OPS LEGION

- Improved asset selection for transports
This commit is contained in:
Frank 2021-09-10 11:37:53 +02:00
parent 884c51a69a
commit 6a6cb1961d
4 changed files with 368 additions and 188 deletions

View File

@ -800,14 +800,11 @@ end
--- Get assets for a mission.
-- @param #COHORT self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #string MissionType Mission type.
-- @param #number Npayloads Number of payloads available.
-- @return #table Assets that can do the required mission.
-- @return #number Number of payloads still available after recruiting the assets.
function COHORT:RecruitAssets(Mission, Npayloads)
-- Number of payloads available.
Npayloads=Npayloads or self.legion:CountPayloadsInStock(Mission.type, self.aircrafttype, Mission.payloads)
function COHORT:RecruitAssets(MissionType, Npayloads)
-- Recruited assets.
local assets={}
@ -828,14 +825,14 @@ function COHORT:RecruitAssets(Mission, Npayloads)
---
-- Check if this asset is currently on a GCICAP mission (STARTED or EXECUTING).
if self.legion:IsAssetOnMission(asset, AUFTRAG.Type.GCICAP) and Mission.type==AUFTRAG.Type.INTERCEPT then
if self.legion:IsAssetOnMission(asset, AUFTRAG.Type.GCICAP) and MissionType==AUFTRAG.Type.INTERCEPT then
-- Check if the payload of this asset is compatible with the mission.
-- 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!
self:I(self.lid.."Adding asset on GCICAP mission for an INTERCEPT mission")
table.insert(assets, asset)
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and self:CheckMissionCapability(Mission.Type, asset.payload.capabilities) then
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and self:CheckMissionCapability(MissionType, asset.payload.capabilities) then
-- Check if the payload of this asset is compatible with the mission.
self:I(self.lid.."Adding asset on ALERT 5 mission for XXX mission")
@ -876,10 +873,10 @@ function COHORT:RecruitAssets(Mission, Npayloads)
combatready=false
end
if Mission.type==AUFTRAG.Type.INTERCEPT and not flightgroup:CanAirToAir() then
if MissionType==AUFTRAG.Type.INTERCEPT and not flightgroup:CanAirToAir() then
combatready=false
else
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
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
if excludeguns and not flightgroup:CanAirToGround(excludeguns) then
combatready=false
end
@ -888,7 +885,7 @@ function COHORT:RecruitAssets(Mission, Npayloads)
if flightgroup:IsHolding() or flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() then
combatready=false
end
if asset.payload and not self:CheckMissionCapability(Mission.type, asset.payload.capabilities) then
if asset.payload and not self:CheckMissionCapability(MissionType, asset.payload.capabilities) then
combatready=false
end

View File

@ -659,6 +659,8 @@ function COMMANDER:RecruitAssets(Mission)
-- Legions we consider for selecting assets.
local legions=Mission.mylegions or self.legions
--TODO: Setting of Mission.squadrons (cohorts) will not work here!
-- Legions which have the best assets for the Mission.
local Legions={}
@ -690,7 +692,7 @@ function COMMANDER:RecruitAssets(Mission)
if cohort:CanMission(Mission) and npayloads>0 then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
@ -743,6 +745,7 @@ function COMMANDER:RecruitAssets(Mission)
-- Now find the best asset for the given payloads.
self:_OptimizeAssetSelection(Assets, Mission, true)
-- Get number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
if #Assets>=Nassets then

View File

@ -451,6 +451,7 @@ function LEGION:_GetNextMission()
-- Recruit best assets for the job.
local recruited=self:RecruitAssets(mission)
-- Did we find enough assets?
if recruited then
return mission
end
@ -473,52 +474,6 @@ function LEGION:_GetNextTransport()
if Ntransports==0 then
return nil
end
--- Function to get carrier assets from all cohorts.
local function getAssets(n, N , weightGroup)
-- Selected assets.
local assets={}
-- Loop over cohorts.
for _,_cohort in pairs(self.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
-- Check if chort can do a transport.
if cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
-- Loop over cohort assets.
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Check if asset is currently on a mission (STARTED or QUEUED).
if not (asset.spawned or asset.isReserved or asset.requested) then
-- Add to assets.
table.insert(assets, asset)
--TODO: Optimize Asset Selection!
--TODO: Check if deploy and (any) pickup zone is an airbase, so airplanes can be used.
-- Max number of assets reached.
if #assets==N then
return assets
end
end
end
end
end
-- At least min number reached?
if #assets>=n then
return assets
else
return nil
end
end
--TODO: Sort transports wrt to prio and importance. See mission sorting!
@ -529,142 +484,22 @@ function LEGION:_GetNextTransport()
-- Check if transport is still queued and ready.
if transport:IsQueued(self) and transport:IsReadyToGo() then
-- Get all undelivered cargo ops groups.
local cargoOpsGroups=transport:GetCargoOpsGroups(false)
-- Recruit assets for transport.
local recruited=self:RecruitAssetsForTransport(transport)
-- At least one group should be spawned.
if #cargoOpsGroups>0 then
-- Calculate the max weight so we know which cohorts can provide carriers.
local weightGroup=0
for _,_opsgroup in pairs(cargoOpsGroups) do
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
local weight=opsgroup:GetWeightTotal()
if weight>weightGroup then
weightGroup=weight
end
end
-- Get assets. If not enough assets can be found, nil is returned.
local assets=getAssets(transport.nCarriersMin, transport.nCarriersMax, weightGroup)
if assets then
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
transport:AddAsset(asset)
end
return transport
end
-- Did we find enough assets?
if recruited then
return transport
end
end
end
-- No transport found.
return nil
end
--- Calculate the mission score of an asset.
-- @param #LEGION self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
-- @return #number Mission score.
function LEGION:CalculateAssetMissionScore(asset, Mission, includePayload)
-- 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(Mission.Type)
-- Add payload performance to score.
if includePayload and asset.payload then
score=score+self:GetPayloadPeformance(asset.payload, Mission.type)
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil --Mission:GetTargetVec2()
-- 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
-- Intercepts need to be carried out quickly. We prefer spawned assets.
if Mission.type==AUFTRAG.Type.INTERCEPT then
if asset.spawned then
self:T(self.lid.."Adding 25 to asset because it is spawned")
score=score+25
end
end
-- TODO: This could be vastly improved. Need to gather ideas during testing.
-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
-- Max speed of assets.
-- Fuel amount?
-- Range of assets?
return score
end
--- Optimize chosen assets for the mission at hand.
-- @param #LEGION self
-- @param #table assets Table of (unoptimized) assets.
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
-- Calculate the mission score of all assets.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.score=self:CalculateAssetMissionScore(asset, Mission, includePayload)
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 %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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
@ -1239,7 +1074,7 @@ function LEGION:onafterSelfRequest(From, Event, To, groupset, request)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-- Mission Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new flight group after an asset was spawned.
@ -1691,7 +1526,7 @@ function LEGION:_CanMission(Mission)
local Npayloads=self:IsAirwing() and self:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999
-- Recruit assets.
local assets=cohort:RecruitAssets(Mission, Npayloads)
local assets=cohort:RecruitAssets(Mission.type, Npayloads)
-- Total number.
for _,asset in pairs(assets) do
@ -1723,9 +1558,12 @@ function LEGION:RecruitAssets(Mission)
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- Squadrons for the job. If user assigned to mission or simply all.
local cohorts=Mission.squadrons or self.cohorts
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(self.cohorts) do
for _,_cohort in pairs(cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if Npayloads[cohort.aircrafttype]==nil then
local MissionType=Mission.type
@ -1741,7 +1579,7 @@ function LEGION:RecruitAssets(Mission)
local Assets={}
-- Loops over cohorts.
for _,_cohort in pairs(self.cohorts) do
for _,_cohort in pairs(cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
@ -1749,7 +1587,7 @@ function LEGION:RecruitAssets(Mission)
if cohort:CanMission(Mission) and npayloads>0 then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
@ -1801,6 +1639,7 @@ function LEGION:RecruitAssets(Mission)
end
-- Get number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
if #Assets>=Nassets then
@ -1854,6 +1693,346 @@ function LEGION:RecruitAssets(Mission)
end
--- Calculate the mission score of an asset.
-- @param #LEGION self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
-- @return #number Mission score.
function LEGION:CalculateAssetMissionScore(asset, Mission, includePayload)
-- 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(Mission.Type)
-- Add payload performance to score.
if includePayload and asset.payload then
score=score+self:GetPayloadPeformance(asset.payload, Mission.type)
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil --Mission:GetTargetVec2()
-- 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
-- Intercepts need to be carried out quickly. We prefer spawned assets.
if Mission.type==AUFTRAG.Type.INTERCEPT then
if asset.spawned then
self:T(self.lid.."Adding 25 to asset because it is spawned")
score=score+25
end
end
-- TODO: This could be vastly improved. Need to gather ideas during testing.
-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
-- Max speed of assets.
-- Fuel amount?
-- Range of assets?
return score
end
--- Optimize chosen assets for the mission at hand.
-- @param #LEGION self
-- @param #table assets Table of (unoptimized) assets.
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
-- Calculate the mission score of all assets.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.score=self:CalculateAssetMissionScore(asset, Mission, includePayload)
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 %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

View File

@ -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