Files
spearhead/classes/capClasses/airGroups/AirGroup.lua
T
dutchie031ex61widutchie032 <dutchie032>
ef65f5a353 Sweep cap (#54)
* Added initial implementation of Sweep groups

* Added initial implementation of Sweep groups

* Added initial implementation of Sweep groups

* Added initial implementation of Sweep groups

* fixed issues when testing

* Intercept cap (#55)

* First intial WIP for intercept units

* First intial WIP for intercept units

* major updates

---------

Co-authored-by: ex61wi <tim.rorije@ing.com>
Co-authored-by: dutchie032 <dutchie032>

---------

Co-authored-by: ex61wi <tim.rorije@ing.com>
Co-authored-by: dutchie032 <dutchie032>
2025-06-12 22:40:55 +02:00

446 lines
12 KiB
Lua

---@class AirGroup : OnUnitLostListener
---@field protected _logger Logger
---@field protected _groupName string
---@field protected _groupType AirGroupType
---@field protected _state AirGroupState
---@field protected _isSpawned boolean
---@field protected _config CapConfig
---@field protected _checkLivenessNumber number
local AirGroup = {}
AirGroup.__index = AirGroup
---@param logger Logger
---@param groupName string
---@param groupType AirGroupType
---@param config CapConfig
function AirGroup:New(groupName, groupType, config, logger)
self._groupName = groupName
self._groupType = groupType
self._isSpawned = false
self._state = "UnSpawned" -- Default state
self._config = config
self._logger = logger
local group = Group.getByName(self._groupName)
if group then
Spearhead.Events.addOnGroupRTBListener(self._groupName, self)
Spearhead.Events.addOnGroupRTBInTenListener(self._groupName, self)
Spearhead.Events.addOnGroupOnStationListener(self._groupName, self)
for _, unit in pairs(group:getUnits()) do
Spearhead.Events.addOnUnitLostEventListener(unit:getName(), self)
Spearhead.Events.addOnUnitLandEventListener(unit:getName(), self)
end
Spearhead.DcsUtil.DestroyGroup(self._groupName)
end
end
function AirGroup:GetState()
return self._state
end
function AirGroup:GetName()
return self._groupName
end
function AirGroup:MarkRearmComplete()
self:Respawn(false)
if self._state == "Rearming" then
self:SetState("ReadyOnTheRamp")
end
end
---@protected
function AirGroup:SetMission(mission)
self:SetState("InTransit")
local group = Group.getByName(self._groupName)
if group then
local controller = group:getController()
if controller then
controller:setCommand({
id = 'Start',
params = {}
})
end
end
local setMissionDelayed = function(data, time)
data.self:SetMissionPrivate(data.mission)
end
local data = {
self = self,
mission = mission
}
timer.scheduleFunction(setMissionDelayed, data, timer.getTime() + 5)
end
function AirGroup:SetMissionPrivate(mission)
self:SetState("InTransit")
local group = Group.getByName(self._groupName)
if group and mission then
group:getController():setTask(mission)
self._logger:debug("mission - Task set for group: " .. self._groupName)
end
end
---@param airbase Airbase
function AirGroup:SendRTB(airbase)
self._logger:debug("AirGroup:SendRTB called for group: " .. self._groupName)
self:SetState("Rtb")
local group = Group.getByName(self._groupName)
if group then
---@type Vec3
local location = nil
for _, unit in pairs(group:getUnits()) do
if unit and unit:isExist() == true and unit:inAir() == true then
location = unit:getPoint()
break
end
end
if location then
local mission = Spearhead.classes.capClasses.taskings.RTB.getAsMission(airbase, { x= location.x, y= location.z }, self._config)
group:getController():setTask(mission)
self._logger:debug("AirGroup:SendRTB - Task set for group: " .. self._groupName)
end
end
end
function AirGroup:Spawn()
if self._isSpawned then return end
self:SpawnInternal(false)
end
function AirGroup:IsInAir()
local group = Group.getByName(self._groupName)
if group then
local units = group:getUnits()
for _, unit in pairs(units) do
if unit:inAir() == true then
return true
end
end
end
return false
end
---@param force boolean
---@param withoutLoadout boolean?
---@protected
function AirGroup:SpawnInternal(force, withoutLoadout)
if withoutLoadout == nil then withoutLoadout = false end
if self._isSpawned and force ~= true then return end
local group, isStatic = Spearhead.DcsUtil.SpawnGroupTemplate(self._groupName, nil, nil, true, nil, withoutLoadout)
if isStatic == true then
--- If For Some reaons someone tries to schedule static units as CAP classes
self._state = "UnSpawned"
return
end
if group then
self._group = group
self._isSpawned = true
self._initialSize = #group:getUnits()
self._liveState = {}
else
self._logger:error("Failed to spawn group: " .. self._groupName)
end
if self._state == "UnSpawned" then
self:SetState("ReadyOnTheRamp")
end
---@param selfA AirGroup
local function CheckLivenessTask(selfA, time)
local interval = selfA:CheckLiveness()
if not interval then return end
return time + interval
end
if self._checkLivenessNumber then
timer.removeFunction(self._checkLivenessNumber)
end
self._checkLivenessNumber = timer.scheduleFunction(CheckLivenessTask, self, timer.getTime() + 5)
end
---@param withoutLoadout boolean?
function AirGroup:Respawn(withoutLoadout)
self:SpawnInternal(true, withoutLoadout)
end
---@protected
---@param state AirGroupState
function AirGroup:SetState(state)
if self._state == state then return end
self._state = state
self._logger:debug("AirGroup:State changed for group: " .. self._groupName .. " to state: " .. state)
end
---@return number? timeInterval
function AirGroup:CheckLiveness()
local isAlive = false
local group = Group.getByName(self._groupName)
if group and group:isExist() == true then
for _, unit in pairs(group:getUnits()) do
if unit and unit:isExist() == true and unit:getLife() > (unit:getLife0() * 0.3) then
isAlive = true
end
end
end
if isAlive == false then
self:SetState("Dead")
self:CheckStateAndStartRepairRearm()
return nil
end
return 10
end
---@protected
function AirGroup:OnLastUnitLanded()
--- Once landed monitor the units until it's at it's designated location (or died)
-- Units
---@class CheckGroupForRestartData
---@field self AirGroup
---@field lastLocations table<string,Vec3>
---@field lastChangeTime number
---@param data CheckGroupForRestartData
---@param time number
local checkGroupForRestart = function(data, time)
local group = Group.getByName(data.self:GetName())
if not group then
self:CheckStateAndStartRepairRearm()
return
end
for _, unit in pairs(group:getUnits()) do
if unit and unit:isExist() then
local pos = unit:getPoint()
if data.lastLocations[unit:getName()] == nil then
data.lastLocations[unit:getName()] = pos
return time + 5
end
if pos and Spearhead.Util.VectorDistance3d(pos, data.lastLocations[unit:getName()]) > 10 then
data.lastChangeTime = time
end
data.lastLocations[unit:getName()] = pos
end
end
if data.lastChangeTime + 30 < time then
-- If no change in 30 seconds, assume all units are parked
local withoutLoadout = true
data.self:Respawn(withoutLoadout)
data.self:CheckStateAndStartRepairRearm()
return
end
return time + 5
end
---@type CheckGroupForRestartData
local data = {
self = self,
lastLocations = {},
lastChangeTime = timer.getTime()
}
local group = Group.getByName(self._groupName)
if group then
for _, unit in pairs(group:getUnits()) do
data.lastLocations[unit:getName()] = unit:getPoint()
end
end
timer.scheduleFunction(checkGroupForRestart, data, timer.getTime() + 5)
self._logger:debug("AirGroup:OnLastUnitLanded - Monitoring group: " .. self._groupName)
end
function AirGroup:CheckStateAndStartRepairRearm()
self._logger:debug("AirGroup:CheckStateAndStartRepairRearm called for group: " .. self._groupName)
local group = Group.getByName(self._groupName)
local anyAlive = false
local allAlive = true
if group then
for _, unit in pairs(group:getUnits()) do
if unit and unit:isExist() == true and unit:getLife() > (unit:getLife0() * 0.3) then
anyAlive = true
else
allAlive = false
end
end
end
if anyAlive == false then
-- Schedule Spawn + Repair + Rearm
self:StartRespawn()
return
end
if allAlive == false then
--- Schedule Spawn + Repair + Rearm
self:StartRepair()
return
end
--- Reschedule Spawn + Rearm
self:StartRearm()
end
do --- RESPAWN FUNCTIONS
--[[
TODO: Checks to be added to the functions in case a group is destroyed while waiting for repair/rearm.
]]
function AirGroup:StartRespawn()
self:SetState("Dead")
---@param selfA AirGroup
local respawnTask = function(selfA, time)
selfA:StartRepair()
end
local delay = self._config:getDeathDelay()
if delay < 2 then
delay = 2
end
return timer.scheduleFunction(respawnTask, self, timer.getTime() + delay)
end
function AirGroup:StartRepair()
self:SetState("Repairing")
if self._isSpawned == false then
self:Spawn()
end
---comment
---@param selfA AirGroup
local rearmTask = function(selfA, time)
self:StartRearm()
end
local delay = self._config:getRepairDelay()
if delay < 2 then
delay = 2
end
return timer.scheduleFunction(rearmTask, self, timer.getTime() + delay)
end
function AirGroup:StartRearm()
self:SetState("Rearming")
if self._isSpawned == false then
self:Spawn()
end
local rearmDelay = self._config:getRearmDelay()
if rearmDelay < 2 then
rearmDelay = 2
end
---@param selfA AirGroup
local rearmTask = function(selfA, time)
selfA:MarkRearmComplete()
end
-- Schedule Rearm Complete
return timer.scheduleFunction(rearmTask, self, timer.getTime() + rearmDelay)
end
end
do --EVENT LISTENERS
---@param unit Unit
function AirGroup:OnUnitLost(unit)
self:CheckLiveness()
end
---@param groupName string
function AirGroup:OnGroupRTBInTen(groupName)
if self._groupName == groupName then
self._logger:debug("AirGroup:OnGroupRTBInTen called for group: " .. self._groupName)
self:SetState("RtbInTen")
end
end
---@param groupName string
function AirGroup:OnGroupRTB(groupName)
if self._groupName == groupName then
self._logger:debug("AirGroup:OnGroupRTB called for group: " .. self._groupName)
self:SetState("Rtb")
end
end
function AirGroup:OnUnitLanded(unit, airbase)
local anyInAir = false
local group = Group.getByName(self._groupName)
if group then
for _, u in pairs(group:getUnits()) do
if u and u:isExist() == true and u:inAir() == true then
anyInAir = true
break
end
end
end
if not anyInAir then
self:OnLastUnitLanded()
end
end
function AirGroup:OnGroupOnStation(groupName)
if self._groupName == groupName then
self:SetState("OnStation")
end
end
end
function AirGroup:Destroy()
Spearhead.DcsUtil.DestroyGroup(self._groupName)
end
if not Spearhead then Spearhead = {} end
if not Spearhead.classes then Spearhead.classes = {} end
if not Spearhead.classes.capClasses then Spearhead.classes.capClasses = {} end
if not Spearhead.classes.capClasses.airGroups then Spearhead.classes.capClasses.airGroups = {} end
Spearhead.classes.capClasses.airGroups.AirGroup = AirGroup
---@alias AirGroupState
---| "UnSpawned"
---| "ReadyOnTheRamp
---| "InTransit"
---| "OnStation"
---| "RtbInTen"
---| "Rtb"
---| "Dead"
---| "Repairing"
---| "Rearming"
---@alias AirGroupType
---| "CAP"
---| "SWEEP"
---| "INTERCEPT"
---| "CAS"
---| "SEAD"
---| "INTERCEPT"
---| ""