mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
OPS
- Simplified asset selection by using just one routine for LEGION, COMMANDER and CHIEF
This commit is contained in:
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@ -663,10 +663,7 @@ function CHIEF:onafterStatus(From, Event, To)
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self:AddTarget(Target)
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end
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-- Is this a threat?
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local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax
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--[[
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local redalert=true
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if self.borderzoneset:Count()>0 then
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@ -986,9 +983,12 @@ function CHIEF:CheckTargetQueue()
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-- Loop over targets.
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for _,_target in pairs(self.targetqueue) do
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local target=_target --Ops.Target#TARGET
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-- Is this a threat?
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local isThreat=target.threatlevel0>=self.threatLevelMin and target.threatlevel0<=self.threatLevelMax
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-- Check that target is alive and not already a mission has been assigned.
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if target:IsAlive() and (target.importance==nil or target.importance<=vip) and not target.mission then
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if target:IsAlive() and (target.importance==nil or target.importance<=vip) and isThreat and not target.mission then
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-- Check if this target is "valid", i.e. fits with the current strategy.
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local valid=false
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@ -1425,7 +1425,7 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
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end
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-- Now we have a long list with assets.
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self:_OptimizeAssetSelection(Assets, MissionType, TargetVec2, false)
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LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, false)
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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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@ -1454,7 +1454,7 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
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end
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-- Now find the best asset for the given payloads.
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self:_OptimizeAssetSelection(Assets, MissionType, TargetVec2, true)
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LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, true)
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-- Number of assets. At most NreqMax.
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local Nassets=math.min(#Assets, NassetsMax)
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@ -1507,41 +1507,6 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
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return nil, {}, {}
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end
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--- Optimize chosen assets for the mission at hand.
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-- @param #CHIEF self
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-- @param #table assets Table of (unoptimized) assets.
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-- @param #string MissionType MissionType for which the best assets are desired.
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-- @param DCS#Vec2 TargetVec2 Target 2D vector.
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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 CHIEF:_OptimizeAssetSelection(assets, MissionType, TargetVec2, 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=asset.legion:CalculateAssetMissionScore(asset, MissionType, TargetVec2, 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, MissionType, 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.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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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -294,7 +294,7 @@ function COHORT:AddMissionCapability(MissionTypes, Performance)
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capability.MissionType=missiontype
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capability.Performance=Performance or 50
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table.insert(self.missiontypes, capability)
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env.info("FF adding mission capability "..tostring(capability.MissionType))
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self:T(self.lid..string.format("Adding mission capability %s, performance=%d", tostring(capability.MissionType), capability.Performance))
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end
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end
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@ -829,13 +829,13 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
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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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self:I(self.lid..string.format("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(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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self:I(self.lid..string.format("Adding asset on ALERT 5 mission for %s mission", MissionType))
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table.insert(assets, asset)
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end
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@ -775,8 +775,11 @@ function COMMANDER:RecruitAssets(Mission)
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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
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-- Now we have a long list with assets.
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self:_OptimizeAssetSelection(Assets, Mission, false)
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LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, false)
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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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@ -813,7 +816,7 @@ function COMMANDER:RecruitAssets(Mission)
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end
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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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LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, true)
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-- Get number of required assets.
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local Nassets=Mission:GetRequiredAssets(self)
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@ -867,43 +870,6 @@ function COMMANDER:RecruitAssets(Mission)
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return nil, {}
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end
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--- Optimize chosen assets for the mission at hand.
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-- @param #COMMANDER 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 COMMANDER:_OptimizeAssetSelection(assets, Mission, includePayload)
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-- Target position.
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local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
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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=asset.legion:CalculateAssetMissionScore(asset, Mission, TargetVec2, 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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-- Transport Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -1061,8 +1027,12 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
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end
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-- Target position.
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local TargetVec2=Transport:GetDeployZone():GetVec2()
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-- Now we have a long list with assets.
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self:_OptimizeAssetSelectionForTransport(Assets, Transport)
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LEGION._OptimizeAssetSelection(self, Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
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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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@ -1146,39 +1116,6 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
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return nil, {}
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end
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--- Optimize chosen assets for the given transport.
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-- @param #COMMANDER self
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-- @param #table assets Table of (unoptimized) assets.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport assignment.
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function COMMANDER:_OptimizeAssetSelectionForTransport(assets, Transport)
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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=asset.legion:CalculateAssetTransportScore(asset, Transport)
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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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-- Resources
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -1677,8 +1677,11 @@ function LEGION:RecruitAssets(Mission)
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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
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-- Now we have a long list with assets.
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self:_OptimizeAssetSelection(Assets, Mission, false)
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self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, false)
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-- If airwing, get the best payload available.
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if self:IsAirwing() then
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@ -1713,7 +1716,7 @@ function LEGION:RecruitAssets(Mission)
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end
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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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self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, true)
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end
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@ -1771,106 +1774,6 @@ 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 DCS#Vec2 TargetVec2 Target 2D vector.
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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, TargetVec2, 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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-- 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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-- Target position.
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local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
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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, TargetVec2, 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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-- Transport Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -1939,8 +1842,11 @@ function LEGION:RecruitAssetsForTransport(Transport)
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end
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-- Target is the deploy zone.
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local TargetVec2=Transport:GetDeployZone():GetVec2()
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-- Sort asset list. Best ones come first.
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self:_OptimizeAssetSelectionForTransport(Assets, Transport)
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self:_OptimizeAssetSelection(Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
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-- If airwing, get the best payload available.
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if self:IsAirwing() then
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@ -2025,46 +1931,18 @@ function LEGION:RecruitAssetsForTransport(Transport)
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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.OpsTransport#OPSTRANSPORT Transport The transport.
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function LEGION:_OptimizeAssetSelectionForTransport(assets, Transport)
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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:CalculateAssetTransportScore(asset, Transport)
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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 transport:", #assets)
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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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-- Optimization Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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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.OpsTransport#OPSTRANSPORT Transport The transport.
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-- @param #string MissionType Mission type for which the best assets are desired.
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-- @param DCS#Vec2 TargetVec2 Target 2D vector.
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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:CalculateAssetTransportScore(asset, Transport)
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function LEGION:CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
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-- Mission score.
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local score=0
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@ -2081,13 +1959,15 @@ function LEGION:CalculateAssetTransportScore(asset, Transport)
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end
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||||
|
||||
-- Add mission performance to score.
|
||||
score=score+asset.cohort:GetMissionPeformance(AUFTRAG.Type.OPSTRANSPORT)
|
||||
score=score+asset.cohort:GetMissionPeformance(MissionType)
|
||||
|
||||
-- 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()
|
||||
-- Add payload performance to score.
|
||||
if IncludePayload and asset.payload then
|
||||
score=score+LEGION.GetPayloadPeformance(self, asset.payload, MissionType)
|
||||
end
|
||||
|
||||
-- Origin: We take the OPSGROUP position or the one of the legion.
|
||||
local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or asset.legion:GetVec2()
|
||||
|
||||
-- Distance factor.
|
||||
local distance=0
|
||||
@ -2101,18 +1981,63 @@ function LEGION:CalculateAssetTransportScore(asset, Transport)
|
||||
-- Reduce score for legions that are futher away.
|
||||
score=score-distance
|
||||
|
||||
-- Add 1 score point for each 10 kg of cargo bay.
|
||||
score=score+UTILS.Round(asset.cargobaymax/10, 0)
|
||||
|
||||
--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
|
||||
-- Intercepts need to be carried out quickly. We prefer spawned assets.
|
||||
if MissionType==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
|
||||
|
||||
-- TRANSPORT specific.
|
||||
if MissionType==AUFTRAG.Type.OPSTRANSPORT then
|
||||
-- Add 1 score point for each 10 kg of cargo bay.
|
||||
score=score+UTILS.Round(asset.cargobaymax/10, 0)
|
||||
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 #string MissionType Mission type.
|
||||
-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
|
||||
-- @param #boolean IncludePayload If `true`, include the payload in the calulation if the asset has one attached.
|
||||
function LEGION:_OptimizeAssetSelection(assets, MissionType, TargetVec2, IncludePayload)
|
||||
|
||||
-- Calculate the mission score of all assets.
|
||||
for _,_asset in pairs(assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
asset.score=LEGION.CalculateAssetMissionScore(self, asset, MissionType, TargetVec2, 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/transport (payload=%s):", #assets, MissionType, 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.score=nil
|
||||
end
|
||||
self:T2(self.lid..text)
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user