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CHIEF v0.6.1
- Strategic zone: If zero transports are available and min carriers is zero, cargo assets need to go by themselfs.
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@ -34,6 +34,7 @@
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-- @field Ops.Commander#COMMANDER commander Commander of assigned legions.
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-- @field #number Nsuccess Number of successful missions.
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-- @field #number Nfailure Number of failed mission.
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-- @field #table assetNumbers Asset numbers. Each entry is a table of data type `#CHIEF.AssetNumber`.
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-- @extends Ops.Intel#INTEL
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--- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower
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@ -331,7 +332,7 @@ CHIEF.Strategy = {
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--- CHIEF class version.
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-- @field #string version
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CHIEF.version="0.6.0"
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CHIEF.version="0.6.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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@ -1284,8 +1285,10 @@ end
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--
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-- Empty:
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--
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-- * `AUFTRAG.Type.ONGURAD` with Nmin=1 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_TANK`.
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-- * `AUFTRAG.Type.ONGURAD` with Nmin=0 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_TANK`.
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-- * `AUFTRAG.Type.ONGURAD` with Nmin=0 and Nmax=1 assets, Attribute=`GROUP.Attribute.GROUND_IFV`.
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-- * `AUFTRAG.Type.ONGUARD` with Nmin=1 and Nmax=3 assets, Attribute=`GROUP.Attribute.GROUND_INFANTRY`.
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-- * `AUFTRAG.Type.OPSTRANSPORT` with Nmin=0 and Nmax=1 assets, Attribute=`GROUP.Attribute.AIR_TRANSPORTHELO` or `GROUP.Attribute.GROUND_APC`. This asset is used to transport the infantry groups.
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--
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-- Resources can be created with the @{#CHIEF.CreateResource} and @{#CHIEF.AddToResource} functions.
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--
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@ -3033,10 +3036,13 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
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end
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-- Recruite infantry assets.
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self:T(self.lid..string.format("Recruiting assets for zone %s", StratZone.opszone:GetName()))
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self:T(self.lid.."Missiontype="..MissionType)
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self:T({categories=Categories})
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self:T({attributes=Attributes})
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self:T({properties=Properties})
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local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2, nil, RangeMax, nil, nil, nil, nil, Categories, Attributes, Properties)
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if recruited then
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@ -3052,9 +3058,12 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
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local TargetCoord = TargetZone:GetCoordinate()
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-- First check if we need a transportation.
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local transport=nil
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local transport=nil --Ops.OpsTransport#OPSTRANSPORT
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local Ntransports=0
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if Resource.carrierNmin and Resource.carrierNmax and Resource.carrierNmax>0 then
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self:T(self.lid..string.format("Recruiting carrier assets: Nmin=%s, Nmax=%s", tostring(Resource.carrierNmin), tostring(Resource.carrierNmax)))
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-- Filter only those assets that shall be transported.
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local cargoassets=CHIEF._FilterAssets(assets, Resource.Categories, Resource.Attributes, Resource.Properties)
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@ -3064,6 +3073,10 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
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recruited, transport=LEGION.AssignAssetsForTransport(self.commander, self.commander.legions, cargoassets,
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Resource.carrierNmin, Resource.carrierNmax, TargetZone, nil, Resource.carrierCategories, Resource.carrierAttributes, Resource.carrierProperties)
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Ntransports=transport~=nil and #transport.assets or 0
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self:T(self.lid..string.format("Recruited %d transport carrier assets success=%s", Ntransports, tostring(recruited)))
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end
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end
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@ -3076,7 +3089,7 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
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return false
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end
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-- Debug messgage.
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-- Debug message
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self:T2(self.lid..string.format("Recruited %d assets for mission %s", #assets, MissionType))
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@ -3224,10 +3237,13 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource)
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-- Attach mission to ops zone.
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StratZone.opszone:_AddMission(self.coalition, MissionType, mission)
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mission:SetName(string.format("Stratzone %s-%d", StratZone.opszone:GetName(), mission.auftragsnummer))
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-- Attach mission to resource.
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Resource.mission=mission
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if transport then
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-- Check if transport assets could be allocated. If carrier Nmin=0 and 0 assets could be allocated, transport would still be created but not usefull obviously
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if transport and Ntransports>0 then
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-- Attach OPS transport to mission.
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mission.opstransport=transport
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-- Set ops zone to transport.
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@ -2619,6 +2619,8 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
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local RangeMax = RangeMax or 0
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local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance
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--env.info(string.format("Range TargetDist=%.1f Rmax=%.1f RangeMax=%.1f InRange=%s", TargetDistance, Rmax, RangeMax, tostring(InRange)))
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return InRange
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end
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@ -2684,7 +2686,7 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
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else
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Cohort:T(Cohort.lid..string.format("Cohort %s cannot because of category", Cohort.name))
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return false
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end
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end
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if can then
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can=CheckAttribute(Cohort)
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@ -2740,7 +2742,7 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
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else
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Cohort:T(Cohort.lid..string.format("Cohort %s cannot because of max weight", Cohort.name))
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return false
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end
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end
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return nil
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end
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@ -2784,6 +2786,8 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
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-- Check if cohort can do the mission.
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local can=LEGION._CohortCan(cohort, MissionTypeRecruit, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight)
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--env.info(string.format("RecruitCohortAssets %s Cohort=%s can=%s", MissionTypeRecruit, cohort:GetName(), tostring(can)))
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-- Check OnDuty, capable, in range and refueling type (if TANKER).
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if can then
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@ -2800,6 +2804,12 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
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end
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-- Break if no assets could be found
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if #Assets==0 then
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env.info(string.format("LEGION.RecruitCohortAssets: No assets could be recruited for mission type %s [Nmin=%s, Nmax=%s]", MissionTypeRecruit, tostring(NreqMin), tostring(NreqMax)))
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return false, {}, {}
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end
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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(Assets, MissionTypeOpt, TargetVec2, false, TotalWeight)
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