- Simplified asset selection by using just one routine for LEGION, COMMANDER and CHIEF
This commit is contained in:
Frank 2021-09-16 21:30:36 +02:00
parent 589ebd5bca
commit 9161cec238
4 changed files with 96 additions and 269 deletions

View File

@ -663,10 +663,7 @@ function CHIEF:onafterStatus(From, Event, To)
self:AddTarget(Target)
end
-- Is this a threat?
local threat=contact.threatlevel>=self.threatLevelMin and contact.threatlevel<=self.threatLevelMax
--[[
local redalert=true
if self.borderzoneset:Count()>0 then
@ -986,9 +983,12 @@ function CHIEF:CheckTargetQueue()
-- Loop over targets.
for _,_target in pairs(self.targetqueue) do
local target=_target --Ops.Target#TARGET
-- Is this a threat?
local isThreat=target.threatlevel0>=self.threatLevelMin and target.threatlevel0<=self.threatLevelMax
-- Check that target is alive and not already a mission has been assigned.
if target:IsAlive() and (target.importance==nil or target.importance<=vip) and not target.mission then
if target:IsAlive() and (target.importance==nil or target.importance<=vip) and isThreat and not target.mission then
-- Check if this target is "valid", i.e. fits with the current strategy.
local valid=false
@ -1425,7 +1425,7 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
end
-- Now we have a long list with assets.
self:_OptimizeAssetSelection(Assets, MissionType, TargetVec2, false)
LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
@ -1454,7 +1454,7 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
end
-- Now find the best asset for the given payloads.
self:_OptimizeAssetSelection(Assets, MissionType, TargetVec2, true)
LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, true)
-- Number of assets. At most NreqMax.
local Nassets=math.min(#Assets, NassetsMax)
@ -1507,41 +1507,6 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
return nil, {}, {}
end
--- Optimize chosen assets for the mission at hand.
-- @param #CHIEF self
-- @param #table assets Table of (unoptimized) assets.
-- @param #string MissionType MissionType for which the best assets are desired.
-- @param DCS#Vec2 TargetVec2 Target 2D vector.
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
function CHIEF:_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=asset.legion:CalculateAssetMissionScore(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 (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
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View File

@ -294,7 +294,7 @@ function COHORT:AddMissionCapability(MissionTypes, Performance)
capability.MissionType=missiontype
capability.Performance=Performance or 50
table.insert(self.missiontypes, capability)
env.info("FF adding mission capability "..tostring(capability.MissionType))
self:T(self.lid..string.format("Adding mission capability %s, performance=%d", tostring(capability.MissionType), capability.Performance))
end
end
@ -829,13 +829,13 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
-- 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")
self:I(self.lid..string.format("Adding asset on GCICAP mission for an INTERCEPT mission"))
table.insert(assets, asset)
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")
self:I(self.lid..string.format("Adding asset on ALERT 5 mission for %s mission", MissionType))
table.insert(assets, asset)
end

View File

@ -775,8 +775,11 @@ function COMMANDER:RecruitAssets(Mission)
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- Now we have a long list with assets.
self:_OptimizeAssetSelection(Assets, Mission, false)
LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
@ -813,7 +816,7 @@ function COMMANDER:RecruitAssets(Mission)
end
-- Now find the best asset for the given payloads.
self:_OptimizeAssetSelection(Assets, Mission, true)
LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, true)
-- Get number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
@ -867,43 +870,6 @@ function COMMANDER:RecruitAssets(Mission)
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)
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- 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, 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 (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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -1061,8 +1027,12 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
end
-- Target position.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Now we have a long list with assets.
self:_OptimizeAssetSelectionForTransport(Assets, Transport)
LEGION._OptimizeAssetSelection(self, Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
@ -1146,39 +1116,6 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
return nil, {}
end
--- Optimize chosen assets for the given transport.
-- @param #COMMANDER self
-- @param #table assets Table of (unoptimized) assets.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport Transport assignment.
function COMMANDER:_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=asset.legion: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 %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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
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View File

@ -1677,8 +1677,11 @@ function LEGION:RecruitAssets(Mission)
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- Now we have a long list with assets.
self:_OptimizeAssetSelection(Assets, Mission, false)
self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, false)
-- If airwing, get the best payload available.
if self:IsAirwing() then
@ -1713,7 +1716,7 @@ function LEGION:RecruitAssets(Mission)
end
-- Now find the best asset for the given payloads.
self:_OptimizeAssetSelection(Assets, Mission, true)
self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, true)
end
@ -1771,106 +1774,6 @@ 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 DCS#Vec2 TargetVec2 Target 2D vector.
-- @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, TargetVec2, 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
-- 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)
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- 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, 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 (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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -1939,8 +1842,11 @@ function LEGION:RecruitAssetsForTransport(Transport)
end
-- Target is the deploy zone.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Sort asset list. Best ones come first.
self:_OptimizeAssetSelectionForTransport(Assets, Transport)
self:_OptimizeAssetSelection(Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
-- If airwing, get the best payload available.
if self:IsAirwing() then
@ -2025,46 +1931,18 @@ function LEGION:RecruitAssetsForTransport(Transport)
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
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-- Optimization Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Calculate the mission score of an asset.
-- @param #LEGION self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
-- @param #string MissionType Mission type for which the best assets are desired.
-- @param DCS#Vec2 TargetVec2 Target 2D vector.
-- @param #boolean IncludePayload If `true`, include the payload in the calulation if the asset has one attached.
-- @return #number Mission score.
function LEGION:CalculateAssetTransportScore(asset, Transport)
function LEGION:CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
-- Mission score.
local score=0
@ -2081,13 +1959,15 @@ function LEGION:CalculateAssetTransportScore(asset, Transport)
end
-- 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
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-- Misc Functions
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