- LEGION and COMMANDER: Recruit assets for mission
This commit is contained in:
Frank
2021-09-06 23:24:26 +02:00
parent 316ea910c2
commit 81120abfcb
5 changed files with 486 additions and 41 deletions

View File

@@ -495,12 +495,35 @@ function COMMANDER:CheckMissionQueue()
-- 1. Select best assets from legions
---
-- Recruite assets from legions.
local recruited, legions=self:RecruitAssets(mission)
if recruited then
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Debug message.
self:I(self.lid..string.format("Assigning mission %s [%s] to legion %s", mission:GetName(), mission:GetType(), legion.alias))
-- Add mission to legion.
self:MissionAssign(legion, mission)
end
-- Only ONE mission is assigned.
return
end
if false then
-- Get legions for mission.
local legions=self:GetLegionsForMission(mission)
local Legions=self:GetLegionsForMission(mission)
-- Get ALL assets from pre-selected legions.
local assets=self:GetAssets(InStock, legions, MissionTypes, Attributes)
-- Now we select the best assets from all legions.
legions={}
if #assets>=mission.nassets then
@@ -582,6 +605,8 @@ function COMMANDER:CheckMissionQueue()
return
end
end -- if false then
else
---
@@ -702,6 +727,209 @@ function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes)
return assets
end
--- Recruit assets for a given mission.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssets(Mission)
env.info("FF recruit assets")
-- The recruited assets.
local Assets={}
local legions=Mission.mylegions or self.legions
local Legions={}
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if Npayloads[cohort.aircrafttype]==nil then
Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999
self:I(self.lid..string.format("Got Npayloads=%d for type=%s", Npayloads[cohort.aircrafttype], cohort.aircrafttype))
end
end
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
if cohort:CanMission(Mission) and npayloads>0 then
env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
end
end
end
-- Now we have a long list with assets.
self:_OptimizeAssetSelection(Assets, Mission, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() then
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Fetch payload for asset. This can be nil!
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, Mission.type, Mission.payloads)
end
end
end
-- Remove assets that dont have a payload.
for i=#Assets,1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.payload then
table.remove(Assets, i)
end
end
-- Now find the best asset for the given payloads.
self:_OptimizeAssetSelection(Assets, Mission, true)
local Nassets=Mission:GetRequiredAssets(self)
if #Assets>=Nassets then
---
-- Found enough assets
---
-- Add assets to mission.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
Mission:AddAsset(asset)
Legions[asset.legion.alias]=asset.legion
end
-- Return payloads of not needed assets.
for i=Nassets+1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Found enough assets.
return true, Legions
else
---
-- NOT enough assets
---
-- Return payloads of assets.
if self:IsAirwing() then
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
end
-- Not enough assets found.
return false, {}
end
return nil, {}
end
--- Optimize chosen assets for the mission at hand.
-- @param #COMMANDER 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 COMMANDER:_OptimizeAssetSelection(assets, Mission, includePayload)
-- Get target position.
local TargetVec2=Mission:GetTargetVec2()
-- Calculate distance to mission target.
local distmin=math.huge
local distmax=0
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.spawned then
local group=GROUP:FindByName(asset.spawngroupname)
asset.dist=UTILS.VecDist2D(group:GetVec2(), TargetVec2)
else
asset.dist=UTILS.VecDist2D(asset.legion:GetVec2(), TargetVec2)
end
if asset.dist<distmin then
distmin=asset.dist
end
if asset.dist>distmax then
distmax=asset.dist
end
end
-- Calculate the mission score of all assets.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.score=asset.legion: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.
-- TODO: Need to include the distance in a smarter way!
return (assetA.score>assetB.score) or (assetA.score==assetB.score and assetA.dist<assetB.dist)
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, distance=%.1f km", asset.squadname, asset.spawngroupname, asset.score, asset.dist/1000)
asset.dist=nil
asset.score=nil
end
self:T2(self.lid..text)
end
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