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AUFTRAG and WAREHOUSE
- Added check for AUFTRAG that if it is executing and all groups are dead, it's done - Added check in WAREHOUSE find parking that units need to be alive
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@ -7850,7 +7850,9 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
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local _coord=unit:GetVec3()
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local _size=self:_GetObjectSize(unit:GetDCSObject())
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local _name=unit:GetName()
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table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="unit"})
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if unit and unit:IsAlive() then
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table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="unit"})
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end
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end
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-- Check all statics.
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@ -7892,6 +7894,9 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
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-- Loop over all units - each one needs a spot.
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for i=1,_asset.nunits do
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-- Asset name
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local assetname=_asset.spawngroupname.."-"..tostring(i)
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-- Loop over all parking spots.
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local gotit=false
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@ -7916,13 +7921,13 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
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-- Spot is blocked.
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if not safe then
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--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", _asset.templatename, _asset.uid, _termid, dist))
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self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
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free=false
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problem=obstacle
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problem.dist=dist
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break
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else
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--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", _asset.templatename, _asset.uid, _termid, dist))
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--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
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end
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end
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@ -7934,32 +7939,36 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
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table.insert(parking[_asset.uid], parkingspot)
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-- Debug
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self:T(self.lid..string.format("Parking spot %d is free for asset id=%d!", _termid, _asset.uid))
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self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
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-- Add the unit as obstacle so that this spot will not be available for the next unit.
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table.insert(obstacles, {coord=_spot, size=_asset.size, name=_asset.templatename, type="asset"})
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table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
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gotit=true
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break
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else
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-- Debug output for occupied spots.
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self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
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-- Debug output for occupied spots.
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if self.Debug then
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local coord=problem.coord --Core.Point#COORDINATE
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local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist)
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local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
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self:I(self.lid..text)
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coord:MarkToAll(string.format(text))
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else
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self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
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end
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end
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else
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self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType))
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end -- check terminal type
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end -- loop over parking spots
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-- No parking spot for at least one asset :(
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if not gotit then
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self:I(self.lid..string.format("WARNING: No free parking spot for asset id=%d",_asset.uid))
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self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid))
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return nil
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end
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end -- loop over asset units
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@ -3227,6 +3227,26 @@ function AUFTRAG:onafterStatus(From, Event, To)
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-- Cancel mission if mission targets are gone (if there were any in the beginning).
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-- TODO: I commented this out for some reason but I forgot why...
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self:Cancel()
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elseif self:IsExecuting() then
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-- Had the case that mission was in state Executing but all assigned groups were dead.
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-- TODO: might need to loop over all assigned groups
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if Ngroups==0 then
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self:Done()
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else
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local done=true
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for groupname,data in pairs(self.groupdata or {}) do
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local groupdata=data --#AUFTRAG.GroupData
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local opsgroup=groupdata.opsgroup
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if opsgroup:IsAlive() then
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done=false
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end
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end
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if done then
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self:Done()
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end
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end
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end
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