- 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

@@ -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.