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OPS LEGION
- Improved asset selection for transports
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@ -800,14 +800,11 @@ end
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--- Get assets for a mission.
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-- @param #COHORT self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @param #string MissionType Mission type.
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-- @param #number Npayloads Number of payloads available.
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-- @return #table Assets that can do the required mission.
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-- @return #number Number of payloads still available after recruiting the assets.
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function COHORT:RecruitAssets(Mission, Npayloads)
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-- Number of payloads available.
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Npayloads=Npayloads or self.legion:CountPayloadsInStock(Mission.type, self.aircrafttype, Mission.payloads)
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function COHORT:RecruitAssets(MissionType, Npayloads)
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-- Recruited assets.
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local assets={}
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@ -828,14 +825,14 @@ function COHORT:RecruitAssets(Mission, Npayloads)
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---
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-- Check if this asset is currently on a GCICAP mission (STARTED or EXECUTING).
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if self.legion:IsAssetOnMission(asset, AUFTRAG.Type.GCICAP) and Mission.type==AUFTRAG.Type.INTERCEPT then
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if self.legion:IsAssetOnMission(asset, AUFTRAG.Type.GCICAP) and MissionType==AUFTRAG.Type.INTERCEPT then
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-- Check if the payload of this asset is compatible with the mission.
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-- Note: we do not check the payload as an asset that is on a GCICAP mission should be able to do an INTERCEPT as well!
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self:I(self.lid.."Adding asset on GCICAP mission for an INTERCEPT mission")
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table.insert(assets, asset)
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elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and self:CheckMissionCapability(Mission.Type, asset.payload.capabilities) then
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elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and self:CheckMissionCapability(MissionType, asset.payload.capabilities) then
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-- Check if the payload of this asset is compatible with the mission.
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self:I(self.lid.."Adding asset on ALERT 5 mission for XXX mission")
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@ -876,10 +873,10 @@ function COHORT:RecruitAssets(Mission, Npayloads)
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combatready=false
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end
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if Mission.type==AUFTRAG.Type.INTERCEPT and not flightgroup:CanAirToAir() then
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if MissionType==AUFTRAG.Type.INTERCEPT and not flightgroup:CanAirToAir() then
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combatready=false
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else
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local excludeguns=Mission.type==AUFTRAG.Type.BOMBING or Mission.type==AUFTRAG.Type.BOMBRUNWAY or Mission.type==AUFTRAG.Type.BOMBCARPET or Mission.type==AUFTRAG.Type.SEAD or Mission.type==AUFTRAG.Type.ANTISHIP
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local excludeguns=MissionType==AUFTRAG.Type.BOMBING or MissionType==AUFTRAG.Type.BOMBRUNWAY or MissionType==AUFTRAG.Type.BOMBCARPET or MissionType==AUFTRAG.Type.SEAD or MissionType==AUFTRAG.Type.ANTISHIP
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if excludeguns and not flightgroup:CanAirToGround(excludeguns) then
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combatready=false
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end
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@ -888,7 +885,7 @@ function COHORT:RecruitAssets(Mission, Npayloads)
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if flightgroup:IsHolding() or flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() then
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combatready=false
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end
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if asset.payload and not self:CheckMissionCapability(Mission.type, asset.payload.capabilities) then
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if asset.payload and not self:CheckMissionCapability(MissionType, asset.payload.capabilities) then
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combatready=false
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end
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@ -659,6 +659,8 @@ function COMMANDER:RecruitAssets(Mission)
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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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@ -690,7 +692,7 @@ function COMMANDER:RecruitAssets(Mission)
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if cohort:CanMission(Mission) and npayloads>0 then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
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local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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@ -743,6 +745,7 @@ function COMMANDER:RecruitAssets(Mission)
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-- Now find the best asset for the given payloads.
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self:_OptimizeAssetSelection(Assets, Mission, 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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@ -451,6 +451,7 @@ function LEGION:_GetNextMission()
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-- Recruit best assets for the job.
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local recruited=self:RecruitAssets(mission)
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-- Did we find enough assets?
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if recruited then
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return mission
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end
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@ -473,52 +474,6 @@ function LEGION:_GetNextTransport()
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if Ntransports==0 then
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return nil
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end
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--- Function to get carrier assets from all cohorts.
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local function getAssets(n, N , weightGroup)
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-- Selected assets.
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local assets={}
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-- Loop over cohorts.
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for _,_cohort in pairs(self.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Check if chort can do a transport.
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if cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
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-- Loop over cohort assets.
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for _,_asset in pairs(cohort.assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Check if asset is currently on a mission (STARTED or QUEUED).
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if not (asset.spawned or asset.isReserved or asset.requested) then
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-- Add to assets.
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table.insert(assets, asset)
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--TODO: Optimize Asset Selection!
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--TODO: Check if deploy and (any) pickup zone is an airbase, so airplanes can be used.
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-- Max number of assets reached.
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if #assets==N then
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return assets
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end
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end
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end
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end
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end
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-- At least min number reached?
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if #assets>=n then
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return assets
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else
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return nil
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end
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end
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--TODO: Sort transports wrt to prio and importance. See mission sorting!
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@ -529,142 +484,22 @@ function LEGION:_GetNextTransport()
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-- Check if transport is still queued and ready.
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if transport:IsQueued(self) and transport:IsReadyToGo() then
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-- Get all undelivered cargo ops groups.
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local cargoOpsGroups=transport:GetCargoOpsGroups(false)
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-- Recruit assets for transport.
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local recruited=self:RecruitAssetsForTransport(transport)
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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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local weightGroup=0
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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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-- Get assets. If not enough assets can be found, nil is returned.
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local assets=getAssets(transport.nCarriersMin, transport.nCarriersMax, weightGroup)
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if assets then
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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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transport:AddAsset(asset)
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end
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return transport
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end
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-- Did we find enough assets?
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if recruited then
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return transport
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end
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end
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end
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-- No transport found.
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return nil
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end
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--- Calculate the mission score of an asset.
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-- @param #LEGION self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
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-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
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-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
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-- @return #number Mission score.
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function LEGION:CalculateAssetMissionScore(asset, Mission, includePayload)
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-- Mission score.
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local score=0
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-- Prefer highly skilled assets.
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if asset.skill==AI.Skill.AVERAGE then
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score=score+0
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elseif asset.skill==AI.Skill.GOOD then
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score=score+10
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elseif asset.skill==AI.Skill.HIGH then
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score=score+20
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elseif asset.skill==AI.Skill.EXCELLENT then
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score=score+30
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end
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-- Add mission performance to score.
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score=score+asset.cohort:GetMissionPeformance(Mission.Type)
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-- Add payload performance to score.
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if includePayload and asset.payload then
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score=score+self:GetPayloadPeformance(asset.payload, Mission.type)
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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 --Mission:GetTargetVec2()
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-- Origin: We take the flightgroups position or the one of the legion.
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local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or self:GetVec2()
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-- Distance factor.
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local distance=0
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if TargetVec2 and OrigVec2 then
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-- Distance in NM.
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distance=UTILS.MetersToNM(UTILS.VecDist2D(OrigVec2, TargetVec2))
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-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
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distance=UTILS.Round(distance/10, 0)
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end
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-- Reduce score for legions that are futher away.
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score=score-distance
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-- Intercepts need to be carried out quickly. We prefer spawned assets.
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if Mission.type==AUFTRAG.Type.INTERCEPT then
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if asset.spawned then
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self:T(self.lid.."Adding 25 to asset because it is spawned")
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score=score+25
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end
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end
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-- TODO: This could be vastly improved. Need to gather ideas during testing.
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-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
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-- Max speed of assets.
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-- Fuel amount?
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-- Range of assets?
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return score
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end
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--- Optimize chosen assets for the mission at hand.
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-- @param #LEGION self
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-- @param #table assets Table of (unoptimized) assets.
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-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
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-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
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function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
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-- Calculate the mission score of all assets.
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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.score=self:CalculateAssetMissionScore(asset, Mission, includePayload)
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end
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--- Sort assets wrt to their mission score. Higher is better.
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local function optimize(a, b)
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local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
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local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Higher score wins. If equal score ==> closer wins.
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return (assetA.score>assetB.score)
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end
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table.sort(assets, optimize)
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-- Remove distance parameter.
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local text=string.format("Optimized %d assets for %s mission (payload=%s):", #assets, Mission.type, tostring(includePayload))
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for i,Asset in pairs(assets) do
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local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
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text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
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asset.dist=nil
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asset.score=nil
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end
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self:T2(self.lid..text)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Events
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@ -1239,7 +1074,7 @@ function LEGION:onafterSelfRequest(From, Event, To, groupset, request)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Misc Functions
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-- Mission Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new flight group after an asset was spawned.
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@ -1691,7 +1526,7 @@ function LEGION:_CanMission(Mission)
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local Npayloads=self:IsAirwing() and self:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999
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-- Recruit assets.
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local assets=cohort:RecruitAssets(Mission, Npayloads)
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local assets=cohort:RecruitAssets(Mission.type, Npayloads)
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-- Total number.
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for _,asset in pairs(assets) do
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@ -1723,9 +1558,12 @@ function LEGION:RecruitAssets(Mission)
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-- Number of payloads in stock per aircraft type.
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local Npayloads={}
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-- Squadrons for the job. If user assigned to mission or simply all.
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local cohorts=Mission.squadrons or self.cohorts
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-- First get payloads for aircraft types of squadrons.
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for _,_cohort in pairs(self.cohorts) do
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for _,_cohort in pairs(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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local MissionType=Mission.type
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@ -1741,7 +1579,7 @@ function LEGION:RecruitAssets(Mission)
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local Assets={}
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-- Loops over cohorts.
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for _,_cohort in pairs(self.cohorts) do
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for _,_cohort in pairs(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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@ -1749,7 +1587,7 @@ function LEGION:RecruitAssets(Mission)
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if cohort:CanMission(Mission) and npayloads>0 then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
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local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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@ -1801,6 +1639,7 @@ function LEGION:RecruitAssets(Mission)
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end
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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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@ -1854,6 +1693,346 @@ function LEGION:RecruitAssets(Mission)
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end
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--- Calculate the mission score of an asset.
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-- @param #LEGION self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
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-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
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-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
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-- @return #number Mission score.
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function LEGION:CalculateAssetMissionScore(asset, Mission, includePayload)
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-- Mission score.
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local score=0
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-- Prefer highly skilled assets.
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if asset.skill==AI.Skill.AVERAGE then
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score=score+0
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elseif asset.skill==AI.Skill.GOOD then
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score=score+10
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elseif asset.skill==AI.Skill.HIGH then
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score=score+20
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elseif asset.skill==AI.Skill.EXCELLENT then
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score=score+30
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end
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-- Add mission performance to score.
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score=score+asset.cohort:GetMissionPeformance(Mission.Type)
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-- Add payload performance to score.
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if includePayload and asset.payload then
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score=score+self:GetPayloadPeformance(asset.payload, Mission.type)
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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 --Mission:GetTargetVec2()
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-- Origin: We take the flightgroups position or the one of the legion.
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local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or self:GetVec2()
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-- Distance factor.
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local distance=0
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if TargetVec2 and OrigVec2 then
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-- Distance in NM.
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distance=UTILS.MetersToNM(UTILS.VecDist2D(OrigVec2, TargetVec2))
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-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
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distance=UTILS.Round(distance/10, 0)
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end
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-- Reduce score for legions that are futher away.
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score=score-distance
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-- Intercepts need to be carried out quickly. We prefer spawned assets.
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if Mission.type==AUFTRAG.Type.INTERCEPT then
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if asset.spawned then
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self:T(self.lid.."Adding 25 to asset because it is spawned")
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score=score+25
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end
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end
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-- TODO: This could be vastly improved. Need to gather ideas during testing.
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-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
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-- Max speed of assets.
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-- Fuel amount?
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-- Range of assets?
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return score
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end
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--- Optimize chosen assets for the mission at hand.
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-- @param #LEGION self
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-- @param #table assets Table of (unoptimized) assets.
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-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
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-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
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function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
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-- Calculate the mission score of all assets.
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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.score=self:CalculateAssetMissionScore(asset, Mission, includePayload)
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end
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--- Sort assets wrt to their mission score. Higher is better.
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local function optimize(a, b)
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local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
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local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Higher score wins. If equal score ==> closer wins.
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return (assetA.score>assetB.score)
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end
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table.sort(assets, optimize)
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-- Remove distance parameter.
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local text=string.format("Optimized %d assets for %s mission (payload=%s):", #assets, Mission.type, 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)
|
||||
asset.dist=nil
|
||||
asset.score=nil
|
||||
end
|
||||
self:T2(self.lid..text)
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Transport Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Recruit assets for a given OPS transport.
|
||||
-- @param #LEGION self
|
||||
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
|
||||
-- @return #boolean If `true`, enough assets could be recruited.
|
||||
function LEGION:RecruitAssetsForTransport(Transport)
|
||||
|
||||
-- Get all undelivered cargo ops groups.
|
||||
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
|
||||
|
||||
local weightGroup=0
|
||||
|
||||
-- At least one group should be spawned.
|
||||
if #cargoOpsGroups>0 then
|
||||
|
||||
-- Calculate the max weight so we know which cohorts can provide carriers.
|
||||
for _,_opsgroup in pairs(cargoOpsGroups) do
|
||||
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
|
||||
local weight=opsgroup:GetWeightTotal()
|
||||
if weight>weightGroup then
|
||||
weightGroup=weight
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Number of payloads in stock per aircraft type.
|
||||
local Npayloads={}
|
||||
|
||||
-- First get payloads for aircraft types of squadrons.
|
||||
for _,_cohort in pairs(self.cohorts) do
|
||||
local cohort=_cohort --Ops.Cohort#COHORT
|
||||
if Npayloads[cohort.aircrafttype]==nil then
|
||||
Npayloads[cohort.aircrafttype]=self:IsAirwing() and self:CountPayloadsInStock(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
|
||||
self:I(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
|
||||
end
|
||||
end
|
||||
|
||||
-- The recruited assets.
|
||||
local Assets={}
|
||||
|
||||
-- Loops over cohorts.
|
||||
for _,_cohort in pairs(self.cohorts) do
|
||||
local cohort=_cohort --Ops.Cohort#COHORT
|
||||
|
||||
local npayloads=Npayloads[cohort.aircrafttype]
|
||||
|
||||
if cohort:IsOnDuty() and npayloads>0 and cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
|
||||
|
||||
-- Recruit assets from squadron.
|
||||
local assets, npayloads=cohort:RecruitAssets(AUFTRAG.Type.OPSTRANSPORT, npayloads)
|
||||
|
||||
Npayloads[cohort.aircrafttype]=npayloads
|
||||
|
||||
for _,asset in pairs(assets) do
|
||||
table.insert(Assets, asset)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Sort asset list. Best ones come first.
|
||||
self:_OptimizeAssetSelectionForTransport(Assets, Transport, false)
|
||||
|
||||
-- If airwing, get the best payload available.
|
||||
if self:IsAirwing() then
|
||||
|
||||
for _,_asset in pairs(Assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
-- 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=self:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Remove assets that dont have a payload.
|
||||
for i=#Assets,1,-1 do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if not asset.payload then
|
||||
table.remove(Assets, i)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Number of required carriers.
|
||||
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
|
||||
|
||||
-- Number of assets. At most NreqMax.
|
||||
local Nassets=math.min(#Assets, NreqMax)
|
||||
|
||||
if Nassets>=NreqMin then
|
||||
|
||||
---
|
||||
-- Found enough assets
|
||||
---
|
||||
|
||||
-- Add assets to mission.
|
||||
for i=1,Nassets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
asset.isReserved=true
|
||||
Transport:AddAsset(asset)
|
||||
end
|
||||
|
||||
if self:IsAirwing() then
|
||||
|
||||
-- Return payloads of not needed assets.
|
||||
for i=Nassets+1,#Assets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if not asset.spawned then
|
||||
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
||||
self:ReturnPayloadFromAsset(asset)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Found enough assets.
|
||||
return true
|
||||
else
|
||||
|
||||
---
|
||||
-- NOT enough assets
|
||||
---
|
||||
|
||||
-- Return payloads of assets.
|
||||
if self:IsAirwing() then
|
||||
for i=1,#Assets do
|
||||
local asset=Assets[i]
|
||||
if not asset.spawned then
|
||||
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
||||
self:ReturnPayloadFromAsset(asset)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Not enough assets found.
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Optimize chosen assets for the mission at hand.
|
||||
-- @param #LEGION self
|
||||
-- @param #table assets Table of (unoptimized) assets.
|
||||
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
||||
function LEGION:_OptimizeAssetSelectionForTransport(assets, Transport)
|
||||
|
||||
-- Calculate the mission score of all assets.
|
||||
for _,_asset in pairs(assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
asset.score=self:CalculateAssetTransportScore(asset, Transport)
|
||||
end
|
||||
|
||||
--- Sort assets wrt to their mission score. Higher is better.
|
||||
local function optimize(a, b)
|
||||
local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
-- Higher score wins. If equal score ==> closer wins.
|
||||
return (assetA.score>assetB.score)
|
||||
end
|
||||
table.sort(assets, optimize)
|
||||
|
||||
-- Remove distance parameter.
|
||||
local text=string.format("Optimized %d assets for transport:", #assets)
|
||||
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)
|
||||
asset.dist=nil
|
||||
asset.score=nil
|
||||
end
|
||||
self:T2(self.lid..text)
|
||||
|
||||
end
|
||||
|
||||
--- Calculate the mission score of an asset.
|
||||
-- @param #LEGION self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
|
||||
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
||||
-- @return #number Mission score.
|
||||
function LEGION:CalculateAssetTransportScore(asset, Transport)
|
||||
|
||||
-- Mission score.
|
||||
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.
|
||||
score=score+asset.cohort:GetMissionPeformance(AUFTRAG.Type.OPSTRANSPORT)
|
||||
|
||||
-- Target position.
|
||||
local TargetVec2=Transport:GetDeployZone():GetVec2()
|
||||
|
||||
-- Origin: We take the flightgroups position or the one of the legion.
|
||||
local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or self:GetVec2()
|
||||
|
||||
-- Distance factor.
|
||||
local distance=0
|
||||
if TargetVec2 and OrigVec2 then
|
||||
-- Distance in NM.
|
||||
distance=UTILS.MetersToNM(UTILS.VecDist2D(OrigVec2, TargetVec2))
|
||||
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
|
||||
distance=UTILS.Round(distance/10, 0)
|
||||
end
|
||||
|
||||
-- Reduce score for legions that are futher away.
|
||||
score=score-distance
|
||||
|
||||
--TODO: Check cargo bay capacity.
|
||||
|
||||
--TODO: Check ALERT 5 for Transports.
|
||||
if asset.spawned then
|
||||
self:T(self.lid.."Adding 25 to asset because it is spawned")
|
||||
score=score+25
|
||||
end
|
||||
|
||||
return score
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Check if a mission type is contained in a list of possible types.
|
||||
-- @param #LEGION self
|
||||
|
||||
@ -4114,6 +4114,7 @@ function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
|
||||
self:_SwitchICLS()
|
||||
end
|
||||
|
||||
-- We add a 10 sec delay for ARTY. Found that they need some time to readjust the barrel of their gun. Not sure if necessary for all. Needs some more testing!
|
||||
local delay=1
|
||||
if Mission.type==AUFTRAG.Type.ARTY then
|
||||
delay=10
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user