mirror of
https://github.com/FlightControl-Master/MOOSE.git
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OPS
This commit is contained in:
@@ -665,9 +665,24 @@ function LEGION:CheckMissionQueue()
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-- Look for first task that is not accomplished.
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for _,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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-- Check if reinforcement is necessary.
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local reinforce=false
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if mission:IsExecuting() and mission.reinforce and mission.reinforce>0 then
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local N=mission:CountOpsGroups()
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local Nmin, Nmax=mission:GetRequiredAssets()
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if N<Nmin then
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reinforce=true
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end
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end
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mission:CountOpsGroups()
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-- Firstly, check if mission is due?
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if mission:IsQueued(self) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
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if (mission:IsQueued(self) or reinforce) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
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-- Recruit best assets for the job.
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local recruited, assets, legions=self:RecruitAssetsForMission(mission)
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@@ -693,8 +708,11 @@ function LEGION:CheckMissionQueue()
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-- Recruit carrier assets for transport.
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local Transport=nil
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if mission.NcarriersMin then
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-- Transport legions.
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local Legions=mission.transportLegions or {self}
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-- Assign carrier assets for transport.
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TransportAvail, Transport=self:AssignAssetsForTransport(Legions, assets, mission.NcarriersMin, mission.NcarriersMax, mission.transportDeployZone, mission.transportDisembarkZone)
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end
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@@ -706,8 +724,10 @@ function LEGION:CheckMissionQueue()
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end
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if EscortAvail and TransportAvail then
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-- Got a mission.
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self:MissionRequest(mission)
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return true
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else
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-- Recruited assets but no requested escort available. Unrecruit assets!
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@@ -2133,29 +2153,39 @@ function LEGION:RecruitAssetsForMission(Mission)
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-- Payloads.
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local Payloads=Mission.payloads
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-- Get special escort legions and/or cohorts.
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local Cohorts={}
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for _,_legion in pairs(Mission.specialLegions or {}) do
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local legion=_legion --Ops.Legion#LEGION
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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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table.insert(Cohorts, cohort)
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end
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end
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for _,_cohort in pairs(Mission.specialCohorts or {}) do
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local cohort=_cohort --Ops.Cohort#COHORT
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table.insert(Cohorts, cohort)
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end
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-- No escort cohorts/legions given ==> take own cohorts.
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if #Cohorts==0 then
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Cohorts=self.cohorts
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end
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-- Largest cargo bay available of available carrier assets if mission assets need to be transported.
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local MaxWeight=nil
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if Mission.NcarriersMin then
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-- Get transport cohorts.
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local Cohorts=LEGION._GetCohorts(Mission.transportLegions or {self}, Mission.transportCohorts or self.cohorts)
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-- Filter cohorts that can actually perform transport missions.
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local transportcohorts={}
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for _,_cohort in pairs(Cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Check if cohort can perform transport to target.
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--TODO: Option to filter transport carrier asset categories, attributes and/or properties.
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local can=LEGION._CohortCan(cohort, AUFTRAG.Type.OPSTRANSPORT, Categories, Attributes, Properties, nil, TargetVec2)
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-- MaxWeight of cargo assets is limited by the largets available cargo bay. We don't want to select, e.g., tanks that cannot be transported by APCs or helos.
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if can and (MaxWeight==nil or cohort.cargobayLimit>MaxWeight) then
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MaxWeight=cohort.cargobayLimit
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end
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end
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self:T(self.lid..string.format("Largest cargo bay available=%.1f", MaxWeight))
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end
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-- Get cohorts.
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local Cohorts=LEGION._GetCohorts(Mission.specialLegions or {self}, Mission.specialCohorts or self.cohorts, Operation, OpsQueue)
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-- Recuit assets.
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local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads,
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Mission.engageRange, Mission.refuelSystem, nil, nil, nil, Mission.attributes, Mission.properties, {Mission.engageWeaponType})
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Mission.engageRange, Mission.refuelSystem, nil, nil, MaxWeight, nil, Mission.attributes, Mission.properties, {Mission.engageWeaponType})
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return recruited, assets, legions
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end
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@@ -2249,42 +2279,118 @@ function LEGION:RecruitAssetsForEscort(Mission, Assets)
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return true
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end
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--- Get cohorts.
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-- @param #table Legions Special legions.
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-- @param #table Cohorts Special cohorts.
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-- @param Ops.Operation#OPERATION Operation Operation.
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-- @param #table OpsQueue Queue of operations.
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-- @return #table Cohorts.
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function LEGION._GetCohorts(Legions, Cohorts, Operation, OpsQueue)
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OpsQueue=OpsQueue or {}
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--- Function that check if a legion or cohort is part of an operation.
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local function CheckOperation(LegionOrCohort)
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-- No operations ==> no problem!
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if #OpsQueue==0 then
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return true
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end
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-- Cohort is not dedicated to a running(!) operation. We assume so.
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local isAvail=true
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-- Only available...
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if Operation then
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isAvail=false
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end
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for _,_operation in pairs(OpsQueue) do
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local operation=_operation --Ops.Operation#OPERATION
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-- Legion is assigned to this operation.
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local isOps=operation:IsAssignedCohortOrLegion(LegionOrCohort)
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if isOps and operation:IsRunning() then
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-- Is dedicated.
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isAvail=false
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if Operation==nil then
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-- No Operation given and this is dedicated to at least one operation.
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return false
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else
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if Operation.uid==operation.uid then
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-- Operation given and is part of it.
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return true
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end
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end
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end
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end
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return isAvail
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end
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-- Chosen cohorts.
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local cohorts={}
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-- Check if there are any special legions and/or cohorts.
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if (Legions and #Legions>0) or (Cohorts and #Cohorts>0) then
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-- Add cohorts of special legions.
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for _,_legion in pairs(Legions or {}) do
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local legion=_legion --Ops.Legion#LEGION
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-- Check that runway is operational.
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local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
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-- Legion has to be running.
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if legion:IsRunning() and Runway then
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-- Add cohorts of legion.
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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 (CheckOperation(cohort.legion) or CheckOperation(cohort)) and not UTILS.IsInTable(cohorts, cohort, "name") then
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table.insert(cohorts, cohort)
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end
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end
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end
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end
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-- Add special cohorts.
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for _,_cohort in pairs(Cohorts or {}) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if CheckOperation(cohort) and not UTILS.IsInTable(cohorts, cohort, "name") then
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table.insert(cohorts, cohort)
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end
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end
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end
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return cohorts
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Recruiting and Optimization Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Recruit assets from Cohorts for the given parameters. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
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-- @param #table Cohorts Cohorts included.
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-- @param #string MissionTypeRecruit Mission type for recruiting the cohort assets.
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-- @param #string MissionTypeOpt Mission type for which the assets are optimized. Default is the same as `MissionTypeRecruit`.
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-- @param #number NreqMin Minimum number of required assets.
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-- @param #number NreqMax Maximum number of required assets.
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-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
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-- @param #table Payloads Special payloads.
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-- @param #number RangeMax Max range in meters.
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-- @param #number RefuelSystem Refuelsystem.
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-- @param #number CargoWeight Cargo weight for recruiting transport carriers.
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-- @param #number TotalWeight Total cargo weight in kg.
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-- @param #table Categories Group categories.
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-- @param Ops.Cohort#COHORT Cohort The Cohort.
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-- @param #string MissionType Misson type(s).
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-- @param #table Categories Group categories.
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-- @param #table Attributes Group attributes. See `GROUP.Attribute.`
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-- @param #table Properties DCS attributes.
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-- @param #table WeaponTypes Bit of weapon types.
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Recruited assets. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
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-- @return #table Legions of recruited assets.
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function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt, NreqMin, NreqMax, TargetVec2, Payloads, RangeMax, RefuelSystem, CargoWeight, TotalWeight, Categories, Attributes, Properties, WeaponTypes)
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-- @param DCS#Vec2 TargetVec2 Target position.
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-- @param RangeMax Max range in meters.
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-- @param #number RefuelSystem Refueling system (boom or probe).
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-- @param #number CargoWeight Cargo weight [kg]. This checks the cargo bay of the cohort assets and ensures that it is large enough to carry the given cargo weight.
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-- @param #number MaxWeight Max weight [kg]. This checks whether the cohort asset group is not too heavy.
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-- @return #boolean Returns `true` if given cohort can meet all requirements.
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function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight)
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-- The recruited assets.
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local Assets={}
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-- Legions of recruited assets.
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local Legions={}
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-- Set MissionTypeOpt to Recruit if nil.
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if MissionTypeOpt==nil then
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MissionTypeOpt=MissionTypeRecruit
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end
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--- Function to check category.
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local function CheckCategory(_cohort)
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local cohort=_cohort --Ops.Cohort#COHORT
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@@ -2350,9 +2456,9 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
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return true
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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(Cohorts) do
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--- Function to check range.
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local function CheckRange(_cohort)
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Distance to target.
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@@ -2362,50 +2468,175 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
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local Rmax=cohort:GetMissionRange(WeaponTypes)
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local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance
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return InRange
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end
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--- Function to check weapon type.
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local function CheckRefueling(_cohort)
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Has the requested refuelsystem?
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local Refuel=RefuelSystem~=nil and (RefuelSystem==cohort.tankerSystem) or true
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--local Refuel=RefuelSystem~=nil and (RefuelSystem==cohort.tankerSystem) or true
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-- STRANGE: Why did the above line did not give the same result?! Above Refuel is always true!
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local Refuel=true
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if RefuelSystem then
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if cohort.tankerSystem then
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Refuel=RefuelSystem==cohort.tankerSystem
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return RefuelSystem==cohort.tankerSystem
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else
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Refuel=false
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return false
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end
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else
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return true
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end
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end
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--- Function to check cargo weight.
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local function CheckCargoWeight(_cohort)
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local cohort=_cohort --Ops.Cohort#COHORT
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if CargoWeight~=nil then
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return cohort.cargobayLimit>=CargoWeight
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else
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return true
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end
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end
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--- Function to check cargo weight.
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local function CheckMaxWeight(_cohort)
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local cohort=_cohort --Ops.Cohort#COHORT
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if MaxWeight~=nil then
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cohort:I(string.format("Cohort weight=%.1f | max weight=%.1f", cohort.weightAsset, MaxWeight))
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return cohort.weightAsset<=MaxWeight
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else
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return true
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end
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end
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-- Is capable of the mission type?
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local can=AUFTRAG.CheckMissionCapability(MissionType, Cohort.missiontypes)
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if can then
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can=CheckCategory(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of mission types", Cohort.name))
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return false
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end
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if can then
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if MissionType==AUFTRAG.Type.RELOCATECOHORT then
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can=Cohort:IsRelocating()
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else
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can=Cohort:IsOnDuty()
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end
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-- Is capable of the mission type?
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local Capable=AUFTRAG.CheckMissionCapability({MissionTypeRecruit}, cohort.missiontypes)
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else
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env.info(string.format("Cohort %s cannot because of category", Cohort.name))
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BASE:I(Categories)
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BASE:I(Cohort.category)
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return false
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end
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if can then
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can=CheckAttribute(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of readyiness", Cohort.name))
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return false
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end
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if can then
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can=CheckProperty(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of attribute", Cohort.name))
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return false
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end
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if can then
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can=CheckWeapon(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of property", Cohort.name))
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return false
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end
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if can then
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can=CheckRange(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of weapon type", Cohort.name))
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return false
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end
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if can then
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can=CheckRefueling(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of range", Cohort.name))
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return false
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end
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if can then
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can=CheckCargoWeight(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of refueling system", Cohort.name))
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return false
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end
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if can then
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can=CheckMaxWeight(Cohort)
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else
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env.info(string.format("Cohort %s cannot because of cargo weight", Cohort.name))
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return false
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end
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if can then
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return true
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else
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env.info(string.format("Cohort %s cannot because of max weight", Cohort.name))
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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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--- Recruit assets from Cohorts for the given parameters. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
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-- @param #table Cohorts Cohorts included.
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-- @param #string MissionTypeRecruit Mission type for recruiting the cohort assets.
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-- @param #string MissionTypeOpt Mission type for which the assets are optimized. Default is the same as `MissionTypeRecruit`.
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-- @param #number NreqMin Minimum number of required assets.
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-- @param #number NreqMax Maximum number of required assets.
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-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
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-- @param #table Payloads Special payloads.
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-- @param #number RangeMax Max range in meters.
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-- @param #number RefuelSystem Refuelsystem.
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-- @param #number CargoWeight Cargo weight for recruiting transport carriers.
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-- @param #number TotalWeight Total cargo weight in kg.
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-- @param #number MaxWeight Max weight [kg] of the asset group.
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-- @param #table Categories Group categories.
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-- @param #table Attributes Group attributes. See `GROUP.Attribute.`
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-- @param #table Properties DCS attributes.
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-- @param #table WeaponTypes Bit of weapon types.
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Recruited assets. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
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-- @return #table Legions of recruited assets.
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function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt, NreqMin, NreqMax, TargetVec2, Payloads, RangeMax, RefuelSystem, CargoWeight, TotalWeight, MaxWeight, Categories, Attributes, Properties, WeaponTypes)
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-- The recruited assets.
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local Assets={}
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-- Legions of recruited assets.
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local Legions={}
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-- Set MissionTypeOpt to Recruit if nil.
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if MissionTypeOpt==nil then
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MissionTypeOpt=MissionTypeRecruit
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end
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-- Can carry the cargo?
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local CanCarry=CargoWeight and cohort.cargobayLimit>=CargoWeight or true
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-- Loops over cohorts.
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for _,_cohort in pairs(Cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Right category.
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local RightCategory=CheckCategory(cohort)
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-- Right attribute.
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local RightAttribute=CheckAttribute(cohort)
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-- Right property (DCS attribute).
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local RightProperty=CheckProperty(cohort)
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-- Right weapon type.
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local RightWeapon=CheckWeapon(cohort)
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-- Cohort ready to execute mission.
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local Ready=cohort:IsOnDuty()
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if MissionTypeRecruit==AUFTRAG.Type.RELOCATECOHORT then
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Ready=cohort:IsRelocating()
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Capable=true
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end
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-- Debug info.
|
||||
cohort:T(cohort.lid..string.format("State=%s: Capable=%s, InRange=%s, Refuel=%s, CanCarry=%s, Category=%s, Attribute=%s, Property=%s, Weapon=%s",
|
||||
cohort:GetState(), tostring(Capable), tostring(InRange), tostring(Refuel), tostring(CanCarry), tostring(RightCategory), tostring(RightAttribute), tostring(RightProperty), tostring(RightWeapon)))
|
||||
-- Check if cohort can do the mission.
|
||||
local can=LEGION._CohortCan(cohort, MissionTypeRecruit, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight)
|
||||
|
||||
-- Check OnDuty, capable, in range and refueling type (if TANKER).
|
||||
if Ready and Capable and InRange and Refuel and CanCarry and RightCategory and RightAttribute and RightProperty and RightWeapon then
|
||||
if can then
|
||||
|
||||
-- Recruit assets from cohort.
|
||||
local assets, npayloads=cohort:RecruitAssets(MissionTypeRecruit, 999)
|
||||
@@ -2456,23 +2687,30 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
|
||||
-- Found enough assets
|
||||
---
|
||||
|
||||
-- Add assets to mission.
|
||||
-- Total cargo bay of all carrier assets.
|
||||
local cargobay=0
|
||||
|
||||
-- Add assets to mission.
|
||||
for i=1,Nassets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
-- Asset is reserved and will not be picked for other missions.
|
||||
asset.isReserved=true
|
||||
|
||||
-- Add legion.
|
||||
Legions[asset.legion.alias]=asset.legion
|
||||
|
||||
-- Check if total cargo weight was given.
|
||||
if TotalWeight then
|
||||
|
||||
-- Number of
|
||||
local N=math.floor(asset.cargobaytot/asset.nunits / CargoWeight)*asset.nunits
|
||||
--env.info(string.format("cargobaytot=%d, cargoweight=%d ==> N=%d", asset.cargobaytot, CargoWeight, N))
|
||||
|
||||
-- Sum up total cargo bay of all carrier assets.
|
||||
cargobay=cargobay + N*CargoWeight
|
||||
|
||||
-- Check if enough carrier assets were found to transport all cargo.
|
||||
if cargobay>=TotalWeight then
|
||||
--env.info(string.format("FF found enough assets to transport all cargo! N=%d [%d], cargobay=%.1f >= %.1f kg total weight", i, Nassets, cargobay, TotalWeight))
|
||||
Nassets=i
|
||||
@@ -2580,7 +2818,7 @@ function LEGION:AssignAssetsForEscort(Cohorts, Assets, NescortMin, NescortMax, M
|
||||
TargetTypes=TargetTypes or targetTypes
|
||||
|
||||
-- Recruit escort asset for the mission asset.
|
||||
local Erecruited, eassets, elegions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.ESCORT, MissionType, NescortMin, NescortMax, TargetVec2, nil, nil, nil, nil, nil, Categories)
|
||||
local Erecruited, eassets, elegions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.ESCORT, MissionType, NescortMin, NescortMax, TargetVec2, nil, nil, nil, nil, nil, nil, Categories)
|
||||
|
||||
if Erecruited then
|
||||
Escorts[asset.spawngroupname]={EscortLegions=elegions, EscortAssets=eassets, ecategory=asset.category}
|
||||
@@ -2685,24 +2923,8 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca
|
||||
-- Is an escort requested in the first place?
|
||||
if NcarriersMin and NcarriersMax and (NcarriersMin>0 or NcarriersMax>0) then
|
||||
|
||||
-- Cohorts.
|
||||
local Cohorts={}
|
||||
for _,_legion in pairs(Legions) do
|
||||
local legion=_legion --Ops.Legion#LEGION
|
||||
|
||||
-- Check that runway is operational.
|
||||
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
|
||||
|
||||
if legion:IsRunning() and Runway then
|
||||
|
||||
-- Loops over cohorts.
|
||||
for _,_cohort in pairs(legion.cohorts) do
|
||||
local cohort=_cohort --Ops.Cohort#COHORT
|
||||
table.insert(Cohorts, cohort)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
-- Get cohorts.
|
||||
local Cohorts=LEGION._GetCohorts(Legions)
|
||||
|
||||
-- Get all legions and heaviest cargo group weight
|
||||
local CargoLegions={} ; local CargoWeight=nil ; local TotalWeight=0
|
||||
@@ -2714,13 +2936,17 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca
|
||||
end
|
||||
TotalWeight=TotalWeight+asset.weight
|
||||
end
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Cargo weight=%.1f", CargoWeight))
|
||||
self:T(self.lid..string.format("Total weight=%.1f", TotalWeight))
|
||||
|
||||
-- Target is the deploy zone.
|
||||
local TargetVec2=DeployZone:GetVec2()
|
||||
|
||||
-- Recruit assets and legions.
|
||||
local TransportAvail, CarrierAssets, CarrierLegions=
|
||||
LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes, Properties)
|
||||
LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, nil, Categories, Attributes, Properties)
|
||||
|
||||
if TransportAvail then
|
||||
|
||||
@@ -2922,7 +3148,7 @@ function LEGION._OptimizeAssetSelection(assets, MissionType, TargetVec2, Include
|
||||
local text=string.format("Optimized %d assets for %s mission/transport (payload=%s):", #assets, MissionType, tostring(IncludePayload))
|
||||
for i,Asset in pairs(assets) do
|
||||
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
|
||||
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score or -1)
|
||||
asset.score=nil
|
||||
end
|
||||
env.info(text)
|
||||
|
||||
Reference in New Issue
Block a user