mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
OPS
- COMMANDER and LEGION clean up of obsolete stuff for recruiting assets.
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@@ -432,98 +432,7 @@ function LEGION:_GetNextMission()
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if recruited then
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return mission
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end
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-- OBSOLETE
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if false then
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-- Check if legion can do the mission and gather required assets.
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local can, assets=self:CanMission(mission)
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-- Check that mission is still scheduled, time has passed and enough assets are available.
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if can then
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-- Number of required assets.
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local Nassets=mission:GetRequiredAssets(self)
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-- Optimize the asset selection. Most useful assets will come first. We do not include the payload as some assets have and some might not.
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self:_OptimizeAssetSelection(assets, mission, false)
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-- Assign assets to mission.
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local remove={}
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local gotpayload={}
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if self:IsAirwing() then
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for i=1,#assets do
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local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Get payload for the asset.
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if not asset.payload then
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local payload=self:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads)
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if payload then
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asset.payload=payload
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table.insert(gotpayload, asset.uid)
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else
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table.insert(remove, asset.uid)
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end
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end
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end
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self:T(self.lid..string.format("Provided %d assets with payloads. Could not get payload for %d assets", #gotpayload, #remove))
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-- Now remove assets for which we don't have a payload.
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for i=#assets,1,-1 do
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local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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for _,uid in pairs(remove) do
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if uid==asset.uid then
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table.remove(assets, i)
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end
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end
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end
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-- Another check.
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if #assets<mission.nassets then
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self:E(self.lid..string.format("ERROR: Not enough payloads for mission assets! Can only do %d/%d", #assets, mission.nassets))
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end
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-- Optimize the asset selection. Now we include the payload performance as this could change the result.
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self:_OptimizeAssetSelection(assets, mission, true)
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end
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-- Check that mission.assets table is clean.
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if mission.assets and #mission.assets>0 then
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self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type))
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end
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--mission.assets={}
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-- Assign assets to mission.
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for i=1,Nassets do
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local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Should not happen as we just checked!
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if self:IsAirwing() and not asset.payload then
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self:E(self.lid.."ERROR: No payload for asset! This should not happen!")
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end
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-- Add asset to mission.
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mission:AddAsset(asset)
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end
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-- Now return the remaining payloads.
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if self:IsAirwing() then
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for i=Nassets+1,#assets do
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local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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for _,uid in pairs(gotpayload) do
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if uid==asset.uid then
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self:ReturnPayloadFromAsset(asset)
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break
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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 mission
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end
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end -- OBSOLETE
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end -- mission due?
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end -- mission loop
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@@ -1765,8 +1674,6 @@ end
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-- @return #boolean If `true` enough assets could be recruited.
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function LEGION:RecruitAssets(Mission)
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env.info("FF recruit assets")
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-- Number of payloads in stock per aircraft type.
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local Npayloads={}
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@@ -1790,15 +1697,11 @@ function LEGION:RecruitAssets(Mission)
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if cohort:CanMission(Mission) and npayloads>0 then
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env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
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for _,asset in pairs(assets) do
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table.insert(Assets, asset)
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end
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@@ -1850,7 +1753,7 @@ function LEGION:RecruitAssets(Mission)
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-- Add assets to mission.
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for i=1,Nassets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
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self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
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Mission:AddAsset(asset)
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end
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@@ -1860,7 +1763,7 @@ function LEGION:RecruitAssets(Mission)
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for i=Nassets+1,#Assets do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if not asset.spawned then
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self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:ReturnPayloadFromAsset(asset)
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end
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end
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@@ -1880,7 +1783,7 @@ function LEGION:RecruitAssets(Mission)
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for i=1,#Assets do
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local asset=Assets[i]
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if not asset.spawned then
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self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:ReturnPayloadFromAsset(asset)
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end
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end
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