OPS AUFTRAG

- Added Alert 5 mission
- Added Fuel supply mission
- Added Ammo supply mission
This commit is contained in:
Frank
2021-09-08 11:49:27 +02:00
parent aecb92ccd3
commit b0c2e5409a
8 changed files with 456 additions and 172 deletions

View File

@@ -248,6 +248,11 @@ function LEGION:AddMission(Mission)
-- Add legion to mission.
Mission:AddLegion(self)
-- Set target for ALERT 5.
if Mission.type==AUFTRAG.Type.ALERT5 then
Mission:_TargetFromObject(self:GetCoordinate())
end
--[[
if Mission.opstransport then
Mission.opstransport:SetPickupZone(self.spawnzone)
@@ -515,7 +520,8 @@ end
-- @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, includePayload)
-- Mission score.
local score=0
-- Prefer highly skilled assets.
@@ -530,39 +536,38 @@ function LEGION:CalculateAssetMissionScore(asset, Mission, includePayload)
end
-- Add mission performance to score.
local cohort=self:_GetCohortOfAsset(asset)
local missionperformance=cohort:GetMissionPeformance(Mission.type)
score=score+missionperformance
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
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil --Mission:GetTargetVec2()
-- 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 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
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
local dist=0
if coord then
-- Distance from legion to target.
local distance=UTILS.MetersToNM(coord:Get2DDistance(self:GetCoordinate()))
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
dist=UTILS.Round(distance/10, 0)
end
-- Reduce score for legions that are futher away.
score=score-dist
-- 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.
@@ -580,33 +585,6 @@ end
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
local TargetVec2=Mission:GetTargetVec2()
local dStock=UTILS.VecDist2D(TargetVec2, self:GetVec2())
-- 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=dStock
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
@@ -617,10 +595,8 @@ function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
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)
return (assetA.score>assetB.score)
end
table.sort(assets, optimize)
@@ -628,7 +604,7 @@ function LEGION:_OptimizeAssetSelection(assets, Mission, 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
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", asset.squadname, asset.spawngroupname, asset.score)
asset.dist=nil
asset.score=nil
end
@@ -679,15 +655,21 @@ function LEGION:onafterMissionRequest(From, Event, To, Mission)
-- Special Missions
---
local currM=asset.flightgroup:GetMissionCurrent()
-- 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 Mission.type==AUFTRAG.Type.INTERCEPT then
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
end
-- Cancel the current ALERT 5 mission.
if currM and currM.type==AUFTRAG.Type.ALERT5 then
asset.flightgroup:MissionCancel(currM)
end
-- Trigger event.
self:__OpsOnMission(5, asset.flightgroup, Mission)
@@ -1680,9 +1662,13 @@ function LEGION:RecruitAssets(Mission)
-- 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))
if Npayloads[cohort.aircrafttype]==nil then
local MissionType=Mission.type
if MissionType==AUFTRAG.Type.ALERT5 then
MissionType=Mission.alert5MissionType
end
Npayloads[cohort.aircrafttype]=self:IsAirwing() and self:CountPayloadsInStock(MissionType, cohort.aircrafttype, Mission.payloads) or 999
self:I(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
end
end
@@ -1722,8 +1708,16 @@ function LEGION:RecruitAssets(Mission)
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Set mission type.
local MissionType=Mission.Type
-- Get a loadout for the actual mission this group is waiting for.
if Mission.type==AUFTRAG.Type.ALERT5 and Mission.alert5MissionType then
MissionType=Mission.alert5MissionType
end
-- Fetch payload for asset. This can be nil!
asset.payload=self:FetchPayloadFromStock(asset.unittype, Mission.type, Mission.payloads)
asset.payload=self:FetchPayloadFromStock(asset.unittype, MissionType, Mission.payloads)
end