From cb43f9c3928d630dd4645ff7e68bfafe5b82dff9 Mon Sep 17 00:00:00 2001 From: Frank Date: Sat, 5 Nov 2022 23:48:42 +0100 Subject: [PATCH] CHIEF - cleaned up resources --- Moose Development/Moose/Ops/Chief.lua | 48 ++++++++++----------- Moose Development/Moose/Ops/Legion.lua | 7 ++- Moose Development/Moose/Utilities/Utils.lua | 12 ++++-- 3 files changed, 36 insertions(+), 31 deletions(-) diff --git a/Moose Development/Moose/Ops/Chief.lua b/Moose Development/Moose/Ops/Chief.lua index b83e3c352..4443531a8 100644 --- a/Moose Development/Moose/Ops/Chief.lua +++ b/Moose Development/Moose/Ops/Chief.lua @@ -188,7 +188,7 @@ -- --- Create a resource list of mission types and required assets for the case that the zone is OCCUPIED. -- -- -- -- Here, we create an enhanced CAS mission and employ at least on and at most two asset groups. --- local ResourceOccupied=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2) +-- local ResourceOccupied, resourceCAS=myChief:CreateResource(AUFTRAG.Type.CASENHANCED, 1, 2) -- -- We also add ARTY missions with at least one and at most two assets. We additionally require these to be MLRS groups (and not howitzers). -- myChief:AddToResource(ResourceOccupied, AUFTRAG.Type.ARTY, 1, 2, nil, "MLRS") -- -- Add at least one RECON mission that uses UAV type assets. @@ -199,12 +199,15 @@ -- --- Create a resource list of mission types and required assets for the case that the zone is EMPTY. -- -- -- -- Here, we create an ONGUARD mission and employ at least on and at most five infantry assets. --- local ResourceEmpty=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY) +-- local ResourceEmpty, resourceInf=myChief:CreateResource(AUFTRAG.Type.ONGUARD, 1, 5, GROUP.Attribute.GROUND_INFANTRY) -- -- Additionally, we send up to three tank groups. -- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_TANK) -- -- Finally, we send two groups that patrol the zone. -- myChief:AddToResource(ResourceEmpty, AUFTRAG.Type.PATROLZONE, 2) -- +-- -- Add a transport to the infantry resource. We want at least one and up to two transport helicopters. +-- myChief:AddTransportToResource(resourceInf, 1, 2, GROUP.Attribute.AIR_TRANSPORTHELO) +-- -- -- Add stratetic zone with customized reaction. -- myChief:AddStrategicZone(myOpsZone, nil , 2, ResourceOccupied, ResourceEmpty) -- @@ -315,12 +318,10 @@ CHIEF.Strategy = { -- @field #number Nmax Max number of assets. -- @field #table Attributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`. -- @field #table Properties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`. +-- @field #table Categories Categories Group categories. -- @field Ops.Auftrag#AUFTRAG mission Attached mission. -- @field #number carrierNmin Min number of assets. -- @field #number carrierNmax Max number of assets. --- @field #table cargoCategories Group categories. --- @field #table cargoAttributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`. --- @field #table cargoProperties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`. -- @field #table carrierCategories Group categories. -- @field #table carrierAttributes Generalized attribute, e.g. `{GROUP.Attribute.GROUND_INFANTRY}`. -- @field #table carrierProperties Properties ([DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)), e.g. `"Attack helicopters"` or `"Mobile AAA"`. @@ -328,12 +329,13 @@ CHIEF.Strategy = { --- CHIEF class version. -- @field #string version -CHIEF.version="0.5.1" +CHIEF.version="0.5.2" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- TODO: Event when asset groups die. -- TODO: PLAYERTASK integration. -- DONE: Let user specify amount of resources. -- DONE: Tactical overview. @@ -751,13 +753,14 @@ end -- @param #number Nmax Max number of requried assets. Default 1. -- @param #table Attributes Generalized attribute(s). Default `nil`. -- @param #table Properties DCS attribute(s). Default `nil`. +-- @param #table Categories Group categories. -- @return #CHIEF.Resources The newly created resource list table. -- @return #CHIEF.Resource The resource object that was added. -function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties) +function CHIEF:CreateResource(MissionType, Nmin, Nmax, Attributes, Properties, Categories) local resources={} - local resource=self:AddToResource(resources, MissionType, Nmin, Nmax, Attributes, Properties) + local resource=self:AddToResource(resources, MissionType, Nmin, Nmax, Attributes, Properties, Categories) return resources, resource end @@ -770,21 +773,20 @@ end -- @param #number Nmax Max number of requried assets. Default equal `Nmin`. -- @param #table Attributes Generalized attribute(s). -- @param #table Properties DCS attribute(s). Default `nil`. +-- @param #table Categories Group categories. -- @return #CHIEF.Resource Resource table. -function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties) +function CHIEF:AddToResource(Resource, MissionType, Nmin, Nmax, Attributes, Properties, Categories) -- Create new resource table. local resource={} --#CHIEF.Resource resource.MissionType=MissionType resource.Nmin=Nmin or 1 resource.Nmax=Nmax or Nmin - resource.Attributes=UTILS.EnsureTable(Attributes) - resource.Properties=UTILS.EnsureTable(Properties) + resource.Attributes=UTILS.EnsureTable(Attributes, true) + resource.Properties=UTILS.EnsureTable(Properties, true) + resource.Categories=UTILS.EnsureTable(Categories, true) -- Transport carrier parameters. - resource.cargoAttributes=nil - resource.cargoProperties=nil - resource.cargoCategories=nil resource.carrierNmin=nil resource.carrierNmax=nil resource.carrierAttributes=nil @@ -810,20 +812,14 @@ end --- Define which assets will be transported and define the number and attributes/properties of the cargo carrier assets. -- @param #CHIEF self -- @param #CHIEF.Resource Resource Resource table. --- @param #table CargoAttributes Generalized attribute(s) of the cargo assets. --- @param #table CargoProperties DCS attribute(s) of the cargo assets. --- @param #table CargoCategories Group categories of the cargo assets. -- @param #number Nmin Min number of required assets. Default 1. -- @param #number Nmax Max number of requried assets. Default is equal to `Nmin`. -- @param #table CarrierAttributes Generalized attribute(s) of the carrier assets. -- @param #table CarrierProperties DCS attribute(s) of the carrier assets. -- @param #table CarrierCategories Group categories of the carrier assets. -- @return #CHIEF self -function CHIEF:AddTransportToResource(Resource, CargoAttributes, CargoProperties, CargoCategories, Nmin, Nmax, CarrierAttributes, CarrierProperties, CarrierCategories) +function CHIEF:AddTransportToResource(Resource, Nmin, Nmax, CarrierAttributes, CarrierProperties, CarrierCategories) - Resource.cargoCategories=CargoCategories - Resource.cargoAttributes=CargoAttributes - Resource.cargoProperties=CargoProperties Resource.carrierNmin=Nmin or 1 Resource.carrierNmax=Nmax or Nmin Resource.carrierCategories=CarrierCategories @@ -1277,7 +1273,7 @@ function CHIEF:AddStrategicZone(OpsZone, Priority, Importance, ResourceOccupied, local resourceEmpty, resourceInfantry=self:CreateResource(AUFTRAG.Type.ONGUARD, 1, 3, GROUP.Attribute.GROUND_INFANTRY) self:AddToResource(resourceEmpty, AUFTRAG.Type.ONGUARD, 0, 1, GROUP.Attribute.GROUND_TANK) self:AddToResource(resourceEmpty, AUFTRAG.Type.ONGUARD, 0, 1, GROUP.Attribute.GROUND_IFV) - self:AddTransportToResource(resourceInfantry, GROUP.Attribute.GROUND_INFANTRY, nil, nil, 0, 1, {GROUP.Attribute.AIR_TRANSPORTHELO, GROUP.Attribute.GROUND_APC}) + self:AddTransportToResource(resourceInfantry, 0, 1, {GROUP.Attribute.AIR_TRANSPORTHELO, GROUP.Attribute.GROUND_APC}) stratzone.resourceEmpty=resourceEmpty end @@ -1613,7 +1609,7 @@ end -- @param #CHIEF self -- @return #CHIEF self function CHIEF:AllowGroundTransport() - env.warning("WARNING: CHIEF:AllowGroundTransport() is depricated and will be removed in the future!") + env.warning("WARNING: CHIEF:AllowGroundTransport() is deprecated and will be removed in the future!") self.TransportCategories = {Group.Category.GROUND, Group.Category.HELICOPTER} return self end @@ -1622,7 +1618,7 @@ end -- @param #CHIEF self -- @return #CHIEF self function CHIEF:ForbidGroundTransport() - env.warning("WARNING: CHIEF:ForbidGroundTransport() is depricated and will be removed in the future!") + env.warning("WARNING: CHIEF:ForbidGroundTransport() is deprecated and will be removed in the future!") self.TransportCategories = {Group.Category.HELICOPTER} return self end @@ -2559,7 +2555,7 @@ function CHIEF:CheckOpsZoneQueue() if (not resource.mission) or resource.mission:IsOver() then -- Debug info. - self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax)) + self:T2(self.lid..string.format("Zone \"%s\" is empty ==> Recruiting for mission type %s: Nmin=%d, Nmax=%d", zoneName, missionType, resource.Nmin, resource.Nmax)) -- Recruit assets. local recruited=self:RecruitAssetsForZone(stratzone, resource) @@ -2969,7 +2965,7 @@ function CHIEF:RecruitAssetsForZone(StratZone, Resource) if Resource.carrierNmin and Resource.carrierNmax and Resource.carrierNmax>0 then -- Filter only those assets that shall be transported. - local cargoassets=CHIEF._FilterAssets(assets, Resource.cargoCategories, Resource.cargoAttributes, Resource.cargoProperties) + local cargoassets=CHIEF._FilterAssets(assets, Resource.Categories, Resource.Attributes, Resource.Properties) if #cargoassets>0 then diff --git a/Moose Development/Moose/Ops/Legion.lua b/Moose Development/Moose/Ops/Legion.lua index d2e0574e9..06905c225 100644 --- a/Moose Development/Moose/Ops/Legion.lua +++ b/Moose Development/Moose/Ops/Legion.lua @@ -2640,9 +2640,12 @@ end -- @param #number NcarriersMax Max number of carrier assets. -- @param Core.Zone#ZONE DeployZone Deploy zone. -- @param Core.Zone#ZONE DisembarkZone (Optional) Disembark zone. +-- @param #table Categories Group categories. +-- @param #table Attributes Generalizes group attributes. +-- @param #table Properties DCS attributes. -- @return #boolean If `true`, enough assets could be recruited and an OPSTRANSPORT object was created. -- @return Ops.OpsTransport#OPSTRANSPORT Transport The transport. -function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes) +function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, NcarriersMax, DeployZone, DisembarkZone, Categories, Attributes, Properties) -- Is an escort requested in the first place? if NcarriersMin and NcarriersMax and (NcarriersMin>0 or NcarriersMax>0) then @@ -2682,7 +2685,7 @@ function LEGION:AssignAssetsForTransport(Legions, CargoAssets, NcarriersMin, Nca -- Recruit assets and legions. local TransportAvail, CarrierAssets, CarrierLegions= - LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes) + LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NcarriersMin, NcarriersMax, TargetVec2, nil, nil, nil, CargoWeight, TotalWeight, Categories, Attributes, Properties) if TransportAvail then diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index 214bf8a69..704eca831 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -2019,15 +2019,21 @@ end --- Ensure the passed object is a table. -- @param #table Object The object that should be a table. --- @return #table The object that is a table. Note that if the Object is `#nil` initially, and empty table `{}` is returned. -function UTILS.EnsureTable(Object) +-- @param #boolean ReturnNil If `true`, return `#nil` if `Object` is nil. Otherwise an empty table `{}` is returned. +-- @return #table The object that now certainly *is* a table. +function UTILS.EnsureTable(Object, ReturnNil) if Object then if type(Object)~="table" then Object={Object} end else - Object={} + if ReturnNil then + return nil + else + Object={} + end + end return Object