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OPS
** ARMYGROUP** - Added suppression option **COMMANDER** - Added function to add targets with defined resources **OPSGROUP** - Added option to pause multiple missions **INTEL** - Fixed bug in cluster calc **LEGION** - Added function to get alive opsgroups **TARGET** * Added start condition
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@@ -987,6 +987,31 @@ function COHORT:CountAssets(InStock, MissionTypes, Attributes)
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return N
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end
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--- Get OPSGROUPs.
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-- @param #COHORT self
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-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
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-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
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-- @return Core.Set#SET_OPSGROUPS Ops groups set.
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function COHORT:GetOpsGroups(MissionTypes, Attributes)
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local set=SET_OPSGROUP:New()
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for _,_asset in pairs(self.assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if MissionTypes==nil or AUFTRAG.CheckMissionCapability(MissionTypes, self.missiontypes) then
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if Attributes==nil or self:CheckAttribute(Attributes) then
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if asset.flightgroup and asset.flightgroup:IsAlive() then
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--set:AddObject(asset.flightgroup)
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set:AddGroup(asset.flightgroup)
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end
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end
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end
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end
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return set
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end
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--- Get assets for a mission.
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-- @param #COHORT self
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-- @param #string MissionType Mission type.
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@@ -1021,7 +1046,7 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
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if not (isRequested or isReserved) then
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-- Check if asset is currently on a mission (STARTED or QUEUED).
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if self.legion:IsAssetOnMission(asset) then
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if self.legion:IsAssetOnMission(asset) then
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---
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-- Asset is already on a mission.
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---
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@@ -1034,7 +1059,7 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
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elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.NOTHING) then
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-- Relocation: Take all assets. Mission will be cancelled.
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-- Assets on mission NOTHING are considered.
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table.insert(assets, asset)
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elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.GCICAP) and MissionType==AUFTRAG.Type.INTERCEPT then
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