- 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

@@ -426,6 +426,16 @@ function LEGION:_GetNextMission()
-- Firstly, check if mission is due?
if mission:IsQueued(self) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
-- Recruit best assets for the job.
local recruited=self:RecruitAssets(mission)
if recruited then
return mission
end
-- OBSOLETE
if false then
-- Check if legion can do the mission and gather required assets.
local can, assets=self:CanMission(mission)
@@ -512,6 +522,8 @@ function LEGION:_GetNextMission()
return mission
end
end -- OBSOLETE
end -- mission due?
end -- mission loop
@@ -704,7 +716,7 @@ function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
table.sort(assets, optimize)
-- Remove distance parameter.
local text=string.format("Optimized assets for %s mission (payload=%s):", Mission.type, tostring(includePayload))
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)
@@ -753,6 +765,20 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
-- Add new mission.
asset.flightgroup:AddMission(Mission)
---
-- Special Missions
---
-- Check if mission is INTERCEPT and asset is currently on GCI mission. If so, GCI is paused.
if Mission.type==AUFTRAG.Type.INTERCEPT then
local currM=asset.flightgroup:GetMissionCurrent()
if currM and currM.type==AUFTRAG.Type.GCICAP then
self:I(self.lid..string.format("Pausing %s mission %s to send flight on intercept mission %s", currM.type, currM.name, Mission.name))
asset.flightgroup:PauseMission()
end
end
-- Trigger event.
self:__OpsOnMission(5, asset.flightgroup, Mission)
@@ -1116,8 +1142,8 @@ function LEGION:onafterAssetSpawned(From, Event, To, group, asset, request)
end
-- Add mission to flightgroup queue. If mission has an OPSTRANSPORT attached, all added OPSGROUPS are added as CARGO for a transport.
flightgroup:AddMission(mission)
flightgroup:AddMission(mission)
-- Trigger event.
self:__OpsOnMission(5, flightgroup, mission)
@@ -1733,12 +1759,137 @@ function LEGION:CanMission(Mission)
return Can, Assets
end
--- Check if assets for a given mission type are available.
--- Recruit assets for a given mission.
-- @param #LEGION self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #table Assets that can do the required mission.
-- @return #boolean If `true` enough assets could be recruited.
function LEGION:RecruitAssets(Mission)
env.info("FF recruit assets")
-- 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(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
-- 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: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
-- Now we have a long list with assets.
self:_OptimizeAssetSelection(Assets, Mission, 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, Mission.type, Mission.payloads)
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
-- Now find the best asset for the given payloads.
self:_OptimizeAssetSelection(Assets, Mission, true)
end
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)
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:I(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:I(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