OPS Recruting

- Removed obsolete recruiting functions from code
This commit is contained in:
Frank
2021-09-18 18:23:22 +02:00
parent 4dfdb99731
commit 09015449cd
3 changed files with 45 additions and 735 deletions

View File

@@ -1070,7 +1070,9 @@ function CHIEF:CheckTargetQueue()
-- Add asset to mission.
if mission then
for _,asset in pairs(assets) do
for _,_asset in pairs(assets) do
local asset=_asset
asset.isReserved=true
mission:AddAsset(asset)
end
Legions=legions
@@ -1395,132 +1397,6 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
end
--- Recruit assets for a given mission. OLD!
-- @param #CHIEF self
-- @param Ops.Target#TARGET Target The target.
-- @param #string MissionType Mission Type.
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Legions that have recruited assets.
-- @return #table Assets that have been recruited from all legions.
function CHIEF:_RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
-- The recruited assets.
local Assets={}
-- Legions which have the best assets for the Mission.
local Legions={}
-- Target vector.
local TargetVec2=Target:GetVec2()
for _,_legion in pairs(self.commander.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Distance to target.
local TargetDistance=Target:GetCoordinate():Get2DDistance(legion:GetCoordinate())
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if cohort:IsOnDuty() and AUFTRAG.CheckMissionCapability({MissionType}, cohort.missiontypes) and cohort.engageRange>=TargetDistance then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(MissionType, 999)
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
end
end
end
-- Now we have a long list with assets.
LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() then
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Fetch payload for asset. This can be nil!
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionType)
end
end
end
-- Remove assets that dont have a payload.
for i=#Assets,1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.payload then
self:T3(self.lid..string.format("Remove asset %s with no payload", tostring(asset.spawngroupname)))
table.remove(Assets, i)
end
end
-- Now find the best asset for the given payloads.
LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, true)
-- Number of assets. At most NreqMax.
local Nassets=math.min(#Assets, NassetsMax)
if #Assets>=Nassets then
---
-- Found enough assets
---
-- Get Legions of assets and put into table.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
Legions[asset.legion.alias]=asset.legion
end
-- Return payloads and remove not needed assets.
for i=#Assets,Nassets+1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
table.remove(Assets, i)
end
-- Found enough assets.
return true, Legions, Assets
else
---
-- NOT enough assets
---
-- Return payloads of assets.
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Not enough assets found.
return false, {}, {}
end
return nil, {}, {}
end
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