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https://github.com/FlightControl-Master/MOOSE.git
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OPS
- COMMANDER and LEGION clean up of obsolete stuff for recruiting assets.
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@ -489,10 +489,9 @@ function COMMANDER:CheckMissionQueue()
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---
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-- PLANNNED Mission
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---
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---
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--
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-- 1. Select best assets from legions
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-- 2. Assign mission to legions that have the best assets.
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---
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-- Recruite assets from legions.
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@ -515,98 +514,6 @@ function COMMANDER:CheckMissionQueue()
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return
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end
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if false then
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-- Get legions for mission.
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local Legions=self:GetLegionsForMission(mission)
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-- Get ALL assets from pre-selected legions.
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local assets=self:GetAssets(InStock, legions, MissionTypes, Attributes)
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-- Now we select the best assets from all legions.
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legions={}
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if #assets>=mission.nassets 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.payload=asset.legion:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads)
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asset.score=asset.legion:CalculateAssetMissionScore(asset, mission, true)
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end
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--- Sort assets wrt to their mission score. Higher is better.
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local function optimize(assetA, assetB)
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return (assetA.score>assetB.score)
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end
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table.sort(assets, optimize)
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-- Remove distance parameter.
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local text=string.format("Optimized assets for %s mission:", mission.type)
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for i,Asset in pairs(assets) do
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local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
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-- Score text.
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text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
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-- Nillify score.
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asset.score=nil
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-- Add assets to mission.
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if i<=mission.nassets then
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-- Add asset to mission.
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mission:AddAsset(Asset)
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-- Put into table.
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legions[asset.legion.alias]=asset.legion
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-- Number of assets requested from this legion.
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-- TODO: Check if this is really necessary as we do not go through the selection process.
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mission.Nassets=mission.Nassets or {}
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if mission.Nassets[asset.legion.alias] then
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mission.Nassets[asset.legion.alias]=mission.Nassets[asset.legion.alias]+1
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else
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mission.Nassets[asset.legion.alias]=1
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end
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else
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-- Return payload of asset (if any).
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if asset.payload then
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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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self:T2(self.lid..text)
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else
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self:T2(self.lid..string.format("Not enough assets available for mission"))
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end
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---
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-- Assign Mission to Legions
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---
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if legions then
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for _,_legion in pairs(legions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Debug message.
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self:I(self.lid..string.format("Assigning mission %s [%s] to legion %s", mission:GetName(), mission:GetType(), legion.alias))
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-- Add mission to legion.
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self:MissionAssign(legion, mission)
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end
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-- Only ONE mission is assigned.
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return
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end
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end -- if false then
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else
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---
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@ -733,14 +640,14 @@ end
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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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env.info("FF recruit assets")
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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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-- 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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@ -766,15 +673,11 @@ function COMMANDER:RecruitAssets(Mission)
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if cohort:CanMission(Mission) and npayloads>0 then
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env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
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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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@ -827,7 +730,7 @@ function COMMANDER:RecruitAssets(Mission)
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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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self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
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self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
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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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@ -837,7 +740,7 @@ function COMMANDER:RecruitAssets(Mission)
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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:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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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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@ -855,7 +758,7 @@ function COMMANDER:RecruitAssets(Mission)
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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:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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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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@ -432,98 +432,7 @@ function LEGION:_GetNextMission()
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if recruited then
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return mission
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end
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-- OBSOLETE
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if false then
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-- Check if legion can do the mission and gather required assets.
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local can, assets=self:CanMission(mission)
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-- Check that mission is still scheduled, time has passed and enough assets are available.
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if can then
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-- Number of required assets.
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local Nassets=mission:GetRequiredAssets(self)
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-- Optimize the asset selection. Most useful assets will come first. We do not include the payload as some assets have and some might not.
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self:_OptimizeAssetSelection(assets, mission, false)
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-- Assign assets to mission.
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local remove={}
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local gotpayload={}
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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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-- Get payload for the asset.
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if not asset.payload then
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local payload=self:FetchPayloadFromStock(asset.unittype, mission.type, mission.payloads)
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if payload then
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asset.payload=payload
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table.insert(gotpayload, asset.uid)
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else
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table.insert(remove, asset.uid)
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end
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end
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end
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self:T(self.lid..string.format("Provided %d assets with payloads. Could not get payload for %d assets", #gotpayload, #remove))
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-- Now remove assets for which we don't 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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for _,uid in pairs(remove) do
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if uid==asset.uid then
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table.remove(assets, i)
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end
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end
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end
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-- Another check.
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if #assets<mission.nassets then
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self:E(self.lid..string.format("ERROR: Not enough payloads for mission assets! Can only do %d/%d", #assets, mission.nassets))
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end
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-- Optimize the asset selection. Now we include the payload performance as this could change the result.
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self:_OptimizeAssetSelection(assets, mission, true)
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end
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-- Check that mission.assets table is clean.
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if mission.assets and #mission.assets>0 then
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self:E(self.lid..string.format("ERROR: mission %s of type %s has already assets attached!", mission.name, mission.type))
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end
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--mission.assets={}
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-- Assign 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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-- Should not happen as we just checked!
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if self:IsAirwing() and not asset.payload then
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self:E(self.lid.."ERROR: No payload for asset! This should not happen!")
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end
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-- Add asset to mission.
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mission:AddAsset(asset)
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end
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-- Now return the remaining payloads.
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if self:IsAirwing() then
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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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for _,uid in pairs(gotpayload) do
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if uid==asset.uid then
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self:ReturnPayloadFromAsset(asset)
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break
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end
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end
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end
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end
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return mission
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end
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end -- OBSOLETE
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end -- mission due?
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end -- mission loop
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@ -1765,8 +1674,6 @@ end
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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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env.info("FF recruit assets")
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-- Number of payloads in stock per aircraft type.
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local Npayloads={}
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@ -1790,15 +1697,11 @@ function LEGION:RecruitAssets(Mission)
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if cohort:CanMission(Mission) and npayloads>0 then
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env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
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-- Recruit assets from squadron.
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local assets, npayloads=cohort:RecruitAssets(Mission, npayloads)
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Npayloads[cohort.aircrafttype]=npayloads
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env.info("FF npayloads="..Npayloads[cohort.aircrafttype])
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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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@ -1850,7 +1753,7 @@ function LEGION:RecruitAssets(Mission)
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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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self:I(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
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self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
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Mission:AddAsset(asset)
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end
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@ -1860,7 +1763,7 @@ function LEGION:RecruitAssets(Mission)
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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 not asset.spawned then
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self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:ReturnPayloadFromAsset(asset)
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end
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end
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@ -1880,7 +1783,7 @@ function LEGION:RecruitAssets(Mission)
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for i=1,#Assets do
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local asset=Assets[i]
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if not asset.spawned then
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self:I(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
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self:ReturnPayloadFromAsset(asset)
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end
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end
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@ -3355,7 +3355,7 @@ function OPSGROUP:onafterTaskExecute(From, Event, To, Task)
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local Speed=UTILS.KmphToKnots(Task.dcstask.params.speed or self.speedCruise)
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local Altitude=Task.dcstask.params.altitude and UTILS.MetersToFeet(Task.dcstask.params.altitude) or nil
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Coordinate:MarkToAll("Recon Waypoint Execute")
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--Coordinate:MarkToAll("Recon Waypoint Execute")
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local currUID=self:GetWaypointCurrent().uid
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@ -4448,7 +4448,7 @@ function OPSGROUP:onafterPassingWaypoint(From, Event, To, Waypoint)
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local Altitude=task.dcstask.params.altitude and UTILS.MetersToFeet(task.dcstask.params.altitude) or nil
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-- Debug.
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Coordinate:MarkToAll("Recon Waypoint n="..tostring(n))
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--Coordinate:MarkToAll("Recon Waypoint n="..tostring(n))
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local currUID=self:GetWaypointCurrent().uid
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