- Recruit assets with new function (LEGION, COMMANDER, CHIEF)
This commit is contained in:
Frank 2021-09-18 18:09:41 +02:00
parent bbbca04066
commit 4dfdb99731
3 changed files with 145 additions and 10 deletions

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@ -1061,7 +1061,7 @@ function CHIEF:CheckTargetQueue()
self:I(self.lid..string.format("Recruiting assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName())) self:I(self.lid..string.format("Recruiting assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName()))
-- Recruit assets. -- Recruit assets.
local recruited, legions, assets=self:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax) local recruited, assets, legions=self:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax)
if recruited then if recruited then
@ -1370,8 +1370,8 @@ end
-- @param Ops.Target#TARGET Target The target. -- @param Ops.Target#TARGET Target The target.
-- @param #string MissionType Mission Type. -- @param #string MissionType Mission Type.
-- @return #boolean If `true` enough assets could be recruited. -- @return #boolean If `true` enough assets could be recruited.
-- @return #table Legions that have recruited assets.
-- @return #table Assets that have been recruited from all legions. -- @return #table Assets that have been recruited from all legions.
-- @return #table Legions that have recruited assets.
function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax) function CHIEF:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
-- Cohorts. -- Cohorts.

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@ -683,10 +683,17 @@ function COMMANDER:CheckMissionQueue()
--- ---
-- Recruite assets from legions. -- Recruite assets from legions.
local recruited, legions=self:RecruitAssets(mission) local recruited, assets, legions=self:RecruitAssetsForMission(mission)
if recruited then if recruited then
-- Add asset to transport.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
mission:AddAsset(asset)
end
for _,_legion in pairs(legions) do for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION local legion=_legion --Ops.Legion#LEGION
@ -935,10 +942,17 @@ function COMMANDER:CheckTransportQueue()
--- ---
-- Recruite assets from legions. -- Recruite assets from legions.
local recruited, legions=self:RecruitAssetsForTransport(transport) local recruited, assets, legions=self:RecruitAssetsForTransport(transport)
if recruited then 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
for _,_legion in pairs(legions) do for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION local legion=_legion --Ops.Legion#LEGION
@ -966,12 +980,65 @@ function COMMANDER:CheckTransportQueue()
end end
--- Recruit assets for a given OPS transport.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
-- @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)
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
-- 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)
end
end
-- Target is the deploy zone.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Number of required carriers.
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)
return recruited, assets, legions
end
--- Recruit assets for a given transport. --- Recruit assets for a given transport.
-- @param #COMMANDER self -- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
-- @return #boolean If `true`, enough assets could be recruited. -- @return #boolean If `true`, enough assets could be recruited.
-- @return #table Legions that have recruited assets. -- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssetsForTransport(Transport) function COMMANDER:_RecruitAssetsForTransport(Transport)
-- Get all undelivered cargo ops groups. -- Get all undelivered cargo ops groups.
local cargoOpsGroups=Transport:GetCargoOpsGroups(false) local cargoOpsGroups=Transport:GetCargoOpsGroups(false)

View File

@ -504,20 +504,44 @@ function LEGION:_GetNextTransport()
return nil return nil
end end
--TODO: Sort transports wrt to prio and importance. See mission sorting! -- Sort results table wrt prio and start time.
local function _sort(a, b)
local taskA=a --Ops.Auftrag#AUFTRAG
local taskB=b --Ops.Auftrag#AUFTRAG
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
end
table.sort(self.transportqueue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a mission with importance 1 exists, mission with importance 2 will not be assigned. Missions with no importance (nil) can still be selected.
local vip=math.huge
for _,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
if transport.importance and transport.importance<vip then
vip=transport.importance
end
end
-- Look for first task that is not accomplished. -- Look for first task that is not accomplished.
for _,_transport in pairs(self.transportqueue) do for _,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
-- Check if transport is still queued and ready. -- Check if transport is still queued and ready.
if transport:IsQueued(self) and transport:IsReadyToGo() then if transport:IsQueued(self) and transport:IsReadyToGo() and (transport.importance==nil or transport.importance<=vip) then
-- Recruit assets for transport. -- Recruit assets for transport.
local recruited=self:RecruitAssetsForTransport(transport) local recruited, assets, _=self:RecruitAssetsForTransport(transport)
-- Did we find enough assets? -- Did we find enough assets?
if recruited then 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
return transport return transport
end end
@ -1575,11 +1599,55 @@ function LEGION:RecruitAssetsForMission(Mission)
local TargetVec2=Mission:GetTargetVec2() local TargetVec2=Mission:GetTargetVec2()
local Payloads=Mission.payloads local Payloads=Mission.payloads
local recruited, assets, legions=LEGION.RecruitCohortAssets(self.cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil) local Cohorts=Mission.squadrons or self.cohorts
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil)
return recruited, assets, legions return recruited, assets, legions
end end
--- 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 required carriers.
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- Recruit assets and legions.
local recruited, assets, legions=LEGION.RecruitCohortAssets(self.cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, weightGroup)
return recruited, assets, legions
end
--- Recruit assets for a given mission. --- Recruit assets for a given mission.
-- @param #LEGION self -- @param #LEGION self
-- @param Ops.Auftrag#AUFTRAG Mission The mission. -- @param Ops.Auftrag#AUFTRAG Mission The mission.
@ -1744,7 +1812,7 @@ end
-- @param #LEGION self -- @param #LEGION self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport. -- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
-- @return #boolean If `true`, enough assets could be recruited. -- @return #boolean If `true`, enough assets could be recruited.
function LEGION:RecruitAssetsForTransport(Transport) function LEGION:_RecruitAssetsForTransport(Transport)
-- Get all undelivered cargo ops groups. -- Get all undelivered cargo ops groups.
local cargoOpsGroups=Transport:GetCargoOpsGroups(false) local cargoOpsGroups=Transport:GetCargoOpsGroups(false)