- 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

@ -753,7 +753,7 @@ end
--- Count assets in legion warehouse stock. --- Count assets in legion warehouse stock.
-- @param #COHORT self -- @param #COHORT self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted. -- @param #boolean InStock If `true`, only assets that are in the warehouse stock/inventory are counted. If `false`, only assets that are NOT in stock (i.e. spawned) are counted. If `nil`, all assets are counted.
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types. -- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`. -- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Number of assets. -- @return #number Number of assets.
@ -766,15 +766,17 @@ function COHORT:CountAssets(InStock, MissionTypes, Attributes)
if MissionTypes==nil or self:CheckMissionCapability(MissionTypes, self.missiontypes) then if MissionTypes==nil or self:CheckMissionCapability(MissionTypes, self.missiontypes) then
if Attributes==nil or self:CheckAttribute(Attributes) then if Attributes==nil or self:CheckAttribute(Attributes) then
if asset.spawned then if asset.spawned then
if not InStock then if InStock==true or InStock==nil then
N=N+1 --Spawned but we also count the spawned ones. N=N+1 --Spawned but we also count the spawned ones.
end end
else else
if InStock==false or InStock==nil then
N=N+1 --This is in stock. N=N+1 --This is in stock.
end end
end end
end end
end end
end
return N return N
end end
@ -784,6 +786,7 @@ end
-- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @param #number Npayloads Number of payloads available. -- @param #number Npayloads Number of payloads available.
-- @return #table Assets that can do the required mission. -- @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) function COHORT:RecruitAssets(Mission, Npayloads)
-- Number of payloads available. -- Number of payloads available.
@ -796,8 +799,8 @@ function COHORT:RecruitAssets(Mission, Npayloads)
for _,_asset in pairs(self.assets) do for _,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- First check that asset is not requested. This could happen if multiple requests are processed simultaniously. -- First check that asset is not requested or reserved. This could happen if multiple requests are processed simultaniously.
if not asset.requested then if not (asset.requested or asset.isReserved) then
-- Check if asset is currently on a mission (STARTED or QUEUED). -- Check if asset is currently on a mission (STARTED or QUEUED).
@ -829,6 +832,7 @@ function COHORT:RecruitAssets(Mission, Npayloads)
-- Asset is already SPAWNED (could be uncontrolled on the airfield or inbound after another mission) -- Asset is already SPAWNED (could be uncontrolled on the airfield or inbound after another mission)
--- ---
-- Opsgroup.
local flightgroup=asset.flightgroup local flightgroup=asset.flightgroup
@ -916,7 +920,7 @@ function COHORT:RecruitAssets(Mission, Npayloads)
end -- not requested check end -- not requested check
end -- loop over assets end -- loop over assets
return assets return assets, Npayloads
end end

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@ -495,12 +495,35 @@ function COMMANDER:CheckMissionQueue()
-- 1. Select best assets from legions -- 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. -- Get legions for mission.
local legions=self:GetLegionsForMission(mission) local Legions=self:GetLegionsForMission(mission)
-- Get ALL assets from pre-selected legions. -- Get ALL assets from pre-selected legions.
local assets=self:GetAssets(InStock, legions, MissionTypes, Attributes) local assets=self:GetAssets(InStock, legions, MissionTypes, Attributes)
-- Now we select the best assets from all legions. -- Now we select the best assets from all legions.
legions={} legions={}
if #assets>=mission.nassets then if #assets>=mission.nassets then
@ -582,6 +605,8 @@ function COMMANDER:CheckMissionQueue()
return return
end end
end -- if false then
else else
--- ---
@ -702,6 +727,209 @@ function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes)
return assets return assets
end 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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@ -2192,6 +2192,7 @@ function FLIGHTGROUP:_CheckGroupDone(delay, waittime)
-- First check if there is a paused mission that -- First check if there is a paused mission that
if self.missionpaused then if self.missionpaused then
self:T(self.lid..string.format("Found paused mission %s [%s]. Unpausing mission...", self.missionpaused.name, self.missionpaused.type))
self:UnpauseMission() self:UnpauseMission()
return return
end end

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@ -426,6 +426,16 @@ function LEGION:_GetNextMission()
-- Firstly, check if mission is due? -- Firstly, check if mission is due?
if mission:IsQueued(self) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then 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. -- Check if legion can do the mission and gather required assets.
local can, assets=self:CanMission(mission) local can, assets=self:CanMission(mission)
@ -513,6 +523,8 @@ function LEGION:_GetNextMission()
return mission return mission
end end
end -- OBSOLETE
end -- mission due? end -- mission due?
end -- mission loop end -- mission loop
@ -704,7 +716,7 @@ function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
table.sort(assets, optimize) table.sort(assets, optimize)
-- Remove distance parameter. -- 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 for i,Asset in pairs(assets) do
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem 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) text=text..string.format("\n%s %s: score=%d, distance=%.1f km", asset.squadname, asset.spawngroupname, asset.score, asset.dist/1000)
@ -754,6 +766,20 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
-- Add new mission. -- Add new mission.
asset.flightgroup:AddMission(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. -- Trigger event.
self:__OpsOnMission(5, asset.flightgroup, Mission) self:__OpsOnMission(5, asset.flightgroup, Mission)
@ -1733,12 +1759,137 @@ function LEGION:CanMission(Mission)
return Can, Assets return Can, Assets
end end
--- Check if assets for a given mission type are available. --- Recruit assets for a given mission.
-- @param #LEGION self -- @param #LEGION self
-- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @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) 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 end

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@ -706,6 +706,46 @@ function OPSGROUP:New(group)
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionStart".
-- @function [parent=#OPSGROUP] MissionStart
-- @param #OPSGROUP self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionStart" after a delay.
-- @function [parent=#OPSGROUP] __MissionStart
-- @param #OPSGROUP self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionStart" event.
-- @function [parent=#OPSGROUP] OnAfterMissionStart
-- @param #OPSGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionExecute".
-- @function [parent=#OPSGROUP] MissionExecute
-- @param #OPSGROUP self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionExecute" after a delay.
-- @function [parent=#OPSGROUP] __MissionExecute
-- @param #OPSGROUP self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionExecute" event.
-- @function [parent=#OPSGROUP] OnAfterMissionExecute
-- @param #OPSGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel". --- Triggers the FSM event "MissionCancel".
-- @function [parent=#OPSGROUP] MissionCancel -- @function [parent=#OPSGROUP] MissionCancel
-- @param #OPSGROUP self -- @param #OPSGROUP self
@ -725,6 +765,26 @@ function OPSGROUP:New(group)
-- @param #string To To state. -- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionDone".
-- @function [parent=#OPSGROUP] MissionDone
-- @param #OPSGROUP self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionDone" after a delay.
-- @function [parent=#OPSGROUP] __MissionDone
-- @param #OPSGROUP self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionDone" event.
-- @function [parent=#OPSGROUP] OnAfterMissionDone
-- @param #OPSGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- TODO: Add pseudo functions. -- TODO: Add pseudo functions.
return self return self
@ -3295,7 +3355,7 @@ function OPSGROUP:onafterTaskExecute(From, Event, To, Task)
local Speed=UTILS.KmphToKnots(Task.dcstask.params.speed or self.speedCruise) local Speed=UTILS.KmphToKnots(Task.dcstask.params.speed or self.speedCruise)
local Altitude=Task.dcstask.params.altitude and UTILS.MetersToFeet(Task.dcstask.params.altitude) or nil local Altitude=Task.dcstask.params.altitude and UTILS.MetersToFeet(Task.dcstask.params.altitude) or nil
--Coordinate:MarkToAll("Next waypoint", ReadOnly,Text) Coordinate:MarkToAll("Recon Waypoint Execute")
local currUID=self:GetWaypointCurrent().uid local currUID=self:GetWaypointCurrent().uid
@ -3484,7 +3544,11 @@ function OPSGROUP:onafterTaskDone(From, Event, To, Task)
self:T(self.lid.."Task Done ==> Mission Done!") self:T(self.lid.."Task Done ==> Mission Done!")
self:MissionDone(Mission) self:MissionDone(Mission)
else else
--Mission paused. Do nothing! --Mission paused. Do nothing! Just set the current mission to nil so we can launch a new one.
if self.currentmission and self.currentmission==Mission.auftragsnummer then
self.currentmission=nil
end
self:_RemoveMissionWaypoints(Mission, false)
end end
else else
@ -3798,17 +3862,6 @@ function OPSGROUP:onafterMissionStart(From, Event, To, Mission)
end end
--- On before "MissionExecute" event.
-- @param #OPSGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission table.
function OPSGROUP:onbeforeMissionExecute(From, Event, To, Mission)
return true
end
--- On after "MissionExecute" event. Mission execution began. --- On after "MissionExecute" event. Mission execution began.
-- @param #OPSGROUP self -- @param #OPSGROUP self
-- @param #string From From state. -- @param #string From From state.
@ -3928,12 +3981,31 @@ function OPSGROUP:onafterMissionCancel(From, Event, To, Mission)
end end
--- On after "MissionDone" event.
-- @param #OPSGROUP self
-- @param Ops.Auftrag#AUFTRAG Mission
-- @param #boolean Silently Remove waypoints by `table.remove()` and do not update the route.
function OPSGROUP:_RemoveMissionWaypoints(Mission, Silently)
for i=#self.waypoints,1,-1 do
local wp=self.waypoints[i] --#OPSGROUP.Waypoint
if wp.missionUID==Mission.auftragsnummer then
if Silently then
table.remove(self.waypoints, i)
else
self:RemoveWaypoint(i)
end
end
end
end
--- On after "MissionDone" event. --- On after "MissionDone" event.
-- @param #OPSGROUP self -- @param #OPSGROUP self
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission -- @param Ops.Auftrag#AUFTRAG Mission The mission that is done.
function OPSGROUP:onafterMissionDone(From, Event, To, Mission) function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
-- Debug info. -- Debug info.
@ -3948,19 +4020,8 @@ function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
self.currentmission=nil self.currentmission=nil
end end
-- Remove mission waypoint. -- Remove mission waypoints.
local wpidx=Mission:GetGroupWaypointIndex(self) self:_RemoveMissionWaypoints(Mission)
if wpidx then
--self:RemoveWaypointByID(wpidx)
end
for i=#self.waypoints,1,-1 do
local wp=self.waypoints[i] --#OPSGROUP.Waypoint
if wp.missionUID==Mission.auftragsnummer then
--table.remove(self.waypoints, i)
self:RemoveWaypoint(i)
end
end
-- Decrease patrol data. -- Decrease patrol data.
if Mission.patroldata then if Mission.patroldata then
@ -4387,7 +4448,7 @@ function OPSGROUP:onafterPassingWaypoint(From, Event, To, Waypoint)
local Altitude=task.dcstask.params.altitude and UTILS.MetersToFeet(task.dcstask.params.altitude) or nil local Altitude=task.dcstask.params.altitude and UTILS.MetersToFeet(task.dcstask.params.altitude) or nil
-- Debug. -- Debug.
--Coordinate:MarkToAll("Recon Waypoint n="..tostring(n)) Coordinate:MarkToAll("Recon Waypoint n="..tostring(n))
local currUID=self:GetWaypointCurrent().uid local currUID=self:GetWaypointCurrent().uid