Number of Rescue helo flights constantly in the air.
-- @field #table pointsCAP Table of CAP points.
-- @field #table pointsTANKER Table of Tanker points.
-- @field #table pointsAWACS Table of AWACS points.
-- @field Ops.WingCommander#WINGCOMMANDER wingcommander The wing commander responsible for this airwing.
--
-- @field Ops.RescueHelo#RESCUEHELO rescuehelo The rescue helo.
-- @field Ops.RecoveryTanker#RECOVERYTANKER recoverytanker The recoverytanker.
--
-- @extends Functional.Warehouse#WAREHOUSE
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\AirWing\AIRWING_Main.jpg)
--
-- # The AIRWING Concept
--
-- An AIRWING consists of multiple SQUADRONS. These squadrons "live" in a WAREHOUSE, i.e. a physical structure that is connected to an airbase (airdrome, FRAP or ship).
-- For an airwing to be operational, it needs airframes, weapons/fuel and an airbase.
--
-- # Create an Airwing
--
-- ## Constructing the Airwing
--
-- airwing=AIRWING:New("Warehouse Batumi", "8th Fighter Wing")
-- airwing:Start()
--
-- The first parameter specified the warehouse, i.e. the static building housing the airwing (or the name of the aircraft carrier). The second parameter is optional
-- and sets an alias.
--
-- ## Adding Squadrons
--
-- At this point the airwing does not have any assets (aircraft). In order to add these, one needs to first define SQUADRONS.
--
-- VFA151=SQUADRON:New("F-14 Group", 8, "VFA-151 (Vigilantes)")
-- VFA151:AddMissionCapability({AUFTRAG.Type.GCCAP, AUFTRAG.Type.INTERCEPT})
--
-- airwing:AddSquadron(VFA151)
--
-- This adds eight Tomcat groups beloning to VFA-151 to the airwing. This squadron has the ability to perform combat air patrols and intercepts.
--
-- ## Adding Payloads
--
-- Adding pure airframes is not enough. The aircraft also need weapons (and fuel) for certain missions. These must be given to the airwing from template groups
-- defined in the Mission Editor.
--
-- -- F-14 payloads for CAP and INTERCEPT. Phoenix are first, sparrows are second choice.
-- airwing:NewPayload(GROUP:FindByName("F-14 Payload AIM-54C"), 2, {AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.GCCAP}, 80)
-- airwing:NewPayload(GROUP:FindByName("F-14 Payload AIM-7M"), 20, {AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.GCCAP})
--
-- This will add two AIM-54C and 20 AIM-7M payloads.
--
-- If the airwing gets an intercept or patrol mission assigned, it will first use the AIM-54s. Once these are consumed, the AIM-7s are attached to the aircraft.
--
-- When an airwing does not have a payload for a certain mission type, the mission cannot be carried out.
--
-- You can set the number of payloads to "unlimited" by setting its quantity to -1.
--
-- # Adding Missions
--
-- Various mission types can be added easily via the AUFTRAG class.
--
-- Once you created an AUFTRAG you can add it to the AIRWING with the :AddMission(mission) function.
--
-- This mission will be put into the AIRWING queue. Once the mission start time is reached and all resources (airframes and pylons) are available, the mission is started.
-- If the mission stop time is over (and the mission is not finished), it will be cancelled and removed from the queue. This applies also to mission that were not even
-- started.
--
-- # Command an Airwing
--
-- An airwing can receive missions from a WINGCOMMANDER. See docs of that class for details.
--
-- However, you are still free to add missions at anytime.
--
--
-- @field #AIRWING
AIRWING = {
ClassName = "AIRWING",
Debug = false,
verbose = 0,
lid = nil,
menu = nil,
squadrons = {},
missionqueue = {},
payloads = {},
payloadcounter = 0,
pointsCAP = {},
pointsTANKER = {},
pointsAWACS = {},
wingcommander = nil,
}
--- Squadron asset.
-- @type AIRWING.SquadronAsset
-- @field #AIRWING.Payload payload The payload of the asset.
-- @field Ops.FlightGroup#FLIGHTGROUP flightgroup The flightgroup object.
-- @field #string squadname Name of the squadron this asset belongs to.
-- @field #number Treturned Time stamp when asset returned to the airwing.
-- @extends Functional.Warehouse#WAREHOUSE.Assetitem
--- Payload data.
-- @type AIRWING.Payload
-- @field #number uid Unique payload ID.
-- @field #string unitname Name of the unit this pylon was extracted from.
-- @field #string aircrafttype Type of aircraft, which can use this payload.
-- @field #table capabilities Mission types and performances for which this payload can be used.
-- @field #table pylons Pylon data extracted for the unit template.
-- @field #number navail Number of available payloads of this type.
-- @field #boolean unlimited If true, this payload is unlimited and does not get consumed.
--- Patrol data.
-- @type AIRWING.PatrolData
-- @field #string type Type name.
-- @field Core.Point#COORDINATE coord Patrol coordinate.
-- @field #number altitude Altitude in feet.
-- @field #number heading Heading in degrees.
-- @field #number leg Leg length in NM.
-- @field #number speed Speed in knots.
-- @field #number noccupied Number of flights on this patrol point.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- AIRWING class version.
-- @field #string version
AIRWING.version="0.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Spawn in air or hot ==> Needs WAREHOUSE update.
-- TODO: Make special request to transfer squadrons to anther airwing (or warehouse).
-- TODO: Check that airbase has enough parking spots if a request is BIG. Alternatively, split requests.
-- DONE: Add squadrons to warehouse.
-- DONE: Build mission queue.
-- DONE: Find way to start missions.
-- DONE: Check if missions are done/cancelled.
-- DONE: Payloads as resources.
-- DONE: Define CAP zones.
-- DONE: Define TANKER zones for refuelling.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new AIRWING class object for a specific aircraft carrier unit.
-- @param #AIRWING self
-- @param #string warehousename Name of the warehouse static or unit object representing the warehouse.
-- @param #string airwingname Name of the air wing, e.g. "AIRWING-8".
-- @return #AIRWING self
function AIRWING:New(warehousename, airwingname)
-- Inherit everything from WAREHOUSE class.
local self=BASE:Inherit(self, WAREHOUSE:New(warehousename, airwingname)) -- #AIRWING
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", warehousename))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("AIRWING %s | ", self.alias)
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "MissionRequest", "*") -- Add a (mission) request to the warehouse.
self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
self:AddTransition("*", "SquadAssetReturned", "*") -- Flight was spawned with a mission.
self:AddTransition("*", "FlightOnMission", "*") -- Flight was spawned with a mission.
-- Defaults:
self:SetVerbosity(2)
self.nflightsCAP=0
self.nflightsAWACS=0
self.nflightsTANKERboom=0
self.nflightsTANKERprobe=0
self.nflightsRecoveryTanker=0
self.nflightsRescueHelo=0
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the AIRWING. Initializes parameters and starts event handlers.
-- @function [parent=#AIRWING] Start
-- @param #AIRWING self
--- Triggers the FSM event "Start" after a delay. Starts the AIRWING. Initializes parameters and starts event handlers.
-- @function [parent=#AIRWING] __Start
-- @param #AIRWING self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the AIRWING and all its event handlers.
-- @param #AIRWING self
--- Triggers the FSM event "Stop" after a delay. Stops the AIRWING and all its event handlers.
-- @function [parent=#AIRWING] __Stop
-- @param #AIRWING self
-- @param #number delay Delay in seconds.
-- Debug trace.
if false then
self.Debug=true
self:TraceOnOff(true)
self:TraceClass(self.ClassName)
self:TraceLevel(1)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a squadron to the air wing.
-- @param #AIRWING self
-- @param Ops.Squadron#SQUADRON Squadron The squadron object.
-- @return #AIRWING self
function AIRWING:AddSquadron(Squadron)
-- Add squadron to airwing.
table.insert(self.squadrons, Squadron)
-- Add assets to squadron.
self:AddAssetToSquadron(Squadron, Squadron.Ngroups)
-- Tanker and AWACS get unlimited payloads.
if Squadron.attribute==GROUP.Attribute.AIR_AWACS then
self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.AWACS)
elseif Squadron.attribute==GROUP.Attribute.AIR_TANKER then
self:NewPayload(Squadron.templategroup, -1, AUFTRAG.Type.TANKER)
end
-- Set airwing to squadron.
Squadron:SetAirwing(self)
-- Start squadron.
if Squadron:IsStopped() then
Squadron:Start()
end
return self
end
--- Add a **new** payload to the airwing resources.
-- @param #AIRWING self
-- @param Wrapper.Unit#UNIT Unit The unit, the payload is extracted from. Can also be given as *#string* name of the unit.
-- @param #number Npayloads Number of payloads to add to the airwing resources. Default 99 (which should be enough for most scenarios). Set to -1 for unlimited.
-- @param #table MissionTypes Mission types this payload can be used for.
-- @param #number Performance A number between 0 (worst) and 100 (best) to describe the performance of the loadout for the given mission types. Default is 50.
-- @return #AIRWING.Payload The payload table or nil if the unit does not exist.
function AIRWING:NewPayload(Unit, Npayloads, MissionTypes, Performance)
-- Default performance.
Performance=Performance or 50
if type(Unit)=="string" then
local name=Unit
Unit=UNIT:FindByName(name)
if not Unit then
Unit=GROUP:FindByName(name)
end
end
if Unit then
-- If a GROUP object was given, get the first unit.
if Unit:IsInstanceOf("GROUP") then
Unit=Unit:GetUnit(1)
end
-- Ensure Missiontypes is a table.
if MissionTypes and type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
-- Create payload.
local payload={} --#AIRWING.Payload
payload.uid=self.payloadcounter
payload.unitname=Unit:GetName()
payload.aircrafttype=Unit:GetTypeName()
payload.pylons=Unit:GetTemplatePayload()
payload.unlimited=Npayloads<0
if payload.unlimited then
payload.navail=1
else
payload.navail=Npayloads or 99
end
payload.capabilities={}
for _,missiontype in pairs(MissionTypes) do
local capability={} --Ops.Auftrag#AUFTRAG.Capability
capability.MissionType=missiontype
capability.Performance=Performance
table.insert(payload.capabilities, capability)
end
-- Add ORBIT for all.
if not self:CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then
local capability={} --Ops.Auftrag#AUFTRAG.Capability
capability.MissionType=AUFTRAG.Type.ORBIT
capability.Performance=50
table.insert(payload.capabilities, capability)
end
-- Info
self:I(self.lid..string.format("Adding new payload from unit %s for aircraft type %s: ID=%d, N=%d (unlimited=%s), performance=%d, missions: %s",
payload.unitname, payload.aircrafttype, payload.uid, payload.navail, tostring(payload.unlimited), Performance, table.concat(MissionTypes, ", ")))
-- Add payload
table.insert(self.payloads, payload)
-- Increase counter
self.payloadcounter=self.payloadcounter+1
return payload
end
self:E(self.lid.."ERROR: No UNIT found to create PAYLOAD!")
return nil
end
--- Add a mission capability to an existing payload.
-- @param #AIRWING self
-- @param #AIRWING.Payload Payload The payload table to which the capability should be added.
-- @param #table MissionTypes Mission types to be added.
-- @param #number Performance A number between 0 (worst) and 100 (best) to describe the performance of the loadout for the given mission types. Default is 50.
-- @return #AIRWING self
function AIRWING:AddPayloadCapability(Payload, MissionTypes, Performance)
-- Ensure Missiontypes is a table.
if MissionTypes and type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
Payload.capabilities=Payload.capabilities or {}
for _,missiontype in pairs(MissionTypes) do
local capability={} --Ops.Auftrag#AUFTRAG.Capability
capability.MissionType=missiontype
capability.Performance=Performance
--TODO: check that capability does not already exist!
table.insert(Payload.capabilities, capability)
end
return self
end
--- Fetch a payload from the airwing resources for a given unit and mission type.
-- The payload with the highest priority is preferred.
-- @param #AIRWING self
-- @param #string UnitType The type of the unit.
-- @param #string MissionType The mission type.
-- @param #table Payloads Specific payloads only to be considered.
-- @return #AIRWING.Payload Payload table or *nil*.
function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads)
-- Quick check if we have any payloads.
if not self.payloads or #self.payloads==0 then
self:I(self.lid.."WARNING: No payloads in stock!")
return nil
end
-- Debug.
if self.Debug then
self:I(self.lid..string.format("Looking for payload for unit type=%s and mission type=%s", UnitType, MissionType))
for i,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
local performance=self:GetPayloadPeformance(payload, MissionType)
self:I(self.lid..string.format("[%d] Payload type=%s navail=%d unlimited=%s", i, payload.aircrafttype, payload.navail, tostring(payload.unlimited)))
end
end
--- Sort payload wrt the following criteria:
-- 1) Highest performance is the main selection criterion.
-- 2) If payloads have the same performance, unlimited payloads are preferred over limited ones.
-- 3) If payloads have the same performance _and_ are limited, the more abundant one is preferred.
local function sortpayloads(a,b)
local pA=a --#AIRWING.Payload
local pB=b --#AIRWING.Payload
if a and b then -- I had the case that a or b were nil even though the self.payloads table was looking okay. Very strange! Seems to be solved by pre-selecting valid payloads.
local performanceA=self:GetPayloadPeformance(a, MissionType)
local performanceB=self:GetPayloadPeformance(b, MissionType)
return (performanceA>performanceB) or (performanceA==performanceB and a.unlimited==true) or (performanceA==performanceB and a.unlimited==true and b.unlimited==true and a.navail>b.navail)
elseif not a then
self:I(self.lid..string.format("FF ERROR in sortpayloads: a is nil"))
return false
elseif not b then
self:I(self.lid..string.format("FF ERROR in sortpayloads: b is nil"))
return true
else
self:I(self.lid..string.format("FF ERROR in sortpayloads: a and b are nil"))
return false
end
end
local function _checkPayloads(payload)
if Payloads then
for _,Payload in pairs(Payloads) do
if Payload.uid==payload.uid then
return true
end
end
else
-- Payload was not specified.
return nil
end
return false
end
-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
local payloads={}
for _,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
local specialpayload=_checkPayloads(payload)
local compatible=self:CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
table.insert(payloads, payload)
end
end
-- Debug.
if self.Debug then
self:I(self.lid..string.format("FF Sorted payloads for mission type X and aircraft type=Y:"))
for _,_payload in ipairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
if payload.aircrafttype==UnitType and self:CheckMissionCapability(MissionType, payload.capabilities) then
local performace=self:GetPayloadPeformance(payload, MissionType)
self:I(self.lid..string.format("FF %s payload for %s: avail=%d performace=%d", MissionType, payload.aircrafttype, payload.navail, performace))
end
end
end
-- Cases:
if #payloads==0 then
-- No payload available.
self:T(self.lid.."Warning could not find a payload for airframe X mission type Y!")
return nil
elseif #payloads==1 then
-- Only one payload anyway.
return payloads[1]
else
-- Sort payloads.
table.sort(payloads, sortpayloads)
return payloads[1]
end
end
--- Return payload from asset back to stock.
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset asset The squadron asset.
function AIRWING:ReturnPayloadFromAsset(asset)
local payload=asset.payload
if payload then
-- Increase count if not unlimited.
if not payload.unlimited then
payload.navail=payload.navail+1
end
-- Remove asset payload.
asset.payload=nil
else
self:E(self.lid.."ERROR: asset had no payload attached!")
end
end
--- Add asset group(s) to squadron.
-- @param #AIRWING self
-- @param Ops.Squadron#SQUADRON Squadron The squadron object.
-- @param #number Nassets Number of asset groups to add.
-- @return #AIRWING self
function AIRWING:AddAssetToSquadron(Squadron, Nassets)
if Squadron then
-- Get the template group of the squadron.
local Group=GROUP:FindByName(Squadron.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to squadron %s", Group:GetName(), Squadron.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Squadron.skill, Squadron.livery, Squadron.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Squadron does not exit!")
end
return self
end
--- Get squadron by name.
-- @param #AIRWING self
-- @param #string SquadronName Name of the squadron, e.g. "VFA-37".
-- @return Ops.Squadron#SQUADRON The squadron object.
function AIRWING:GetSquadron(SquadronName)
for _,_squadron in pairs(self.squadrons) do
local squadron=_squadron --Ops.Squadron#SQUADRON
if squadron.name==SquadronName then
return squadron
end
end
return nil
end
--- Set verbosity level.
-- @param #AIRWING self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #AIRWING self
function AIRWING:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Get squadron of an asset.
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset Asset The squadron asset.
-- @return Ops.Squadron#SQUADRON The squadron object.
function AIRWING:GetSquadronOfAsset(Asset)
return self:GetSquadron(Asset.squadname)
end
--- Remove asset from squadron.
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset Asset
function AIRWING:RemoveAssetFromSquadron(Asset)
local squad=self:GetSquadronOfAsset(Asset)
if squad then
squad:DelAsset(Asset)
end
end
--- Add mission to queue.
-- @param #AIRWING self
-- @param Ops.Auftrag#AUFTRAG Mission for this group.
-- @return #AIRWING self
function AIRWING:AddMission(Mission)
-- Set status to QUEUED. This also attaches the airwing to this mission.
Mission:Queued(self)
-- Add mission to queue.
table.insert(self.missionqueue, Mission)
-- Info text.
local text=string.format("Added mission %s (type=%s). Starting at %s. Stopping at %s",
tostring(Mission.name), tostring(Mission.type), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "INF")
self:I(self.lid..text)
return self
end
--- Remove mission from queue.
-- @param #AIRWING self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #AIRWING self
function AIRWING:RemoveMission(Mission)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==Mission.auftragsnummer then
table.remove(self.missionqueue, i)
break
end
end
return self
end
--- Set number of CAP flights constantly carried out.
-- @param #AIRWING self
-- @param #number n Number of flights. Default 1.
-- @return #AIRWING self
function AIRWING:SetNumberCAP(n)
self.nflightsCAP=n or 1
return self
end
--- Set number of TANKER flights constantly in the air.
-- @param #AIRWING self
-- @param #number Nboom Number of flights. Default 1.
-- @param #number Nprobe Number of flights. Default 1.
-- @return #AIRWING self
function AIRWING:SetNumberTANKER(Nboom, Nprobe)
self.nflightsTANKERboom=Nboom or 1
self.nflightsTANKERprobe=Nprobe or 1
return self
end
--- Set number of AWACS flights constantly in the air.
-- @param #AIRWING self
-- @param #number n Number of flights. Default 1.
-- @return #AIRWING self
function AIRWING:SetNumberAWACS(n)
self.nflightsAWACS=n or 1
return self
end
--- Set number of Rescue helo flights constantly in the air.
-- @param #AIRWING self
-- @param #number n Number of flights. Default 1.
-- @return #AIRWING self
function AIRWING:SetNumberRescuehelo(n)
self.nflightsRescueHelo=n or 1
return self
end
---
-- @param #AIRWING self
-- @param #AIRWING.PatrolData point Patrol point table.
-- @return #string Marker text.
function AIRWING:_PatrolPointMarkerText(point)
local text=string.format("%s Occupied=%d, \nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts",
point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed)
return text
end
--- Update marker of the patrol point.
-- @param #AIRWING.PatrolData point Patrol point table.
function AIRWING.UpdatePatrolPointMarker(point)
local text=string.format("%s Occupied=%d\nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts",
point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed)
point.marker:UpdateText(text, 1)
end
--- Create a new generic patrol point.
-- @param #AIRWING self
-- @param #string Type Patrol point type, e.g. "CAP" or "AWACS". Default "Unknown".
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing.
-- @param #number Altitude Orbit altitude in feet. Default random between Angels 10 and 20.
-- @param #number Heading Heading in degrees. Default random (0, 360] degrees.
-- @param #number LegLength Length of race-track orbit in NM. Default 15 NM.
-- @param #number Speed Orbit speed in knots. Default 350 knots.
-- @return #AIRWING.PatrolData Patrol point table.
function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegLength)
local patrolpoint={} --#AIRWING.PatrolData
patrolpoint.type=Type or "Unknown"
patrolpoint.coord=Coordinate or self:GetCoordinate():Translate(UTILS.NMToMeters(math.random(10, 15)), math.random(360))
patrolpoint.heading=Heading or math.random(360)
patrolpoint.leg=LegLength or 15
patrolpoint.altitude=Altitude or math.random(10,20)*1000
patrolpoint.speed=Speed or 350
patrolpoint.noccupied=0
patrolpoint.marker=MARKER:New(Coordinate, "New Patrol Point"):ToAll()
AIRWING.UpdatePatrolPointMarker(patrolpoint)
return patrolpoint
end
--- Add a patrol Point for CAP missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
-- @param #number LegLength Length of race-track orbit in NM.
-- @return #AIRWING self
function AIRWING:AddPatrolPointCAP(Coordinate, Altitude, Speed, Heading, LegLength)
local patrolpoint=self:NewPatrolPoint("CAP", Coordinate, Altitude, Speed, Heading, LegLength)
table.insert(self.pointsCAP, patrolpoint)
return self
end
--- Add a patrol Point for TANKER missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
-- @param #number LegLength Length of race-track orbit in NM.
-- @return #AIRWING self
function AIRWING:AddPatrolPointTANKER(Coordinate, Altitude, Speed, Heading, LegLength)
local patrolpoint=self:NewPatrolPoint("Tanker", Coordinate, Altitude, Speed, Heading, LegLength)
table.insert(self.pointsTANKER, patrolpoint)
return self
end
--- Add a patrol Point for AWACS missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
-- @param #number LegLength Length of race-track orbit in NM.
-- @return #AIRWING self
function AIRWING:AddPatrolPointAWACS(Coordinate, Altitude, Speed, Heading, LegLength)
local patrolpoint=self:NewPatrolPoint("AWACS", Coordinate, Altitude, Speed, Heading, LegLength)
table.insert(self.pointsAWACS, patrolpoint)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start AIRWING FSM.
-- @param #AIRWING self
function AIRWING:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting AIRWING v%s", AIRWING.version))
end
--- Update status.
-- @param #AIRWING self
function AIRWING:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
local fsmstate=self:GetState()
-- Check CAP missions.
self:CheckCAP()
-- Check TANKER missions.
self:CheckTANKER()
-- Check AWACS missions.
self:CheckAWACS()
-- Check Rescue Helo missions.
self:CheckRescuhelo()
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Count ALL payloads in stock. If any payload is unlimited, this gives 999.
local Npayloads=self:CountPayloadsInStock(AUFTRAG.Type)
-- Assets tot
local Npq, Np, Nq=self:CountAssetsOnMission()
local assets=string.format("%d [Mission=%d (Active=%d, Queued=%d)]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Payloads=%d (%d), Squads=%d, Assets=%s", fsmstate, Nmissions, Npayloads, #self.payloads, #self.squadrons, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%d", mission.prio, mission.importance) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.nassets)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
-------------------
-- Squadron Info --
-------------------
if self.verbose>=3 then
local text="Squadrons:"
for i,_squadron in pairs(self.squadrons) do
local squadron=_squadron --Ops.Squadron#SQUADRON
local callsign=squadron.callsignName and UTILS.GetCallsignName(squadron.callsignName) or "N/A"
local modex=squadron.modex and squadron.modex or -1
local skill=squadron.skill and tostring(squadron.skill) or "N/A"
-- Squadron text
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", squadron.name, squadron:GetState(), squadron.aircrafttype, squadron:CountAssetsInStock(), #squadron.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:_CheckMissions()
-- Get next mission.
local mission=self:_GetNextMission()
-- Request mission execution.
if mission then
self:MissionRequest(mission)
end
end
--- Get patrol data
-- @param #AIRWING self
-- @param #table PatrolPoints Patrol data points.
-- @return #AIRWING.PatrolData
function AIRWING:_GetPatrolData(PatrolPoints)
-- Sort wrt lowest number of flights on this point.
local function sort(a,b)
return a.noccupied<b.noccupied
end
if PatrolPoints and #PatrolPoints>0 then
-- Sort data wrt number of flights at that point.
table.sort(PatrolPoints, sort)
return PatrolPoints[1]
else
return self:NewPatrolPoint()
end
end
--- Check how many CAP missions are assigned and add number of missing missions.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:CheckCAP()
local Ncap=self:CountMissionsInQueue({AUFTRAG.Type.GCCAP, AUFTRAG.Type.INTERCEPT})
for i=1,self.nflightsCAP-Ncap do
local patrol=self:_GetPatrolData(self.pointsCAP)
local altitude=patrol.altitude+1000*patrol.noccupied
local missionCAP=AUFTRAG:NewGCCAP(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg)
missionCAP.patroldata=patrol
patrol.noccupied=patrol.noccupied+1
AIRWING.UpdatePatrolPointMarker(patrol)
self:AddMission(missionCAP)
end
return self
end
--- Check how many TANKER missions are assigned and add number of missing missions.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:CheckTANKER()
local Nboom=0
local Nprob=0
-- Count tanker mission.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission:IsNotOver() and mission.type==AUFTRAG.Type.TANKER then
if mission.refuelSystem==0 then
Nboom=Nboom+1
elseif mission.refuelSystem==1 then
Nprob=Nprob+1
end
end
end
for i=1,self.nflightsTANKERboom-Nboom do
local patrol=self:_GetPatrolData(self.pointsTANKER)
local altitude=patrol.altitude+1000*patrol.noccupied
local mission=AUFTRAG:NewTANKER(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg, 0)
mission.patroldata=patrol
patrol.noccupied=patrol.noccupied+1
AIRWING.UpdatePatrolPointMarker(patrol)
self:AddMission(mission)
end
for i=1,self.nflightsTANKERprobe-Nprob do
local patrol=self:_GetPatrolData(self.pointsTANKER)
local altitude=patrol.altitude+1000*patrol.noccupied
local mission=AUFTRAG:NewTANKER(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg, 1)
mission.patroldata=patrol
patrol.noccupied=patrol.noccupied+1
AIRWING.UpdatePatrolPointMarker(patrol)
self:AddMission(mission)
end
return self
end
--- Check how many AWACS missions are assigned and add number of missing missions.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:CheckAWACS()
local N=self:CountMissionsInQueue({AUFTRAG.Type.AWACS})
for i=1,self.nflightsAWACS-N do
local patrol=self:_GetPatrolData(self.pointsAWACS)
local altitude=patrol.altitude+1000*patrol.noccupied
local mission=AUFTRAG:NewAWACS(patrol.coord, altitude, patrol.speed, patrol.heading, patrol.leg)
mission.patroldata=patrol
patrol.noccupied=patrol.noccupied+1
AIRWING.UpdatePatrolPointMarker(patrol)
self:AddMission(mission)
end
return self
end
--- Check how many Rescue helos are currently in the air.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:CheckRescuhelo()
local N=self:CountMissionsInQueue({AUFTRAG.Type.RESCUEHELO})
local carrier=UNIT:FindByName(self.airbase:GetName())
for i=1,self.nflightsRescueHelo-N do
local mission=AUFTRAG:NewRESCUEHELO(carrier)
self:AddMission(mission)
end
return self
end
--- Check how many AWACS missions are assigned and add number of missing missions.
-- @param #AIRWING self
-- @param Ops.FlightGroup#FLIGHTGROUP flightgroup The flightgroup.
-- @return #AIRWING.SquadronAsset The tanker asset.
function AIRWING:GetTankerForFlight(flightgroup)
local tankers=self:GetAssetsOnMission(AUFTRAG.Type.TANKER)
if #tankers>0 then
local tankeropt={}
for _,_tanker in pairs(tankers) do
local tanker=_tanker --#AIRWING.SquadronAsset
-- Check that donor and acceptor use the same refuelling system.
if flightgroup.refueltype and flightgroup.refueltype==tanker.flightgroup.tankertype then
local tankercoord=tanker.flightgroup.group:GetCoordinate()
local assetcoord=flightgroup.group:GetCoordinate()
local dist=assetcoord:Get2DDistance(tankercoord)
-- Ensure that the flight does not find itself. Asset could be a tanker!
if dist>5 then
table.insert(tankeropt, {tanker=tanker, dist=dist})
end
end
end
-- Sort tankers wrt to distance.
table.sort(tankeropt, function(a,b) return a.dist<b.dist end)
-- Return tanker asset.
if #tankeropt>0 then
return tankeropt[1].tanker
else
return nil
end
end
return nil
end
--- Check if mission is not over and ready to cancel.
-- @param #AIRWING self
function AIRWING:_CheckMissions()
-- Loop over missions in queue.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission:IsNotOver() and mission:IsReadyToCancel() then
mission:Cancel()
end
end
end
--- Get next mission.
-- @param #AIRWING self
-- @return Ops.Auftrag#AUFTRAG Next mission or *nil*.
function AIRWING:_GetNextMission()
-- Number of missions.
local Nmissions=#self.missionqueue
-- Treat special cases.
if Nmissions==0 then
return nil
end
-- Sort results table wrt prio and start time.
local function _sort(a, b)
local taskA=a --Ops.Auftrag#AUFTRAG
local taskB=b --Ops.Auftrag#AUFTRAG
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
end
table.sort(self.missionqueue, _sort)
-- Look for first mission that is SCHEDULED.
local vip=math.huge
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.importance<vip then
vip=mission.importance
end
end
-- Current time.
local time=timer.getAbsTime()
-- Look for first task that is not accomplished.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Firstly, check if mission is due?
if mission:IsQueued() and mission:IsReadyToGo() and mission.importance<=vip then
-- Check if airwing can do the mission and gather required assets.
local can, assets=self:CanMission(mission)
-- Check that mission is still scheduled, time has passed and enough assets are available.
if can then
-- Optimize the asset selection. Most useful assets will come first. We do not include the payload as some assets have and some might not.
self:_OptimizeAssetSelection(assets, mission, false)
-- Assign assets to mission.
local remove={}
local gotpayload={}
for i=1,#assets do
local asset=assets[i] --#AIRWING.SquadronAsset
-- Get payload for the asset.
if not asset.payload then
local payload=self:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads)
if payload then
asset.payload=payload
table.insert(gotpayload, asset.uid)
else
table.insert(remove, asset.uid)
end
end
end
self:I(self.lid..string.format("Provided %d assets with payloads. Could not get payload for %d assets", #gotpayload, #remove))
-- Now remove assets for which we don't have a payload.
for i=#assets,1,-1 do
local asset=assets[i] --#AIRWING.SquadronAsset
for _,uid in pairs(remove) do
if uid==asset.uid then
table.remove(assets, i)
end
end
end
-- Another check.
if #assets<mission.nassets then
self:E(self.lid..string.format("ERROR: Not enough payloads for mission assets! Can only do %d/%d", #assets, mission.nassets))
end
-- Optimize the asset selection. Now we include the payload performance as this could change the result.
self:_OptimizeAssetSelection(assets, mission, true)
-- Check that mission.assets table is clean.
if mission.assets and #mission.assets>0 then
self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type))
end
mission.assets={}
-- Assign assets to mission.
for i=1,mission.nassets do
local asset=assets[i] --#AIRWING.SquadronAsset
-- Should not happen as we just checked!
if not asset.payload then
self:E(self.lid.."ERROR: No payload for asset! This should not happen!")
end
-- Add asset to mission.
mission:AddAsset(asset)
end
-- Now return the remaining payloads.
for i=mission.nassets+1,#assets do
local asset=assets[i] --#AIRWING.SquadronAsset
for _,uid in pairs(gotpayload) do
if uid==asset.uid then
self:ReturnPayloadFromAsset(asset)
break
end
end
end
return mission
end
end -- mission due?
end -- mission loop
return nil
end
--- Calculate the mission score of an asset.
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset asset Asset
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
-- @return #number Mission score.
function AIRWING:CalculateAssetMissionScore(asset, Mission, includePayload)
local score=0
-- Prefer highly skilled assets.
if asset.skill==AI.Skill.AVERAGE then
score=score+0
elseif asset.skill==AI.Skill.GOOD then
score=score+10
elseif asset.skill==AI.Skill.HIGH then
score=score+20
elseif asset.skill==AI.Skill.EXCELLENT then
score=score+30
end
-- Add mission performance to score.
local squad=self:GetSquadronOfAsset(asset)
local missionperformance=squad:GetMissionPeformance(Mission.type)
score=score+missionperformance
-- Add payload performance to score.
if includePayload and asset.payload then
score=score+self:GetPayloadPeformance(asset.payload, Mission.type)
end
-- Intercepts need to be carried out quickly. We prefer spawned assets.
if Mission.type==AUFTRAG.Type.INTERCEPT then
if asset.spawned then
self:I("FF adding 25 to asset because it is spawned")
score=score+25
end
end
-- TODO: This could be vastly improved. Need to gather ideas during testing.
-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
-- Max speed of assets.
-- Fuel amount?
-- Range of assets?
return score
end
--- Optimize chosen assets for the mission at hand.
-- @param #AIRWING self
-- @param #table assets Table of (unoptimized) assets.
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
function AIRWING:_OptimizeAssetSelection(assets, Mission, includePayload)
local TargetCoordinate=Mission:GetTargetCoordinate()
local dStock=self:GetCoordinate():Get2DDistance(TargetCoordinate)
-- Calculate distance to mission target.
local distmin=math.huge
local distmax=0
for _,_asset in pairs(assets) do
local asset=_asset --#AIRWING.SquadronAsset
if asset.spawned then
local group=GROUP:FindByName(asset.spawngroupname)
asset.dist=group:GetCoordinate():Get2DDistance(TargetCoordinate)
else
asset.dist=dStock
end
if asset.dist<distmin then
distmin=asset.dist
end
if asset.dist>distmax then
distmax=asset.dist
end
end
-- Calculate the mission score of all assets.
for _,_asset in pairs(assets) do
local asset=_asset --#AIRWING.SquadronAsset
--self:I(string.format("FF asset %s has payload %s", asset.spawngroupname, asset.payload and "yes" or "no!"))
asset.score=self:CalculateAssetMissionScore(asset, Mission, includePayload)
end
--- Sort assets wrt to their mission score. Higher is better.
local function optimize(a, b)
local assetA=a --#AIRWING.SquadronAsset
local assetB=b --#AIRWING.SquadronAsset
-- Higher score wins. If equal score ==> closer wins.
-- TODO: Need to include the distance in a smarter way!
return (assetA.score>assetB.score) or (assetA.score==assetB.score and assetA.dist<assetB.dist)
end
table.sort(assets, optimize)
-- Remove distance parameter.
local text=string.format("Optimized assets for %s mission (payload=%s):", Mission.type, tostring(includePayload))
for i,Asset in pairs(assets) do
local asset=Asset --#AIRWING.SquadronAsset
text=text..string.format("\n%s %s: score=%d, distance=%.1f km", asset.squadname, asset.spawngroupname, asset.score, asset.dist/1000)
asset.dist=nil
asset.score=nil
end
self:I(self.lid..text)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function AIRWING:onafterMissionRequest(From, Event, To, Mission)
-- Set mission status from QUEUED to REQUESTED. Ensures that it is not considered in the next selection.
Mission:Requested()
---
-- Some assets might already be spawned and even on a different mission (orbit).
-- Need to dived to set into spawned and instock assets and handle the other
---
-- Assets to be requested.
local Assetlist={}
for _,_asset in pairs(Mission.assets) do
local asset=_asset --#AIRWING.SquadronAsset
if asset.spawned then
if asset.flightgroup then
-- Add new mission.
asset.flightgroup:AddMission(Mission)
-- Trigger event.
self:FlightOnMission(asset.flightgroup, Mission)
else
self:E(self.lid.."ERROR: flight group for asset does NOT exist!")
end
else
-- These assets need to be requested and spawned.
table.insert(Assetlist, asset)
end
end
-- Add request to airwing warehouse.
if #Assetlist>0 then
--local text=string.format("Requesting assets for mission %s:", Mission.name)
for i,_asset in pairs(Assetlist) do
local asset=_asset --#AIRWING.SquadronAsset
-- Set asset to requested! Important so that new requests do not use this asset!
asset.requested=true
if Mission.missionTask then
asset.missionTask=Mission.missionTask
end
end
-- Add request to airwing warehouse.
-- TODO: better Assignment string.
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, tostring(Mission.auftragsnummer))
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
Mission.requestID=self.queueid
end
end
--- On after "MissionCancel" event. Cancels the missions of all flightgroups. Deletes request from warehouse queue.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission to be cancelled.
function AIRWING:onafterMissionCancel(From, Event, To, Mission)
self:I(self.lid..string.format("Cancel mission %s", Mission.name))
if Mission:IsPlanned() or Mission:IsQueued() or Mission:IsRequested() then
Mission:Done()
else
for _,_asset in pairs(Mission.assets) do
local asset=_asset --#AIRWING.SquadronAsset
local flightgroup=asset.flightgroup
if flightgroup then
flightgroup:MissionCancel(Mission)
end
-- Not requested any more (if it was).
asset.requested=nil
end
end
-- Remove queued request (if any).
if Mission.requestID then
self:_DeleteQueueItemByID(Mission.requestID, self.queue)
end
end
--- On after "NewAsset" event. Asset is added to the given squadron (asset assignment).
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AIRWING.SquadronAsset asset The asset that has just been added.
-- @param #string assignment The (optional) assignment for the asset.
function AIRWING:onafterNewAsset(From, Event, To, asset, assignment)
-- Call parent warehouse function first.
self:GetParent(self).onafterNewAsset(self, From, Event, To, asset, assignment)
-- Debug text.
local text=string.format("New asset %s with assignment %s and request assignment %s", asset.spawngroupname, tostring(asset.assignment), tostring(assignment))
self:I(self.lid..text)
-- Get squadron.
local squad=self:GetSquadron(asset.assignment)
-- Check if asset is already part of the squadron. If an asset returns, it will be added again! We check that asset.assignment is also assignment.
if squad then
if asset.assignment==assignment then
local nunits=#asset.template.units
-- Debug text.
local text=string.format("Adding asset to squadron %s: assignment=%s, type=%s, attribute=%s, nunits=%d %s", squad.name, assignment, asset.unittype, asset.attribute, nunits, tostring(squad.ngrouping))
self:I(self.lid..text)
-- Adjust number of elements in the group.
if squad.ngrouping then
local template=asset.template
local N=math.max(#template.units, squad.ngrouping)
-- Handle units.
for i=1,N do
-- Unit template.
local unit = template.units[i]
-- If grouping is larger than units present, copy first unit.
if i>nunits then
table.insert(template.units, UTILS.DeepCopy(template.units[1]))
end
-- Remove units if original template contains more than in grouping.
if squad.ngrouping<nunits and i>nunits then
unit=nil
end
end
asset.nunits=squad.ngrouping
end
-- Create callsign and modex (needs to be after grouping).
squad:GetCallsign(asset)
squad:GetModex(asset)
-- Set spawn group name. This has to include "AID-" for warehouse.
asset.spawngroupname=string.format("%s_AID-%d", squad.name, asset.uid)
-- Add asset to squadron.
squad:AddAsset(asset)
-- TODO
--asset.terminalType=AIRBASE.TerminalType.OpenBig
else
--env.info("FF squad asset returned")
self:SquadAssetReturned(squad, asset)
end
end
end
--- On after "AssetReturned" event. Triggered when an asset group returned to its airwing.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Squadron#SQUADRON Squadron The asset squadron.
-- @param #AIRWING.SquadronAsset Asset The asset that returned.
function AIRWING:onafterSquadAssetReturned(From, Event, To, Squadron, Asset)
-- Debug message.
self:I(self.lid..string.format("Asset %s from squadron %s returned! asset.assignment=\"%s\"", Asset.spawngroupname, Squadron.name, tostring(Asset.assignment)))
-- Stop flightgroup.
Asset.flightgroup:Stop()
-- Return payload.
self:ReturnPayloadFromAsset(Asset)
-- Return tacan channel.
if Asset.tacan then
Squadron:ReturnTacan(Asset.tacan)
end
-- Set timestamp.
Asset.Treturned=timer.getAbsTime()
end
--- On after "AssetSpawned" event triggered when an asset group is spawned into the cruel world.
-- Creates a new flightgroup element and adds the mission to the flightgroup queue.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group The group spawned.
-- @param #AIRWING.SquadronAsset asset The asset that was spawned.
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset.
function AIRWING:onafterAssetSpawned(From, Event, To, group, asset, request)
-- Call parent warehouse function first.
self:GetParent(self).onafterAssetSpawned(self, From, Event, To, group, asset, request)
-- Create a flight group.
local flightgroup=self:_CreateFlightGroup(asset)
-- Set home base.
flightgroup.homebase=self.airbase
---
-- Asset
---
-- Set asset flightgroup.
asset.flightgroup=flightgroup
-- Not requested any more.
asset.requested=nil
-- Did not return yet.
asset.Treturned=nil
---
-- Squadron
---
-- Get the SQUADRON of the asset.
local squadron=self:GetSquadronOfAsset(asset)
-- Get TACAN channel.
local Tacan=squadron:FetchTacan()
if Tacan then
asset.tacan=Tacan
end
-- Set radio frequency and modulation
local radioFreq, radioModu=squadron:GetRadio()
if radioFreq then
flightgroup:SwitchRadio(radioFreq, radioModu)
end
if squadron.fuellow then
flightgroup:SetFuelCriticalThreshold(squadron.fuellow)
end
---
-- Mission
---
-- Get Mission (if any).
local mission=self:GetMissionByID(request.assignment)
-- Add mission to flightgroup queue.
if mission then
if Tacan then
mission:SetTACAN(Tacan, Morse, UnitName, Band)
end
-- Add mission to flightgroup queue.
asset.flightgroup:AddMission(mission)
-- Trigger event.
self:FlightOnMission(flightgroup, mission)
else
if Tacan then
flightgroup:SwitchTACAN(Tacan, Morse, UnitName, Band)
end
end
-- Add group to the detection set of the WINGCOMMANDER.
if self.wingcommander and self.wingcommander.chief then
self.wingcommander.chief.detectionset:AddGroup(asset.flightgroup.group)
end
end
--- On after "AssetDead" event triggered when an asset group died.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AIRWING.SquadronAsset asset The asset that is dead.
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset.
function AIRWING:onafterAssetDead(From, Event, To, asset, request)
-- Call parent warehouse function first.
self:GetParent(self).onafterAssetDead(self, From, Event, To, asset, request)
-- Add group to the detection set of the WINGCOMMANDER.
if self.wingcommander and self.wingcommander.chief then
self.wingcommander.chief.detectionset:RemoveGroupsByName({asset.spawngroupname})
end
-- Remove asset from mission is done via Mission:AssetDead() call from flightgroup onafterFlightDead function
-- Remove asset from squadron same
end
--- On after "Destroyed" event. Remove assets from squadrons. Stop squadrons. Remove airwing from wingcommander.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AIRWING:onafterDestroyed(From, Event, To)
self:I(self.lid.."Airwing warehouse destroyed!")
-- Cancel all missions.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
mission:Cancel()
end
-- Remove all squadron assets.
for _,_squadron in pairs(self.squadrons) do
local squadron=_squadron --Ops.Squadron#SQUADRON
-- Stop Squadron. This also removes all assets.
squadron:Stop()
end
-- Call parent warehouse function first.
self:GetParent(self).onafterDestroyed(self, From, Event, To)
end
--- On after "Request" event.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Functional.Warehouse#WAREHOUSE.Queueitem Request Information table of the request.
function AIRWING:onafterRequest(From, Event, To, Request)
-- Assets
local assets=Request.cargoassets
-- Get Mission
local Mission=self:GetMissionByID(Request.assignment)
if Mission and assets then
for _,_asset in pairs(assets) do
local asset=_asset --#AIRWING.SquadronAsset
-- This would be the place to modify the asset table before the asset is spawned.
end
end
-- Call parent warehouse function after assets have been adjusted.
self:GetParent(self).onafterRequest(self, From, Event, To, Request)
end
--- On after "SelfRequest" event.
-- @param #AIRWING self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself.
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request Pending self request.
function AIRWING:onafterSelfRequest(From, Event, To, groupset, request)
-- Call parent warehouse function first.
self:GetParent(self).onafterSelfRequest(self, From, Event, To, groupset, request)
-- Get Mission
local mission=self:GetMissionByID(request.assignment)
for _,_asset in pairs(request.assets) do
local asset=_asset --#AIRWING.SquadronAsset
end
for _,_group in pairs(groupset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new flight group after an asset was spawned.
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset asset The asset.
-- @return Ops.FlightGroup#FLIGHTGROUP The created flightgroup object.
function AIRWING:_CreateFlightGroup(asset)
-- Create flightgroup.
local flightgroup=FLIGHTGROUP:New(asset.spawngroupname)
-- Set airwing.
flightgroup:SetAirwing(self)
flightgroup.squadron=self:GetSquadronOfAsset(asset)
--[[
--- Check if out of missiles. For A2A missions ==> RTB.
function flightgroup:OnAfterOutOfMissiles()
local airwing=flightgroup:GetAirWing()
end
--- Check if out of missiles. For A2G missions ==> RTB. But need to check A2G missiles, rockets as well.
function flightgroup:OnAfterOutOfBombs()
local airwing=flightgroup:GetAirWing()
end
--- Mission started.
function flightgroup:OnAfterMissionStart(From, Event, To, Mission)
local airwing=flightgroup:GetAirWing()
end
--- Flight is DEAD.
function flightgroup:OnAfterFlightDead(From, Event, To)
local airwing=flightgroup:GetAirWing()
end
]]
return flightgroup
end
--- Check if an asset is currently on a mission (STARTED or EXECUTING).
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset asset The asset.
-- @param #table MissionTypes Types on mission to be checked. Default all.
-- @return #boolean If true, asset has at least one mission of that type in the queue.
function AIRWING:IsAssetOnMission(asset, MissionTypes)
if MissionTypes then
if type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
else
-- Check all possible types.
MissionTypes=AUFTRAG.Type
end
if asset.flightgroup and asset.flightgroup:IsAlive() then
-- Loop over mission queue.
for _,_mission in pairs(asset.flightgroup.missionqueue or {}) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission:IsNotOver() then
-- Get flight status.
local status=mission:GetGroupStatus(asset.flightgroup)
-- Only if mission is started or executing.
if (status==AUFTRAG.GroupStatus.STARTED or status==AUFTRAG.GroupStatus.EXECUTING) and self:CheckMissionType(mission.type, MissionTypes) then
return true
end
end
end
end
-- Alternative: run over all missions and compare to mission assets.
--[[
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission:IsNotOver() then
for _,_asset in pairs(mission.assets) do
local sqasset=_asset --#AIRWING.SquadronAsset
if sqasset.uid==asset.uid then
return true
end
end
end
end
]]
return false
end
--- Get the current mission of the asset.
-- @param #AIRWING self
-- @param #AIRWING.SquadronAsset asset The asset.
-- @return Ops.Auftrag#AUFTRAG Current mission or *nil*.
function AIRWING:GetAssetCurrentMission(asset)
if asset.flightgroup then
return asset.flightgroup:GetMissionCurrent()
end
return nil
end
--- Count payloads in stock.
-- @param #AIRWING self
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
-- @param #table UnitTypes Types of units.
-- @param #table Payloads Specific payloads to be counted only.
-- @return #number Count of available payloads in stock.
function AIRWING:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads)
if MissionTypes then
if type(MissionTypes)=="string" then
MissionTypes={MissionTypes}
end
end
if UnitTypes then
if type(UnitTypes)=="string" then
UnitTypes={UnitTypes}
end
end
local function _checkUnitTypes(payload)
if UnitTypes then
for _,unittype in pairs(UnitTypes) do
if unittype==payload.aircrafttype then
return true
end
end
else
-- Unit type was not specified.
return true
end
return false
end
local function _checkPayloads(payload)
if Payloads then
for _,Payload in pairs(Payloads) do
if Payload.uid==payload.uid then
return true
end
end
else
-- Payload was not specified.
return nil
end
return false
end
local n=0
for _,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
for _,MissionType in pairs(MissionTypes) do
local specialpayload=_checkPayloads(payload)
local compatible=self:CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
if goforit and _checkUnitTypes(payload) then
if payload.unlimited then
-- Payload is unlimited. Return a BIG number.
return 999
else
n=n+payload.navail
end
end
end
end
return n
end
--- Count missions in mission queue.
-- @param #AIRWING self
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
-- @return #number Number of missions that are not over yet.
function AIRWING:CountMissionsInQueue(MissionTypes)
MissionTypes=MissionTypes or AUFTRAG.Type
local N=0
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Check if this mission type is requested.
if mission:IsNotOver() and self:CheckMissionType(mission.type, MissionTypes) then
N=N+1
end
end
return N
end
--- Count total number of assets. This is the sum of all squadron assets.
-- @param #AIRWING self
-- @return #number Amount of asset groups.
function AIRWING:CountAssets()
local N=0
for _,_squad in pairs(self.squadrons) do
local squad=_squad --Ops.Squadron#SQUADRON
N=N+#squad.assets
end
return N
end
--- Count assets on mission.
-- @param #AIRWING self
-- @param #table MissionTypes Types on mission to be checked. Default all.
-- @param Ops.Squadron#SQUADRON Squadron Only count assets of this squadron. Default count assets of all squadrons.
-- @return #number Number of pending and queued assets.
-- @return #number Number of pending assets.
-- @return #number Number of queued assets.
function AIRWING:CountAssetsOnMission(MissionTypes, Squadron)
local Nq=0
local Np=0
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Check if this mission type is requested.
if self:CheckMissionType(mission.type, MissionTypes or AUFTRAG.Type) then
for _,_asset in pairs(mission.assets or {}) do
local asset=_asset --#AIRWING.SquadronAsset
if Squadron==nil or Squadron.name==asset.squadname then
local request, isqueued=self:GetRequestByID(mission.requestID)
if isqueued then
Nq=Nq+1
else
Np=Np+1
end
end
end
end
end
--env.info(string.format("FF N=%d Np=%d, Nq=%d", Np+Nq, Np, Nq))
return Np+Nq, Np, Nq
end
--- Count assets on mission.
-- @param #AIRWING self
-- @param #table MissionTypes Types on mission to be checked. Default all.
-- @return #table Assets on pending requests.
function AIRWING:GetAssetsOnMission(MissionTypes)
local assets={}
local Np=0
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Check if this mission type is requested.
if self:CheckMissionType(mission.type, MissionTypes) then
for _,_asset in pairs(mission.assets or {}) do
local asset=_asset --#AIRWING.SquadronAsset
table.insert(assets, asset)
end
end
end
return assets
end
--- Get the aircraft types of this airwing.
-- @param #AIRWING self
-- @param #boolean onlyactive Count only the active ones.
-- @param #table squadrons Table of squadrons. Default all.
-- @return #table Table of unit types.
function AIRWING:GetAircraftTypes(onlyactive, squadrons)
-- Get all unit types that can do the job.
local unittypes={}
-- Loop over all squadrons.
for _,_squadron in pairs(squadrons or self.squadrons) do
local squadron=_squadron --Ops.Squadron#SQUADRON
if (not onlyactive) or squadron:IsOnDuty() then
local gotit=false
for _,unittype in pairs(unittypes) do
if squadron.aircrafttype==unittype then
gotit=true
break
end
end
if not gotit then
table.insert(unittypes, squadron.aircrafttype)
end
end
end
return unittypes
end
--- Check if assets for a given mission type are available.
-- @param #AIRWING self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If true, enough assets are available.
-- @return #table Assets that can do the required mission.
function AIRWING:CanMission(Mission)
-- Assume we CAN and NO assets are available.
local Can=true
local Assets={}
-- Squadrons for the job. If user assigned to mission or simply all.
local squadrons=Mission.squadrons or self.squadrons
-- Get aircraft unit types for the job.
local unittypes=self:GetAircraftTypes(true, squadrons)
-- Count all payloads in stock.
local Npayloads=self:CountPayloadsInStock(Mission.type, unittypes, Mission.payloads)
if Npayloads<Mission.nassets then
self:I(self.lid..string.format("INFO: Not enough PAYLOADS available! Got %d but need at least %d", Npayloads, Mission.nassets))
return false, Assets
end
for squadname,_squadron in pairs(squadrons) do
local squadron=_squadron --Ops.Squadron#SQUADRON
-- Check if this squadron can.
local can=squadron:CanMission(Mission)
if can then
-- Number of payloads available.
local Npayloads=self:CountPayloadsInStock(Mission.type, squadron.aircrafttype, Mission.payloads)
local assets=squadron:RecruitAssets(Mission, Npayloads)
-- Total number.
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
-- Debug output.
local text=string.format("Mission=%s, squadron=%s, payloads=%d, can=%s, assets=%d. Found %d/%d", Mission.type, squadron.name, Npayloads, tostring(can), #assets, #Assets, Mission.nassets)
self:I(self.lid..text)
end
end
-- Check if required assets are present.
if Mission.nassets and Mission.nassets > #Assets then
self:I(self.lid..string.format("INFO: Not enough assets available! Got %d but need at least %d", #Assets, Mission.nassets))
Can=false
end
return Can, Assets
end
--- Check if assets for a given mission type are available.
-- @param #AIRWING self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #table Assets that can do the required mission.
function AIRWING:RecruitAssets(Mission)
end
--- Check if a mission type is contained in a list of possible types.
-- @param #AIRWING self
-- @param #string MissionType The requested mission type.
-- @param #table PossibleTypes A table with possible mission types.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AIRWING:CheckMissionType(MissionType, PossibleTypes)
if type(PossibleTypes)=="string" then
PossibleTypes={PossibleTypes}
end
for _,canmission in pairs(PossibleTypes) do
if canmission==MissionType then
return true
end
end
return false
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #AIRWING self
-- @param #string MissionType The requested mission type.
-- @param #table Capabilities A table with possible capabilities.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AIRWING:CheckMissionCapability(MissionType, Capabilities)
for _,cap in pairs(Capabilities) do
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return true
end
end
return false
end
--- Get payload performance for a given type of misson type.
-- @param #AIRWING self
-- @param #AIRWING.Payload Payload The payload table.
-- @param #string MissionType Type of mission.
-- @return #number Performance or -1.
function AIRWING:GetPayloadPeformance(Payload, MissionType)
if Payload then
for _,Capability in pairs(Payload.capabilities) do
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return capability.Performance
end
end
else
self:E(self.lid.."ERROR: Payload is nil!")
end
return -1
end
--- Get mission types a payload can perform.
-- @param #AIRWING self
-- @param #AIRWING.Payload Payload The payload table.
-- @return #table Mission types.
function AIRWING:GetPayloadMissionTypes(Payload)
local missiontypes={}
for _,Capability in pairs(Payload.capabilities) do
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
table.insert(missiontypes, capability.MissionType)
end
return missiontypes
end
--- Returns the mission for a given mission ID (Autragsnummer).
-- @param #AIRWING self
-- @param #number mid Mission ID (Auftragsnummer).
-- @return Ops.Auftrag#AUFTRAG Mission table.
function AIRWING:GetMissionByID(mid)
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==tonumber(mid) then
return mission
end
end
return nil
end
--- Returns the mission for a given request ID.
-- @param #AIRWING self
-- @param #number RequestID Unique ID of the request.
-- @return Ops.Auftrag#AUFTRAG Mission table or *nil*.
function AIRWING:GetMissionFromRequestID(RequestID)
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.requestID and mission.requestID==RequestID then
return mission
end
end
return nil
end
--- Returns the mission for a given request.
-- @param #AIRWING self
-- @param Functional.Warehouse#WAREHOUSE.Queueitem Request The warehouse request.
-- @return Ops.Auftrag#AUFTRAG Mission table or *nil*.
function AIRWING:GetMissionFromRequest(Request)
return self:GetMissionFromRequestID(Request.uid)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------