- COMMANDER and LEGION clean up of obsolete stuff for recruiting assets.
This commit is contained in:
Frank 2021-09-06 23:40:58 +02:00
parent 81120abfcb
commit bdf13f29f7
3 changed files with 12 additions and 206 deletions

View File

@ -489,10 +489,9 @@ function COMMANDER:CheckMissionQueue()
---
-- PLANNNED Mission
---
---
--
-- 1. Select best assets from legions
-- 2. Assign mission to legions that have the best assets.
---
-- Recruite assets from legions.
@ -515,98 +514,6 @@ function COMMANDER:CheckMissionQueue()
return
end
if false then
-- Get legions for mission.
local Legions=self:GetLegionsForMission(mission)
-- Get ALL assets from pre-selected legions.
local assets=self:GetAssets(InStock, legions, MissionTypes, Attributes)
-- Now we select the best assets from all legions.
legions={}
if #assets>=mission.nassets then
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads)
asset.score=asset.legion:CalculateAssetMissionScore(asset, mission, true)
end
--- Sort assets wrt to their mission score. Higher is better.
local function optimize(assetA, assetB)
return (assetA.score>assetB.score)
end
table.sort(assets, optimize)
-- Remove distance parameter.
local text=string.format("Optimized assets for %s mission:", mission.type)
for i,Asset in pairs(assets) do
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Score text.
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
-- Nillify score.
asset.score=nil
-- Add assets to mission.
if i<=mission.nassets then
-- Add asset to mission.
mission:AddAsset(Asset)
-- Put into table.
legions[asset.legion.alias]=asset.legion
-- Number of assets requested from this legion.
-- TODO: Check if this is really necessary as we do not go through the selection process.
mission.Nassets=mission.Nassets or {}
if mission.Nassets[asset.legion.alias] then
mission.Nassets[asset.legion.alias]=mission.Nassets[asset.legion.alias]+1
else
mission.Nassets[asset.legion.alias]=1
end
else
-- Return payload of asset (if any).
if asset.payload then
asset.legion:ReturnPayloadFromAsset(asset)
end
end
end
self:T2(self.lid..text)
else
self:T2(self.lid..string.format("Not enough assets available for mission"))
end
---
-- Assign Mission to Legions
---
if legions then
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Debug message.
self:I(self.lid..string.format("Assigning mission %s [%s] to legion %s", mission:GetName(), mission:GetType(), legion.alias))
-- Add mission to legion.
self:MissionAssign(legion, mission)
end
-- Only ONE mission is assigned.
return
end
end -- if false then
else
---
@ -733,14 +640,14 @@ end
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssets(Mission)
env.info("FF recruit assets")
-- The recruited assets.
local Assets={}
-- Legions we consider for selecting assets.
local legions=Mission.mylegions or self.legions
-- Legions which have the best assets for the Mission.
local Legions={}
for _,_legion in pairs(legions) do
@ -766,15 +673,11 @@ function COMMANDER:RecruitAssets(Mission)
if cohort:CanMission(Mission) and npayloads>0 then
env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
@ -827,7 +730,7 @@ function COMMANDER:RecruitAssets(Mission)
-- Add assets to mission.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
Mission:AddAsset(asset)
Legions[asset.legion.alias]=asset.legion
end
@ -837,7 +740,7 @@ function COMMANDER:RecruitAssets(Mission)
for i=Nassets+1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
@ -855,7 +758,7 @@ function COMMANDER:RecruitAssets(Mission)
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end

View File

@ -432,98 +432,7 @@ function LEGION:_GetNextMission()
if recruited then
return mission
end
-- OBSOLETE
if false then
-- Check if legion can do the mission and gather required assets.
local can, assets=self:CanMission(mission)
-- Check that mission is still scheduled, time has passed and enough assets are available.
if can then
-- Number of required assets.
local Nassets=mission:GetRequiredAssets(self)
-- Optimize the asset selection. Most useful assets will come first. We do not include the payload as some assets have and some might not.
self:_OptimizeAssetSelection(assets, mission, false)
-- Assign assets to mission.
local remove={}
local gotpayload={}
if self:IsAirwing() then
for i=1,#assets do
local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
-- Get payload for the asset.
if not asset.payload then
local payload=self:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads)
if payload then
asset.payload=payload
table.insert(gotpayload, asset.uid)
else
table.insert(remove, asset.uid)
end
end
end
self:T(self.lid..string.format("Provided %d assets with payloads. Could not get payload for %d assets", #gotpayload, #remove))
-- Now remove assets for which we don't have a payload.
for i=#assets,1,-1 do
local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
for _,uid in pairs(remove) do
if uid==asset.uid then
table.remove(assets, i)
end
end
end
-- Another check.
if #assets<mission.nassets then
self:E(self.lid..string.format("ERROR: Not enough payloads for mission assets! Can only do %d/%d", #assets, mission.nassets))
end
-- Optimize the asset selection. Now we include the payload performance as this could change the result.
self:_OptimizeAssetSelection(assets, mission, true)
end
-- Check that mission.assets table is clean.
if mission.assets and #mission.assets>0 then
self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type))
end
--mission.assets={}
-- Assign assets to mission.
for i=1,Nassets do
local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
-- Should not happen as we just checked!
if self:IsAirwing() and not asset.payload then
self:E(self.lid.."ERROR: No payload for asset! This should not happen!")
end
-- Add asset to mission.
mission:AddAsset(asset)
end
-- Now return the remaining payloads.
if self:IsAirwing() then
for i=Nassets+1,#assets do
local asset=assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
for _,uid in pairs(gotpayload) do
if uid==asset.uid then
self:ReturnPayloadFromAsset(asset)
break
end
end
end
end
return mission
end
end -- OBSOLETE
end -- mission due?
end -- mission loop
@ -1765,8 +1674,6 @@ end
-- @return #boolean If `true` enough assets could be recruited.
function LEGION:RecruitAssets(Mission)
env.info("FF recruit assets")
-- Number of payloads in stock per aircraft type.
local Npayloads={}
@ -1790,15 +1697,11 @@ function LEGION:RecruitAssets(Mission)
if cohort:CanMission(Mission) and npayloads>0 then
env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
@ -1850,7 +1753,7 @@ function LEGION:RecruitAssets(Mission)
-- Add assets to mission.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
Mission:AddAsset(asset)
end
@ -1860,7 +1763,7 @@ function LEGION:RecruitAssets(Mission)
for i=Nassets+1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if not asset.spawned then
self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
self:ReturnPayloadFromAsset(asset)
end
end
@ -1880,7 +1783,7 @@ function LEGION:RecruitAssets(Mission)
for i=1,#Assets do
local asset=Assets[i]
if not asset.spawned then
self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
self:ReturnPayloadFromAsset(asset)
end
end

View File

@ -3355,7 +3355,7 @@ function OPSGROUP:onafterTaskExecute(From, Event, To, Task)
local Speed=UTILS.KmphToKnots(Task.dcstask.params.speed or self.speedCruise)
local Altitude=Task.dcstask.params.altitude and UTILS.MetersToFeet(Task.dcstask.params.altitude) or nil
Coordinate:MarkToAll("Recon Waypoint Execute")
--Coordinate:MarkToAll("Recon Waypoint Execute")
local currUID=self:GetWaypointCurrent().uid
@ -4448,7 +4448,7 @@ function OPSGROUP:onafterPassingWaypoint(From, Event, To, Waypoint)
local Altitude=task.dcstask.params.altitude and UTILS.MetersToFeet(task.dcstask.params.altitude) or nil
-- Debug.
Coordinate:MarkToAll("Recon Waypoint n="..tostring(n))
--Coordinate:MarkToAll("Recon Waypoint n="..tostring(n))
local currUID=self:GetWaypointCurrent().uid