- Clean up on "CheckMissionType" and "CheckMissionCapability" functions ==> moved to AUFTRAG as global functions.
This commit is contained in:
Frank 2021-09-17 16:59:43 +02:00
parent 9161cec238
commit e755bba608
6 changed files with 166 additions and 272 deletions

View File

@ -330,7 +330,7 @@ function AIRWING:NewPayload(Unit, Npayloads, MissionTypes, Performance)
end
-- Add ORBIT for all.
if not self:CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then
if not AUFTRAG.CheckMissionType(AUFTRAG.Type.ORBIT, MissionTypes) then
local capability={} --Ops.Auftrag#AUFTRAG.Capability
capability.MissionType=AUFTRAG.Type.ORBIT
capability.Performance=50
@ -452,7 +452,7 @@ function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads)
local payload=_payload --#AIRWING.Payload
local specialpayload=_checkPayloads(payload)
local compatible=self:CheckMissionCapability(MissionType, payload.capabilities)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
@ -466,7 +466,7 @@ function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads)
self:I(self.lid..string.format("Sorted payloads for mission type %s and aircraft type=%s:", MissionType, UnitType))
for _,_payload in ipairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
if payload.aircrafttype==UnitType and self:CheckMissionCapability(MissionType, payload.capabilities) then
if payload.aircrafttype==UnitType and AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities) then
local performace=self:GetPayloadPeformance(payload, MissionType)
self:I(self.lid..string.format("- %s payload for %s: avail=%d performace=%d", MissionType, payload.aircrafttype, payload.navail, performace))
end
@ -1165,7 +1165,7 @@ function AIRWING:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads)
for _,MissionType in pairs(MissionTypes) do
local specialpayload=_checkPayloads(payload)
local compatible=self:CheckMissionCapability(MissionType, payload.capabilities)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)

View File

@ -4317,6 +4317,86 @@ function AUFTRAG:GetMissionTaskforMissionType(MissionType)
return mtask
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Global Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Checks if a mission type is contained in a table of possible types.
-- @param #string MissionType The requested mission type.
-- @param #table PossibleTypes A table with possible mission types.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionType(MissionType, PossibleTypes)
if type(PossibleTypes)=="string" then
PossibleTypes={PossibleTypes}
end
for _,canmission in pairs(PossibleTypes) do
if canmission==MissionType then
return true
end
end
return false
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`.
-- @param #boolean All If `true`, given mission type must be includedin ALL capabilities. If `false` or `nil`, it must only match one.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, All)
-- Ensure table.
if type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
for _,cap in pairs(Capabilities) do
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
for _,MissionType in pairs(MissionTypes) do
if All==true then
if capability.MissionType~=MissionType then
return false
end
else
if capability.MissionType==MissionType then
return true
end
end
end
end
if All==true then
return true
else
return false
end
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionCapabilityAny(MissionTypes, Capabilities)
local res=AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, false)
return res
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function AUFTRAG.CheckMissionCapabilityAll(MissionTypes, Capabilities)
local res=AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, true)
return res
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@ -1388,31 +1388,15 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
-- Distance to target.
local TargetDistance=Target:GetCoordinate():Get2DDistance(legion:GetCoordinate())
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if Npayloads[cohort.aircrafttype]==nil then
Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(MissionType, cohort.aircrafttype) or 999
self:T2(self.lid..string.format("Got N=%d payloads for mission type %s [%s]", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
end
end
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
if cohort:IsOnDuty() and cohort:CheckMissionCapability({MissionType}) and cohort.engageRange>=TargetDistance and npayloads>0 then
if cohort:IsOnDuty() and AUFTRAG.CheckMissionCapability({MissionType}, cohort.missiontypes) and cohort.engageRange>=TargetDistance then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(MissionType, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
local assets, npayloads=cohort:RecruitAssets(MissionType, 999)
for _,asset in pairs(assets) do
table.insert(Assets, asset)

View File

@ -45,11 +45,9 @@
--
-- ===
--
-- ![Banner Image](..\Presentations\OPS\Cohort\_Main.png)
--
-- # The COHORT Concept
--
-- A COHORT is essential part of an BRIGADE and consists of **one** type of aircraft.
-- A COHORT is essential part of a LEGION and consists of **one** unit type.
--
--
--
@ -83,7 +81,7 @@ COHORT.version="0.0.2"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot!
-- TODO: Make general so that PLATOON and SQUADRON can inherit this class.
-- DONE: Make general so that PLATOON and SQUADRON can inherit this class.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@ -285,7 +283,7 @@ function COHORT:AddMissionCapability(MissionTypes, Performance)
for _,missiontype in pairs(MissionTypes) do
-- Check not to add the same twice.
if self:CheckMissionCapability(missiontype, self.missiontypes) then
if AUFTRAG.CheckMissionCapability(missiontype, self.missiontypes) then
self:E(self.lid.."WARNING: Mission capability already present! No need to add it twice.")
-- TODO: update performance.
else
@ -736,7 +734,7 @@ function COHORT:CanMission(Mission)
end
-- Check mission type. WARNING: This assumes that all assets of the cohort can do the same mission types!
if not self:CheckMissionType(Mission.type, self:GetMissionTypes()) then
if not AUFTRAG.CheckMissionType(Mission.type, self:GetMissionTypes()) then
self:T(self.lid..string.format("INFO: Cohort cannot do mission type %s (%s, %s)", Mission.type, Mission.name, Mission:GetTargetName()))
return false
end
@ -780,7 +778,7 @@ function COHORT:CountAssets(InStock, MissionTypes, Attributes)
for _,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if MissionTypes==nil or self:CheckMissionCapability(MissionTypes, self.missiontypes) then
if MissionTypes==nil or AUFTRAG.CheckMissionCapability(MissionTypes, self.missiontypes) then
if Attributes==nil or self:CheckAttribute(Attributes) then
if asset.spawned then
if InStock==false or InStock==nil then
@ -806,6 +804,9 @@ end
-- @return #number Number of payloads still available after recruiting the assets.
function COHORT:RecruitAssets(MissionType, Npayloads)
-- Debug info.
self:T3(self.lid..string.format("Recruiting asset for Mission type=%s", MissionType))
-- Recruited assets.
local assets={}
@ -832,7 +833,7 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
self:I(self.lid..string.format("Adding asset on GCICAP mission for an INTERCEPT mission"))
table.insert(assets, asset)
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and self:CheckMissionCapability(MissionType, asset.payload.capabilities) then
elseif self.legion:IsAssetOnMission(asset, AUFTRAG.Type.ALERT5) and AUFTRAG.CheckMissionCapability(MissionType, asset.payload.capabilities) then
-- Check if the payload of this asset is compatible with the mission.
self:I(self.lid..string.format("Adding asset on ALERT 5 mission for %s mission", MissionType))
@ -856,7 +857,7 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
local flightgroup=asset.flightgroup
if flightgroup and flightgroup:IsAlive() then
if flightgroup and flightgroup:IsAlive() and not (flightgroup:IsDead() or flightgroup:IsStopped()) then
-- Assume we are ready and check if any condition tells us we are not.
local combatready=true
@ -885,7 +886,7 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
if flightgroup:IsHolding() or flightgroup:IsLanding() or flightgroup:IsLanded() or flightgroup:IsArrived() then
combatready=false
end
if asset.payload and not self:CheckMissionCapability(MissionType, asset.payload.capabilities) then
if asset.payload and not AUFTRAG.CheckMissionCapability(MissionType, asset.payload.capabilities) then
combatready=false
end
@ -901,12 +902,6 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
end
-- Applies to all opsgroups.
if flightgroup:IsDead() or flightgroup:IsStopped() then
combatready=false
end
--TODO: Check transport for combat readyness!
-- This asset is "combatready".
@ -940,6 +935,8 @@ function COHORT:RecruitAssets(MissionType, Npayloads)
end -- not requested check
end -- loop over assets
self:T2(self.lid..string.format("Recruited %d assets for Mission type=%s", #assets, MissionType))
return assets, Npayloads
end
@ -988,52 +985,6 @@ function COHORT:IsRepaired(Asset)
end
--- Checks if a mission type is contained in a table of possible types.
-- @param #COHORT self
-- @param #string MissionType The requested mission type.
-- @param #table PossibleTypes A table with possible mission types.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function COHORT:CheckMissionType(MissionType, PossibleTypes)
if type(PossibleTypes)=="string" then
PossibleTypes={PossibleTypes}
end
for _,canmission in pairs(PossibleTypes) do
if canmission==MissionType then
return true
end
end
return false
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #COHORT self
-- @param #table MissionTypes The requested mission type. Can also be passed as a single mission type `#string`.
-- @param #table Capabilities (Optional) A table with possible capabilities `Ops.Auftrag#AUFTRAG.Capability`. Default is capabilities of the cohort.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function COHORT:CheckMissionCapability(MissionTypes, Capabilities)
if type(MissionTypes)~="table" then
MissionTypes={MissionTypes}
end
Capabilities=Capabilities or self.missiontypes
for _,cap in pairs(Capabilities) do
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
for _,MissionType in pairs(MissionTypes) do
if capability.MissionType==MissionType then
return true
end
end
end
return false
end
--- Check if the cohort attribute matches the given attribute(s).
-- @param #COHORT self
-- @param #table Attributes The requested attributes. See `WAREHOUSE.Attribute` enum. Can also be passed as a single attribute `#string`.

View File

@ -735,35 +735,15 @@ function COMMANDER:RecruitAssets(Mission)
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if Npayloads[cohort.aircrafttype]==nil then
local MissionType=Mission.type
if MissionType==AUFTRAG.Type.ALERT5 then
MissionType=Mission.alert5MissionType
end
Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(MissionType, cohort.aircrafttype, Mission.payloads) or 999
self:T2(self.lid..string.format("Got N=%d payloads for mission type %s [%s]", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
end
end
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
if cohort:CanMission(Mission) and npayloads>0 then
if cohort:CanMission(Mission) then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
local assets, npayloads=cohort:RecruitAssets(Mission.type, 999)
for _,asset in pairs(assets) do
table.insert(Assets, asset)

View File

@ -288,7 +288,6 @@ function LEGION:AddMission(Mission)
--Mission.opstransport:SetPickupZone(self.spawnzone)
--Mission.opstransport:SetEmbarkZone(self.spawnzone)
-- Loop over all defined transport legions.
for _,_legion in pairs(Mission.transportLegions) do
local legion=_legion --Ops.Legion#LEGION
@ -1240,7 +1239,7 @@ function LEGION:IsAssetOnMission(asset, MissionTypes)
local status=mission:GetGroupStatus(asset.flightgroup)
-- Only if mission is started or executing.
if (status==AUFTRAG.GroupStatus.STARTED or status==AUFTRAG.GroupStatus.EXECUTING) and self:CheckMissionType(mission.type, MissionTypes) then
if (status==AUFTRAG.GroupStatus.STARTED or status==AUFTRAG.GroupStatus.EXECUTING) and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
return true
end
@ -1340,7 +1339,7 @@ function LEGION:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads)
for _,MissionType in pairs(MissionTypes) do
local specialpayload=_checkPayloads(payload)
local compatible=self:CheckMissionCapability(MissionType, payload.capabilities)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
@ -1374,7 +1373,7 @@ function LEGION:CountMissionsInQueue(MissionTypes)
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Check if this mission type is requested.
if mission:IsNotOver() and self:CheckMissionType(mission.type, MissionTypes) then
if mission:IsNotOver() and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
N=N+1
end
@ -1462,7 +1461,7 @@ function LEGION:CountAssetsOnMission(MissionTypes, Cohort)
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Check if this mission type is requested.
if self:CheckMissionType(mission.type, MissionTypes or AUFTRAG.Type) then
if AUFTRAG.CheckMissionType(mission.type, MissionTypes or AUFTRAG.Type) then
for _,_asset in pairs(mission.assets or {}) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
@ -1504,7 +1503,7 @@ function LEGION:GetAssetsOnMission(MissionTypes)
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Check if this mission type is requested.
if self:CheckMissionType(mission.type, MissionTypes) then
if AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
for _,_asset in pairs(mission.assets or {}) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
@ -1556,76 +1555,12 @@ function LEGION:GetAircraftTypes(onlyactive, cohorts)
return unittypes
end
--- Check if assets for a given mission type are available.
--
-- OBSOLETE and renamed to _CanMission (to see if it is still used somewhere)
--
--- Recruit assets for a given mission.
-- @param #LEGION self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If true, enough assets are available.
-- @return #table Assets that can do the required mission.
function LEGION:_CanMission(Mission)
-- @return #boolean If `true` enough assets could be recruited.
function LEGION:RecruitAssets(Mission)
-- Assume we CAN and NO assets are available.
local Can=true
local Assets={}
-- Squadrons for the job. If user assigned to mission or simply all.
local cohorts=Mission.squadrons or self.cohorts
-- Number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
-- Get aircraft unit types for the job.
local unittypes=self:GetAircraftTypes(true, cohorts)
-- Count all payloads in stock.
if self:IsAirwing() then
-- Number of payloads in stock.
local Npayloads=self:CountPayloadsInStock(Mission.type, unittypes, Mission.payloads)
if Npayloads<Nassets then
self:T(self.lid..string.format("INFO: Not enough PAYLOADS available! Got %d but need at least %d", Npayloads, Nassets))
return false, Assets
end
end
-- Loop over cohorts and recruit assets.
for cohortname,_cohort in pairs(cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
-- Check if this cohort can.
local can=cohort:CanMission(Mission)
if can then
-- Number of payloads available.
local Npayloads=self:IsAirwing() and self:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999
-- Recruit assets.
local assets=cohort:RecruitAssets(Mission.type, Npayloads)
-- Total number.
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
-- Debug output.
local text=string.format("Mission=%s, cohort=%s, payloads=%d, can=%s, assets=%d. Found %d/%d", Mission.type, cohort.name, Npayloads, tostring(can), #assets, #Assets, Mission.nassets)
self:T(self.lid..text)
end
end
-- Check if required assets are present.
if Nassets>#Assets then
self:T(self.lid..string.format("INFO: Not enough assets available! Got %d but need at least %d", #Assets, Mission.nassets))
Can=false
end
return Can, Assets
end
--- Recruit assets for a given mission.
@ -1634,41 +1569,36 @@ end
-- @return #boolean If `true` enough assets could be recruited.
function LEGION:RecruitAssets(Mission)
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- The recruited assets.
local Assets={}
-- Get number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
-- Squadrons for the job. If user assigned to mission or simply all.
local cohorts=Mission.squadrons or self.cohorts
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
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:T2(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- Set mission type.
local MissionType=Mission.type
if MissionType==AUFTRAG.Type.ALERT5 and Mission.alert5MissionType then
-- If this is an Alert5 mission, we try to find the assets that are
MissionType=Mission.alert5MissionType
end
-- The recruited assets.
local Assets={}
-- Loops over cohorts.
for _,_cohort in pairs(cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
-- Check OnDuty, mission type, range and refueling type (if TANKER).
if cohort:CanMission(Mission) then
if cohort:CanMission(Mission) and npayloads>0 then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
-- Recruit assets from cohort.
local assets, npayloads=cohort:RecruitAssets(Mission.type, 999)
-- Add assets to the list.
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
@ -1677,9 +1607,6 @@ function LEGION:RecruitAssets(Mission)
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- Now we have a long list with assets.
self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, false)
@ -1692,14 +1619,6 @@ 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, MissionType, Mission.payloads)
@ -1720,9 +1639,6 @@ function LEGION:RecruitAssets(Mission)
end
-- Get number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
if #Assets>=Nassets then
---
@ -1774,6 +1690,35 @@ function LEGION:RecruitAssets(Mission)
end
--- Recruit assets for a given mission.
-- @param #LEGION self
-- @param #string MissionType Mission type.
-- @param #table Cohorts Cohorts included.
-- @param #table Payloads (Optional) Special payloads.
-- @return #table Table of payloads for each unit type.
function LEGION:_CountPayloads(MissionType, Cohorts, Payloads)
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(Cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
-- We only need that element once.
if Npayloads[cohort.aircrafttype]==nil then
-- Count number of payloads in stock for the cohort aircraft type.
Npayloads[cohort.aircrafttype]=cohort.legion:IsAirwing() and self:CountPayloadsInStock(MissionType, cohort.aircrafttype, Payloads) or 999
-- Debug info.
self:T2(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
end
end
return Npayloads
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Transport Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -1806,18 +1751,15 @@ function LEGION:RecruitAssetsForTransport(Transport)
end
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- 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(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
self:T2(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
end
end
-- Target is the deploy zone.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Number of payloads in stock per aircraft type.
local Npayloads=self:_CountPayloads(AUFTRAG.Type.OPSTRANSPORT, self.cohorts)
-- Number of required carriers.
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- The recruited assets.
local Assets={}
@ -1825,9 +1767,9 @@ function LEGION:RecruitAssetsForTransport(Transport)
for _,_cohort in pairs(self.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
local npayloads=999 --Npayloads[cohort.aircrafttype]
if cohort:IsOnDuty() and npayloads>0 and cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
if cohort:IsOnDuty() and npayloads>0 and AUFTRAG.CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}, cohort.missiontypes) and cohort.cargobayLimit>=weightGroup then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(AUFTRAG.Type.OPSTRANSPORT, npayloads)
@ -1842,9 +1784,6 @@ function LEGION:RecruitAssetsForTransport(Transport)
end
-- Target is the deploy zone.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Sort asset list. Best ones come first.
self:_OptimizeAssetSelection(Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
@ -1874,9 +1813,6 @@ function LEGION:RecruitAssetsForTransport(Transport)
end
-- Number of required carriers.
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- Number of assets. At most NreqMax.
local Nassets=math.min(#Assets, NreqMax)
@ -2042,43 +1978,6 @@ end
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if a mission type is contained in a list of possible types.
-- @param #LEGION self
-- @param #string MissionType The requested mission type.
-- @param #table PossibleTypes A table with possible mission types.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function LEGION:CheckMissionType(MissionType, PossibleTypes)
if type(PossibleTypes)=="string" then
PossibleTypes={PossibleTypes}
end
for _,canmission in pairs(PossibleTypes) do
if canmission==MissionType then
return true
end
end
return false
end
--- Check if a mission type is contained in a list of possible capabilities.
-- @param #LEGION self
-- @param #string MissionType The requested mission type.
-- @param #table Capabilities A table with possible capabilities.
-- @return #boolean If true, the requested mission type is part of the possible mission types.
function LEGION:CheckMissionCapability(MissionType, Capabilities)
for _,cap in pairs(Capabilities) do
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
if capability.MissionType==MissionType then
return true
end
end
return false
end
--- Get payload performance for a given type of misson type.
-- @param #LEGION self
-- @param Ops.Airwing#AIRWING.Payload Payload The payload table.