- Improved OPSTRANSPORT for LEGION assets.
This commit is contained in:
Frank
2021-09-22 19:27:33 +02:00
parent c5af279730
commit d7dae1366d
11 changed files with 631 additions and 158 deletions

View File

@@ -118,13 +118,13 @@ function COMMANDER:New()
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionAssign".
--- Triggers the FSM event "MissionAssign". Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission!
-- @function [parent=#COMMANDER] MissionAssign
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionAssign" after a delay.
--- Triggers the FSM event "MissionAssign" after a delay. Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission!
-- @function [parent=#COMMANDER] __MissionAssign
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
@@ -161,6 +161,12 @@ function COMMANDER:New()
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "TransportAssign".
-- @function [parent=#COMMANDER] TransportAssign
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportAssign" after a delay.
-- @function [parent=#COMMANDER] __TransportAssign
-- @param #COMMANDER self
@@ -227,7 +233,7 @@ end
--- Add an BRIGADE to the commander.
-- @param #COMMANDER self
-- @param Ops.Brigade#BRIGADE Briagde The brigade to add.
-- @param Ops.Brigade#BRIGADE Brigade The brigade to add.
-- @return #COMMANDER self
function COMMANDER:AddBrigade(Brigade)
@@ -511,7 +517,7 @@ end
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "MissionAssign" event. Mission is added to a LEGION mission queue.
--- On after "MissionAssign" event. Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission already.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
@@ -690,16 +696,89 @@ function COMMANDER:CheckMissionQueue()
-- Add asset to mission.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
mission:AddAsset(asset)
end
-- Recruit asset for escorting recruited mission assets.
local EscortAvail=self:RecruitAssetsForEscort(mission, assets)
-- Transport available (or not required).
local TransportAvail=true
-- Escort requested and available.
if EscortAvail then
-- Check if mission assets need a transport.
if mission.opstransport then
-- Weight of the heaviest cargo group. Necessary condition that this fits into on carrier unit!
local weightGroup=0
-- Calculate the max weight of the cargo assets.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
local weight=asset.weight
if weight>weightGroup then
weightGroup=weight
end
end
env.info(string.format("FF mission requires transport for cargo weight %d", weightGroup))
-- Recruit transport assets.
local TransportAvail, assetsTrans, legionsTrans=self:RecruitAssetsForTransport(mission.opstransport, weightGroup)
if TransportAvail then
env.info(string.format("FF Transport available with %d carrier assets", #assetsTrans))
-- Add cargo assets to transport.
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
local pickupzone=legion.spawnzone
if legion.airbase and legion:IsRunwayOperational() then
pickupzone=ZONE_AIRBASE:New(legion.airbasename, 4000)
end
-- Add TZC from legion spawn zone to deploy zone.
local tpz=mission.opstransport:AddTransportZoneCombo(pickupzone, mission.opstransport:GetDeployZone())
mission.opstransport:SetEmbarkZone(legion.spawnzone, tpz)
-- Add cargo assets to transport.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion.alias==legion.alias then
mission.opstransport:AddAssetCargo(asset, tpz)
end
end
end
-- Add carrier assets.
for _,_asset in pairs(assetsTrans) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
mission.opstransport:AddAsset(asset)
end
-- Assign TRANSPORT to legions. This also sends the request for the assets.
for _,_legion in pairs(legionsTrans) do
local legion=_legion --Ops.Legion#LEGION
self:TransportAssign(legion, mission.opstransport)
end
else
-- Uncrecruit transport assets.
LEGION.UnRecruitAssets(assetsTrans)
end
end
end
-- Escort and transport must be available (or not required).
if EscortAvail and TransportAvail then
-- Assign mission to legion(s).
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
@@ -741,11 +820,14 @@ end
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssetsForMission(Mission)
-- Debug info.
env.info(string.format("FF recruiting assets for mission %s [%s]", Mission:GetName(), Mission:GetType()))
-- Cohorts.
local Cohorts=Mission.squadrons
if not Cohorts then
Cohorts={}
for _,_legion in pairs(Mission.mylegions or self.legions) do
for _,_legion in pairs(Mission.specialLegions or self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
@@ -781,7 +863,7 @@ function COMMANDER:RecruitAssetsForEscort(Mission, Assets)
local Cohorts=Mission.squadrons
if not Cohorts then
Cohorts={}
for _,_legion in pairs(Mission.mylegions or self.legions) do
for _,_legion in pairs(Mission.specialLegions or self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
@@ -917,33 +999,56 @@ function COMMANDER:CheckTransportQueue()
-- 1. Select best assets from legions
-- 2. Assign mission to legions that have the best assets.
---
-- Recruite assets from legions.
local recruited, assets, legions=self:RecruitAssetsForTransport(transport)
if recruited then
-- Add asset to transport.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
transport:AddAsset(asset)
end
-- Assign transport to legion(s).
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Debug message.
self:I(self.lid..string.format("Assigning transport UID=%d to legion %s", transport.uid, legion.alias))
-- Get all undelivered cargo ops groups.
local cargoOpsGroups=transport:GetCargoOpsGroups(false)
-- Add mission to legion.
self:TransportAssign(legion, transport)
end
-- Weight of the heaviest cargo group. Necessary condition that this fits into on carrier unit!
local weightGroup=0
-- Calculate the max weight so we know which cohorts can provide carriers.
if #cargoOpsGroups>0 then
for _,_opsgroup in pairs(cargoOpsGroups) do
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
local weight=opsgroup:GetWeightTotal()
if weight>weightGroup then
weightGroup=weight
end
end
end
if weightGroup>0 then
-- Only ONE transport is assigned.
return
-- Recruite assets from legions.
local recruited, assets, legions=self:RecruitAssetsForTransport(transport, weightGroup)
if recruited then
-- Add asset to transport.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
transport:AddAsset(asset)
end
-- Assign transport to legion(s).
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Debug message.
self:I(self.lid..string.format("Assigning transport UID=%d to legion %s", transport.uid, legion.alias))
-- Add mission to legion.
self:TransportAssign(legion, transport)
end
-- Only ONE transport is assigned.
return
else
-- Not recruited.
LEGION.UnRecruitAssets(assets)
end
end
else
@@ -964,37 +1069,29 @@ end
-- @return #boolean If `true`, enough assets could be recruited.
-- @return #table Recruited assets.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssetsForTransport(Transport)
-- Get all undelivered cargo ops groups.
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
function COMMANDER:RecruitAssetsForTransport(Transport, CargoWeight)
local weightGroup=0
-- At least one group should be spawned.
if #cargoOpsGroups>0 then
-- Calculate the max weight so we know which cohorts can provide carriers.
for _,_opsgroup in pairs(cargoOpsGroups) do
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
local weight=opsgroup:GetWeightTotal()
if weight>weightGroup then
weightGroup=weight
end
end
else
if weightGroup==0 then
-- No cargo groups!
return false
return false, {}, {}
end
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
if legion:IsRunning() and Runway then
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
@@ -1006,7 +1103,7 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- Recruit assets and legions.
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, weightGroup)
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, CargoWeight)
return recruited, assets, legions
end