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https://github.com/FlightControl-Master/MOOSE.git
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OPS Recruting
- Removed obsolete recruiting functions from code
This commit is contained in:
parent
4dfdb99731
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09015449cd
@ -1070,7 +1070,9 @@ function CHIEF:CheckTargetQueue()
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-- Add asset to mission.
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if mission then
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for _,asset in pairs(assets) do
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for _,_asset in pairs(assets) do
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local asset=_asset
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asset.isReserved=true
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mission:AddAsset(asset)
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end
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Legions=legions
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@ -1395,132 +1397,6 @@ function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMa
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end
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--- Recruit assets for a given mission. OLD!
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-- @param #CHIEF self
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-- @param Ops.Target#TARGET Target The target.
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-- @param #string MissionType Mission Type.
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Legions that have recruited assets.
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-- @return #table Assets that have been recruited from all legions.
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function CHIEF:_RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
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-- The recruited assets.
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local Assets={}
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-- Legions which have the best assets for the Mission.
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local Legions={}
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-- Target vector.
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local TargetVec2=Target:GetVec2()
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for _,_legion in pairs(self.commander.legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Distance to target.
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local TargetDistance=Target:GetCoordinate():Get2DDistance(legion:GetCoordinate())
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-- Loops over cohorts.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if cohort:IsOnDuty() and AUFTRAG.CheckMissionCapability({MissionType}, cohort.missiontypes) and cohort.engageRange>=TargetDistance then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(MissionType, 999)
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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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end
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end
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end
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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, false)
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for _,_asset in pairs(Assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() then
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-- Only assets that have no payload. Should be only spawned assets!
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if not asset.payload then
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-- Fetch payload for asset. This can be nil!
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asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionType)
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end
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end
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end
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-- Remove assets that dont 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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if asset.legion:IsAirwing() and not asset.payload then
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self:T3(self.lid..string.format("Remove asset %s with no payload", tostring(asset.spawngroupname)))
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table.remove(Assets, i)
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end
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end
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-- Now find the best asset for the given payloads.
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LEGION._OptimizeAssetSelection(self, Assets, MissionType, TargetVec2, true)
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-- Number of assets. At most NreqMax.
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local Nassets=math.min(#Assets, NassetsMax)
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if #Assets>=Nassets then
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---
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-- Found enough assets
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---
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-- Get Legions of assets and put into table.
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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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Legions[asset.legion.alias]=asset.legion
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end
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-- Return payloads and remove not needed assets.
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for i=#Assets,Nassets+1,-1 do
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local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() and not asset.spawned then
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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table.remove(Assets, i)
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end
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-- Found enough assets.
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return true, Legions, Assets
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else
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---
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-- NOT enough assets
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---
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-- Return payloads of assets.
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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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if asset.legion:IsAirwing() and not asset.spawned then
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self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Not enough assets found.
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return false, {}, {}
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end
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return nil, {}, {}
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -687,13 +687,14 @@ function COMMANDER:CheckMissionQueue()
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if recruited then
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-- Add asset to transport.
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-- Add asset to mission.
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for _,_asset in pairs(assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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asset.isReserved=true
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mission:AddAsset(asset)
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end
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-- Assign mission to legion(s).
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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@ -759,141 +760,6 @@ function COMMANDER:RecruitAssetsForMission(Mission)
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return recruited, assets, legions
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end
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--- Recruit assets for a given mission.
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-- @param #COMMANDER self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Legions that have recruited assets.
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function COMMANDER:RecruitAssets(Mission)
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-- The recruited assets.
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local Assets={}
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-- Legions we consider for selecting assets.
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local legions=Mission.mylegions or self.legions
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--TODO: Setting of Mission.squadrons (cohorts) will not work here!
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-- Legions which have the best assets for the Mission.
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local Legions={}
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Loops over cohorts.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if cohort:CanMission(Mission) then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission.type, 999)
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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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end
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end
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end
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-- Target position.
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local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, false)
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for _,_asset in pairs(Assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() then
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-- Only assets that have no payload. Should be only spawned assets!
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if not asset.payload then
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-- Set mission type.
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local MissionType=Mission.type
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-- Get a loadout for the actual mission this group is waiting for.
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if Mission.type==AUFTRAG.Type.ALERT5 and Mission.alert5MissionType then
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MissionType=Mission.alert5MissionType
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end
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-- Fetch payload for asset. This can be nil!
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asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionType, Mission.payloads)
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end
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end
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end
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-- Remove assets that dont 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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if asset.legion:IsAirwing() and not asset.payload then
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self:T3(self.lid..string.format("Remove asset %s with no payload", tostring(asset.spawngroupname)))
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table.remove(Assets, i)
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end
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end
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-- Now find the best asset for the given payloads.
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LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, true)
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-- Get number of required assets.
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local Nassets=Mission:GetRequiredAssets(self)
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if #Assets>=Nassets then
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---
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-- Found enough assets
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---
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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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asset.isReserved=true
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Mission:AddAsset(asset)
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Legions[asset.legion.alias]=asset.legion
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end
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-- Return payloads of not needed assets.
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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 asset.legion:IsAirwing() and not asset.spawned then
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Found enough assets.
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return true, Legions
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else
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---
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-- NOT enough assets
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---
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-- Return payloads of assets.
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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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if asset.legion:IsAirwing() and not asset.spawned then
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self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Not enough assets found.
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return false, {}
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end
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return nil, {}
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Transport Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -953,6 +819,7 @@ function COMMANDER:CheckTransportQueue()
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transport:AddAsset(asset)
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end
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-- Assign transport to legion(s).
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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@ -1033,173 +900,6 @@ function COMMANDER:RecruitAssetsForTransport(Transport)
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return recruited, assets, legions
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end
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--- Recruit assets for a given transport.
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-- @param #COMMANDER self
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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-- @return #boolean If `true`, enough assets could be recruited.
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-- @return #table Legions that have recruited assets.
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function COMMANDER:_RecruitAssetsForTransport(Transport)
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-- Get all undelivered cargo ops groups.
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local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
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local weightGroup=0
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-- At least one group should be spawned.
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if #cargoOpsGroups>0 then
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-- Calculate the max weight so we know which cohorts can provide carriers.
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for _,_opsgroup in pairs(cargoOpsGroups) do
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local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
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local weight=opsgroup:GetWeightTotal()
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if weight>weightGroup then
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weightGroup=weight
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end
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end
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else
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-- No cargo groups!
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return false, {}
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end
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-- The recruited assets.
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local Assets={}
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-- Legions we consider for selecting assets.
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local legions=self.legions
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--TODO: Setting of Mission.squadrons (cohorts) will not work here!
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-- Legions which have the best assets for the Mission.
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local Legions={}
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Number of payloads in stock per aircraft type.
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local Npayloads={}
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-- First get payloads for aircraft types of squadrons.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if Npayloads[cohort.aircrafttype]==nil then
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Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
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self:T2(self.lid..string.format("Got N=%d payloads for mission type %s [%s]", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
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end
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end
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-- Loops over cohorts.
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for _,_cohort in pairs(legion.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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local npayloads=Npayloads[cohort.aircrafttype]
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if cohort:IsOnDuty() and npayloads>0 and cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(AUFTRAG.Type.OPSTRANSPORT, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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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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end
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end
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end
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-- Target position.
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local TargetVec2=Transport:GetDeployZone():GetVec2()
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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(self, Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
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for _,_asset in pairs(Assets) do
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local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
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if asset.legion:IsAirwing() then
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-- Only assets that have no payload. Should be only spawned assets!
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if not asset.payload then
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-- Fetch payload for asset. This can be nil!
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asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
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end
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end
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end
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-- Remove assets that dont 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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if asset.legion:IsAirwing() and not asset.payload then
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table.remove(Assets, i)
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end
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end
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-- Number of required carriers.
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local NreqMin,NreqMax=Transport:GetRequiredCarriers()
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-- Number of assets. At most NreqMax.
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local Nassets=math.min(#Assets, NreqMax)
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if Nassets>=NreqMin then
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---
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-- Found enough assets
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---
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-- Add assets to transport.
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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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asset.isReserved=true
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Transport:AddAsset(asset)
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Legions[asset.legion.alias]=asset.legion
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end
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-- Return payloads of not needed assets.
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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 asset.legion:IsAirwing() and not asset.spawned then
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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-- Found enough assets.
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return true, Legions
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else
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---
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-- NOT enough assets
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---
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-- Return payloads of assets.
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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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if asset.legion:IsAirwing() and not asset.spawned then
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self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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asset.legion:ReturnPayloadFromAsset(asset)
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end
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end
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end
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-- Not enough assets found.
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return false, {}
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end
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return nil, {}
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Resources
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -1585,6 +1585,39 @@ function LEGION:GetAircraftTypes(onlyactive, cohorts)
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return unittypes
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end
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--- Count payloads of all cohorts for all unit types.
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-- @param #LEGION self
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-- @param #string MissionType Mission type.
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-- @param #table Cohorts Cohorts included.
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-- @param #table Payloads (Optional) Special payloads.
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-- @return #table Table of payloads for each unit type.
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function LEGION:_CountPayloads(MissionType, Cohorts, Payloads)
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-- Number of payloads in stock per aircraft type.
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local Npayloads={}
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-- First get payloads for aircraft types of squadrons.
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for _,_cohort in pairs(Cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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-- We only need that element once.
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if Npayloads[cohort.aircrafttype]==nil then
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-- 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
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Recruiting Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Recruit assets for a given mission.
|
||||
-- @param #LEGION self
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
@ -1593,14 +1626,20 @@ end
|
||||
-- @return #table Legions of recruited assets.
|
||||
function LEGION:RecruitAssetsForMission(Mission)
|
||||
|
||||
-- Get required assets.
|
||||
local NreqMin=Mission:GetRequiredAssets()
|
||||
local NreqMax=NreqMin
|
||||
|
||||
-- Target position vector.
|
||||
local TargetVec2=Mission:GetTargetVec2()
|
||||
|
||||
-- Payloads.
|
||||
local Payloads=Mission.payloads
|
||||
|
||||
-- Cohorts.
|
||||
local Cohorts=Mission.squadrons or self.cohorts
|
||||
|
||||
-- Recuit assets.
|
||||
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil)
|
||||
|
||||
return recruited, assets, legions
|
||||
@ -1647,311 +1686,6 @@ function LEGION:RecruitAssetsForTransport(Transport)
|
||||
return recruited, assets, legions
|
||||
end
|
||||
|
||||
|
||||
--- Recruit assets for a given mission.
|
||||
-- @param #LEGION self
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
-- @return #boolean If `true` enough assets could be recruited.
|
||||
function LEGION:RecruitAssets(Mission)
|
||||
|
||||
-- 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
|
||||
|
||||
-- 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
|
||||
|
||||
-- Loops over cohorts.
|
||||
for _,_cohort in pairs(cohorts) do
|
||||
local cohort=_cohort --Ops.Cohort#COHORT
|
||||
|
||||
-- Check OnDuty, mission type, range and refueling type (if TANKER).
|
||||
if cohort:CanMission(Mission) then
|
||||
|
||||
-- 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
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Now we have a long list with assets.
|
||||
self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, false)
|
||||
|
||||
-- If airwing, get the best payload available.
|
||||
if self:IsAirwing() then
|
||||
|
||||
for _,_asset in pairs(Assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
-- Only assets that have no payload. Should be only spawned assets!
|
||||
if not asset.payload then
|
||||
|
||||
-- Fetch payload for asset. This can be nil!
|
||||
asset.payload=self:FetchPayloadFromStock(asset.unittype, MissionType, Mission.payloads)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Remove assets that dont have a payload.
|
||||
for i=#Assets,1,-1 do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if not asset.payload then
|
||||
table.remove(Assets, i)
|
||||
end
|
||||
end
|
||||
|
||||
-- Now find the best asset for the given payloads.
|
||||
self:_OptimizeAssetSelection(Assets, Mission.type, TargetVec2, true)
|
||||
|
||||
end
|
||||
|
||||
if #Assets>=Nassets then
|
||||
|
||||
---
|
||||
-- Found enough assets
|
||||
---
|
||||
|
||||
-- Add assets to mission.
|
||||
for i=1,Nassets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
|
||||
Mission:AddAsset(asset)
|
||||
end
|
||||
|
||||
if self:IsAirwing() then
|
||||
|
||||
-- Return payloads of not needed assets.
|
||||
for i=Nassets+1,#Assets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if not asset.spawned then
|
||||
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
||||
self:ReturnPayloadFromAsset(asset)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Found enough assets.
|
||||
return true
|
||||
else
|
||||
|
||||
---
|
||||
-- NOT enough assets
|
||||
---
|
||||
|
||||
-- Return payloads of assets.
|
||||
if self:IsAirwing() then
|
||||
for i=1,#Assets do
|
||||
local asset=Assets[i]
|
||||
if not asset.spawned then
|
||||
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
||||
self:ReturnPayloadFromAsset(asset)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Not enough assets found.
|
||||
return false
|
||||
end
|
||||
|
||||
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
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Recruit assets for a given OPS transport.
|
||||
-- @param #LEGION self
|
||||
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
|
||||
-- @return #boolean If `true`, enough assets could be recruited.
|
||||
function LEGION:_RecruitAssetsForTransport(Transport)
|
||||
|
||||
-- Get all undelivered cargo ops groups.
|
||||
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
|
||||
|
||||
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
|
||||
-- No cargo groups!
|
||||
return false
|
||||
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={}
|
||||
|
||||
-- Loops over cohorts.
|
||||
for _,_cohort in pairs(self.cohorts) do
|
||||
local cohort=_cohort --Ops.Cohort#COHORT
|
||||
|
||||
local npayloads=999 --Npayloads[cohort.aircrafttype]
|
||||
|
||||
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)
|
||||
|
||||
Npayloads[cohort.aircrafttype]=npayloads
|
||||
|
||||
for _,asset in pairs(assets) do
|
||||
table.insert(Assets, asset)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Sort asset list. Best ones come first.
|
||||
self:_OptimizeAssetSelection(Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
|
||||
|
||||
-- If airwing, get the best payload available.
|
||||
if self:IsAirwing() then
|
||||
|
||||
for _,_asset in pairs(Assets) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
-- Only assets that have no payload. Should be only spawned assets!
|
||||
if not asset.payload then
|
||||
|
||||
-- Fetch payload for asset. This can be nil!
|
||||
asset.payload=self:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Remove assets that dont have a payload.
|
||||
for i=#Assets,1,-1 do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if not asset.payload then
|
||||
table.remove(Assets, i)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Number of assets. At most NreqMax.
|
||||
local Nassets=math.min(#Assets, NreqMax)
|
||||
|
||||
if Nassets>=NreqMin then
|
||||
|
||||
---
|
||||
-- Found enough assets
|
||||
---
|
||||
|
||||
-- Add assets to mission.
|
||||
for i=1,Nassets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
asset.isReserved=true
|
||||
Transport:AddAsset(asset)
|
||||
end
|
||||
|
||||
if self:IsAirwing() then
|
||||
|
||||
-- Return payloads of not needed assets.
|
||||
for i=Nassets+1,#Assets do
|
||||
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if not asset.spawned then
|
||||
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
||||
self:ReturnPayloadFromAsset(asset)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Found enough assets.
|
||||
return true
|
||||
else
|
||||
|
||||
---
|
||||
-- NOT enough assets
|
||||
---
|
||||
|
||||
-- Return payloads of assets.
|
||||
if self:IsAirwing() then
|
||||
for i=1,#Assets do
|
||||
local asset=Assets[i]
|
||||
if not asset.spawned then
|
||||
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
||||
self:ReturnPayloadFromAsset(asset)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Not enough assets found.
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Recruiting and Optimization Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user