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OPS Legion
- Added new global function to recruit assets.
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@ -1374,6 +1374,36 @@ end
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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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-- Cohorts.
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local Cohorts={}
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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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-- 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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table.insert(Cohorts, cohort)
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end
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end
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-- Target position.
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local TargetVec2=Target:GetVec2()
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-- Recruite assets.
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local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2)
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return recruited, assets, legions
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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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@ -714,6 +714,43 @@ function COMMANDER:CheckMissionQueue()
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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 Recruited assets.
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-- @return #table Legions that have recruited assets.
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function COMMANDER:RecruitAssetsForMission(Mission)
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-- Cohorts.
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local Cohorts=Mission.squadrons
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if not Cohorts then
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Cohorts={}
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for _,_legion in pairs(Mission.mylegions or self.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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table.insert(Cohorts, cohort)
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end
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end
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end
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-- Number of required assets.
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local NreqMin=Mission:GetRequiredAssets()
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local NreqMax=NreqMin
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-- Target position.
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local TargetVec2=Mission:GetTargetVec2()
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-- Special payloads.
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local Payloads=Mission.payloads
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-- Recruite assets.
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local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil)
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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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@ -472,10 +472,16 @@ function LEGION:_GetNextMission()
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if mission:IsQueued(self) and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
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-- Recruit best assets for the job.
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local recruited=self:RecruitAssets(mission)
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local recruited, assets, legions=self:RecruitAssetsForMission(mission)
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-- Did we find enough assets?
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if recruited then
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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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return mission
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end
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@ -1559,8 +1565,19 @@ end
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-- @param #LEGION 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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function LEGION:RecruitAssets(Mission)
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-- @return #table Recruited assets.
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-- @return #table Legions of recruited assets.
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function LEGION:RecruitAssetsForMission(Mission)
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local NreqMin=Mission:GetRequiredAssets()
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local NreqMax=NreqMin
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local TargetVec2=Mission:GetTargetVec2()
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local Payloads=Mission.payloads
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local recruited, assets, legions=LEGION.RecruitCohortAssets(self.cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil)
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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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@ -1868,17 +1885,153 @@ function LEGION:RecruitAssetsForTransport(Transport)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Optimization Functions
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-- Recruiting and Optimization Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Recruit assets from Cohorts for the given parameters.
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-- @param #table Cohorts Cohorts included.
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-- @param #string MissionTypeRecruit Mission type for recruiting the cohort assets.
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-- @param #string MissionTypeOpt Mission type for which the assets are optimized. Default is the same as `MissionTypeRecruit`.
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-- @param #number NreqMin Minimum number of required assets.
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-- @param #number NreqMax Maximum number of required assets.
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-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
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-- @param #table Payloads Special payloads.
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-- @param #number RangeMax Max range in meters.
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-- @param #number RefuelSystem Refuelsystem.
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-- @param #number CargoWeight Cargo weight for recruiting transport carriers.
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Recruited assets.
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-- @return #table Legions of recruited assets.
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function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt, NreqMin, NreqMax, TargetVec2, Payloads, RangeMax, RefuelSystem, CargoWeight)
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-- The recruited assets.
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local Assets={}
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-- Legions of recruited assets.
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local Legions={}
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if MissionTypeOpt==nil then
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MissionTypeOpt=MissionTypeRecruit
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end
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-- Loops over cohorts.
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for _,_cohort in pairs(Cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Distance to target.
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local TargetDistance=TargetVec2 and UTILS.VecDist2D(TargetVec2, cohort.legion:GetVec2()) or 0
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-- Is in range?
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local InRange=(RangeMax and math.max(RangeMax, cohort.engageRange) or cohort.engageRange) >= TargetDistance
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-- Has the requested refuelsystem?
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local Refuel=RefuelSystem and RefuelSystem==cohort.tankerSystem or true
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-- Is capable of the mission type?
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local Capable=AUFTRAG.CheckMissionCapability({MissionTypeRecruit}, cohort.missiontypes)
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-- Can carry the cargo?
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local CanCarry=CargoWeight and cohort.cargobayLimit>=CargoWeight or true
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-- Check OnDuty, capable, in range and refueling type (if TANKER).
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if cohort:IsOnDuty() and Capable and InRange and Refuel and CanCarry then
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-- Recruit assets from cohort.
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local assets, npayloads=cohort:RecruitAssets(MissionTypeRecruit, 999)
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-- Add assets to the list.
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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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-- Now we have a long list with assets.
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LEGION._OptimizeAssetSelection(Assets, MissionTypeOpt, TargetVec2, false)
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-- Get payloads for air assets.
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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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-- Only assets that have no payload. Should be only spawned assets!
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if asset.legion:IsAirwing() and 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, MissionTypeOpt, Payloads)
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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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-- Now find the best asset for the given payloads.
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LEGION._OptimizeAssetSelection(Assets, MissionTypeOpt, TargetVec2, true)
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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 #Assets>=NreqMin 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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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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asset.legion:T2(asset.legion.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, Assets, 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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asset.legion:T2(asset.legion.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 false, {}, {}
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end
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--- Calculate the mission score of an asset.
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-- @param #LEGION self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
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-- @param #string MissionType Mission type for which the best assets are desired.
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-- @param DCS#Vec2 TargetVec2 Target 2D vector.
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-- @param #boolean IncludePayload If `true`, include the payload in the calulation if the asset has one attached.
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-- @return #number Mission score.
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function LEGION:CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
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function LEGION.CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
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-- Mission score.
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local score=0
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@ -1898,8 +2051,18 @@ function LEGION:CalculateAssetMissionScore(asset, MissionType, TargetVec2, Inclu
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score=score+asset.cohort:GetMissionPeformance(MissionType)
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-- Add payload performance to score.
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local function scorePayload(Payload, MissionType)
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for _,Capability in pairs(Payload.capabilities) do
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local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
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if capability.MissionType==MissionType then
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return capability.Performance
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end
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end
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return 0
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end
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if IncludePayload and asset.payload then
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score=score+LEGION.GetPayloadPeformance(self, asset.payload, MissionType)
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score=score+scorePayload(asset.payload, MissionType)
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end
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-- Origin: We take the OPSGROUP position or the one of the legion.
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@ -1920,7 +2083,6 @@ function LEGION:CalculateAssetMissionScore(asset, MissionType, TargetVec2, Inclu
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-- Intercepts need to be carried out quickly. We prefer spawned assets.
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if MissionType==AUFTRAG.Type.INTERCEPT then
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if asset.spawned then
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self:T(self.lid.."Adding 25 to asset because it is spawned")
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score=score+25
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end
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end
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@ -1941,17 +2103,16 @@ function LEGION:CalculateAssetMissionScore(asset, MissionType, TargetVec2, Inclu
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end
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--- Optimize chosen assets for the mission at hand.
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-- @param #LEGION self
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-- @param #table assets Table of (unoptimized) assets.
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-- @param #string MissionType Mission type.
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-- @param DCS#Vec2 TargetVec2 Target position as 2D vector.
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-- @param #boolean IncludePayload If `true`, include the payload in the calulation if the asset has one attached.
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function LEGION:_OptimizeAssetSelection(assets, MissionType, TargetVec2, IncludePayload)
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function LEGION._OptimizeAssetSelection(assets, MissionType, TargetVec2, IncludePayload)
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-- Calculate the mission score of all assets.
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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.score=LEGION.CalculateAssetMissionScore(self, asset, MissionType, TargetVec2, IncludePayload)
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asset.score=LEGION.CalculateAssetMissionScore(asset, MissionType, TargetVec2, IncludePayload)
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end
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--- Sort assets wrt to their mission score. Higher is better.
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@ -1970,7 +2131,7 @@ function LEGION:_OptimizeAssetSelection(assets, MissionType, TargetVec2, Include
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text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
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asset.score=nil
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end
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self:T2(self.lid..text)
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env.info(text)
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end
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@ -1978,45 +2139,6 @@ end
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-- Misc Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Get payload performance for a given type of misson type.
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-- @param #LEGION self
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-- @param Ops.Airwing#AIRWING.Payload Payload The payload table.
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-- @param #string MissionType Type of mission.
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-- @return #number Performance or -1.
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function LEGION:GetPayloadPeformance(Payload, MissionType)
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if Payload then
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for _,Capability in pairs(Payload.capabilities) do
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local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
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if capability.MissionType==MissionType then
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return capability.Performance
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end
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end
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else
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self:E(self.lid.."ERROR: Payload is nil!")
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end
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return -1
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end
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--- Get mission types a payload can perform.
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-- @param #LEGION self
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-- @param Ops.Airwing#AIRWING.Payload Payload The payload table.
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-- @return #table Mission types.
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function LEGION:GetPayloadMissionTypes(Payload)
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local missiontypes={}
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for _,Capability in pairs(Payload.capabilities) do
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local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
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table.insert(missiontypes, capability.MissionType)
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end
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return missiontypes
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end
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--- Returns the mission for a given mission ID (Autragsnummer).
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-- @param #LEGION self
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-- @param #number mid Mission ID (Auftragsnummer).
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