mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
OPS Recruting
- Removed obsolete recruiting functions from code
This commit is contained in:
@@ -687,13 +687,14 @@ function COMMANDER:CheckMissionQueue()
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if recruited then
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-- Add asset to transport.
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-- Add asset to mission.
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for _,_asset in pairs(assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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asset.isReserved=true
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mission:AddAsset(asset)
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end
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-- Assign mission to legion(s).
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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@@ -759,141 +760,6 @@ function COMMANDER:RecruitAssetsForMission(Mission)
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return recruited, assets, legions
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end
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--- Recruit assets for a given mission.
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-- @param #COMMANDER self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Legions that have recruited assets.
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function COMMANDER:RecruitAssets(Mission)
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-- The recruited assets.
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local Assets={}
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-- Legions we consider for selecting assets.
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local legions=Mission.mylegions or self.legions
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--TODO: Setting of Mission.squadrons (cohorts) will not work here!
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-- Legions which have the best assets for the Mission.
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local Legions={}
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Loops over cohorts.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if cohort:CanMission(Mission) then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission.type, 999)
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for _,asset in pairs(assets) do
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table.insert(Assets, asset)
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end
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end
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end
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end
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-- Target position.
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local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, false)
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for _,_asset in pairs(Assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() then
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-- Only assets that have no payload. Should be only spawned assets!
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if not asset.payload then
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-- Set mission type.
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local MissionType=Mission.type
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-- Get a loadout for the actual mission this group is waiting for.
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if Mission.type==AUFTRAG.Type.ALERT5 and Mission.alert5MissionType then
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MissionType=Mission.alert5MissionType
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end
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-- Fetch payload for asset. This can be nil!
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asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionType, Mission.payloads)
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end
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end
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end
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-- Remove assets that dont have a payload.
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for i=#Assets,1,-1 do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.payload then
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self:T3(self.lid..string.format("Remove asset %s with no payload", tostring(asset.spawngroupname)))
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table.remove(Assets, i)
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end
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end
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-- Now find the best asset for the given payloads.
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LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, true)
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-- Get number of required assets.
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local Nassets=Mission:GetRequiredAssets(self)
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if #Assets>=Nassets then
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---
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-- Found enough assets
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---
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-- Add assets to mission.
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for i=1,Nassets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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asset.isReserved=true
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Mission:AddAsset(asset)
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Legions[asset.legion.alias]=asset.legion
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end
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-- Return payloads of not needed assets.
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for i=Nassets+1,#Assets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.spawned then
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Found enough assets.
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return true, Legions
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else
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---
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-- NOT enough assets
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---
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-- Return payloads of assets.
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for i=1,#Assets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.spawned then
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self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Not enough assets found.
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return false, {}
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end
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return nil, {}
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Transport Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@@ -953,6 +819,7 @@ function COMMANDER:CheckTransportQueue()
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transport:AddAsset(asset)
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end
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-- Assign transport to legion(s).
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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@@ -1033,173 +900,6 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
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return recruited, assets, legions
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end
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--- Recruit assets for a given transport.
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-- @param #COMMANDER self
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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-- @return #boolean If `true`, enough assets could be recruited.
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-- @return #table Legions that have recruited assets.
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function COMMANDER:_RecruitAssetsForTransport(Transport)
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-- Get all undelivered cargo ops groups.
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local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
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local weightGroup=0
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-- At least one group should be spawned.
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if #cargoOpsGroups>0 then
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-- Calculate the max weight so we know which cohorts can provide carriers.
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for _,_opsgroup in pairs(cargoOpsGroups) do
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local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
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local weight=opsgroup:GetWeightTotal()
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if weight>weightGroup then
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weightGroup=weight
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end
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end
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else
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-- No cargo groups!
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return false, {}
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end
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-- The recruited assets.
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local Assets={}
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-- Legions we consider for selecting assets.
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local legions=self.legions
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--TODO: Setting of Mission.squadrons (cohorts) will not work here!
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-- Legions which have the best assets for the Mission.
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local Legions={}
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Number of payloads in stock per aircraft type.
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local Npayloads={}
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-- First get payloads for aircraft types of squadrons.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if Npayloads[cohort.aircrafttype]==nil then
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Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
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self:T2(self.lid..string.format("Got N=%d payloads for mission type %s [%s]", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
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end
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end
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-- Loops over cohorts.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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local npayloads=Npayloads[cohort.aircrafttype]
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if cohort:IsOnDuty() and npayloads>0 and cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(AUFTRAG.Type.OPSTRANSPORT, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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for _,asset in pairs(assets) do
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table.insert(Assets, asset)
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end
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end
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end
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end
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-- Target position.
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local TargetVec2=Transport:GetDeployZone():GetVec2()
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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(self, Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
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for _,_asset in pairs(Assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() then
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-- Only assets that have no payload. Should be only spawned assets!
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if not asset.payload then
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-- Fetch payload for asset. This can be nil!
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asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
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end
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end
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end
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-- Remove assets that dont have a payload.
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for i=#Assets,1,-1 do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.payload then
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table.remove(Assets, i)
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end
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end
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-- Number of required carriers.
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local NreqMin,NreqMax=Transport:GetRequiredCarriers()
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-- Number of assets. At most NreqMax.
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local Nassets=math.min(#Assets, NreqMax)
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if Nassets>=NreqMin then
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---
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-- Found enough assets
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---
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-- Add assets to transport.
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for i=1,Nassets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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asset.isReserved=true
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Transport:AddAsset(asset)
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Legions[asset.legion.alias]=asset.legion
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end
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-- Return payloads of not needed assets.
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for i=Nassets+1,#Assets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.spawned then
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Found enough assets.
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return true, Legions
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else
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---
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-- NOT enough assets
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---
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-- Return payloads of assets.
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if self:IsAirwing() then
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for i=1,#Assets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.spawned then
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self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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end
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-- Not enough assets found.
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return false, {}
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end
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return nil, {}
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Resources
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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