Frank 4dfdb99731 OPS
- Recruit assets with new function (LEGION, COMMANDER, CHIEF)
2021-09-18 18:09:41 +02:00

1317 lines
43 KiB
Lua

--- **Ops** - Commander of Airwings, Brigades and Flotillas.
--
-- **Main Features:**
--
-- * Manages AIRWINGS, BRIGADEs and FLOTILLAs
-- * Handles missions (AUFTRAG) and finds the best man for the job
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Commander
-- @image OPS_Commander.png
--- COMMANDER class.
-- @type COMMANDER
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table legions Table of legions which are commanded.
-- @field #table missionqueue Mission queue.
-- @field #table transportqueue Transport queue.
-- @field Ops.ChiefOfStaff#CHIEF chief Chief of staff.
-- @extends Core.Fsm#FSM
--- Be surprised!
--
-- ===
--
-- # The COMMANDER Concept
--
-- A commander is the head of legions. He/she will find the best LEGIONs to perform an assigned AUFTRAG (mission).
--
--
-- @field #COMMANDER
COMMANDER = {
ClassName = "COMMANDER",
verbose = 0,
legions = {},
missionqueue = {},
transportqueue = {},
}
--- COMMANDER class version.
-- @field #string version
COMMANDER.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Improve legion selection. Mostly done!
-- TODO: Find solution for missions, which require a transport. This is not as easy as it sounds since the selected mission assets restrict the possible transport assets.
-- TODO: Add ops transports.
-- DONE: Allow multiple Legions for one mission.
-- NOGO: Maybe it's possible to preselect the assets for the mission.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new COMMANDER object and start the FSM.
-- @param #COMMANDER self
-- @return #COMMANDER self
function COMMANDER:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, FSM:New()) --#COMMANDER
-- Log ID.
self.lid="COMMANDER | "
-- Start state.
self:SetStartState("NotReadyYet")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("NotReadyYet", "Start", "OnDuty") -- Start COMMANDER.
self:AddTransition("*", "Status", "*") -- Status report.
self:AddTransition("*", "Stop", "Stopped") -- Stop COMMANDER.
self:AddTransition("*", "MissionAssign", "*") -- Mission is assigned to a or multiple LEGIONs.
self:AddTransition("*", "MissionCancel", "*") -- COMMANDER cancels a mission.
self:AddTransition("*", "TransportAssign", "*") -- Transport is assigned to a or multiple LEGIONs.
self:AddTransition("*", "TransportCancel", "*") -- COMMANDER cancels a Transport.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the COMMANDER.
-- @function [parent=#COMMANDER] Start
-- @param #COMMANDER self
--- Triggers the FSM event "Start" after a delay. Starts the COMMANDER.
-- @function [parent=#COMMANDER] __Start
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the COMMANDER.
-- @param #COMMANDER self
--- Triggers the FSM event "Stop" after a delay. Stops the COMMANDER.
-- @function [parent=#COMMANDER] __Stop
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#COMMANDER] Status
-- @param #COMMANDER self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#COMMANDER] __Status
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissionAssign".
-- @function [parent=#COMMANDER] MissionAssign
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionAssign" after a delay.
-- @function [parent=#COMMANDER] __MissionAssign
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionAssign" event.
-- @function [parent=#COMMANDER] OnAfterMissionAssign
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel".
-- @function [parent=#COMMANDER] MissionCancel
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "MissionCancel" after a delay.
-- @function [parent=#COMMANDER] __MissionCancel
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "MissionCancel" event.
-- @function [parent=#COMMANDER] OnAfterMissionCancel
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "TransportAssign" after a delay.
-- @function [parent=#COMMANDER] __TransportAssign
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- On after "TransportAssign" event.
-- @function [parent=#COMMANDER] OnAfterTransportAssign
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The Legion.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportCancel".
-- @function [parent=#COMMANDER] TransportCancel
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- Triggers the FSM event "TransportCancel" after a delay.
-- @function [parent=#COMMANDER] __TransportCancel
-- @param #COMMANDER self
-- @param #number delay Delay in seconds.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
--- On after "TransportCancel" event.
-- @function [parent=#COMMANDER] OnAfterTransportCancel
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set verbosity level.
-- @param #COMMANDER self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #COMMANDER self
function COMMANDER:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Add an AIRWING to the commander.
-- @param #COMMANDER self
-- @param Ops.AirWing#AIRWING Airwing The airwing to add.
-- @return #COMMANDER self
function COMMANDER:AddAirwing(Airwing)
-- Add legion.
self:AddLegion(Airwing)
return self
end
--- Add an BRIGADE to the commander.
-- @param #COMMANDER self
-- @param Ops.Brigade#BRIGADE Briagde The brigade to add.
-- @return #COMMANDER self
function COMMANDER:AddBrigade(Brigade)
-- Add legion.
self:AddLegion(Brigade)
return self
end
--- Add a LEGION to the commander.
-- @param #COMMANDER self
-- @param Ops.Legion#LEGION Legion The legion to add.
-- @return #COMMANDER self
function COMMANDER:AddLegion(Legion)
-- This legion is managed by the commander.
Legion.commander=self
-- Add to legions.
table.insert(self.legions, Legion)
return self
end
--- Add mission to mission queue.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be added.
-- @return #COMMANDER self
function COMMANDER:AddMission(Mission)
Mission.commander=self
Mission.statusCommander=AUFTRAG.Status.PLANNED
table.insert(self.missionqueue, Mission)
return self
end
--- Add transport to queue.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be added.
-- @return #COMMANDER self
function COMMANDER:AddOpsTransport(Transport)
Transport.commander=self
Transport.statusCommander=TRANSPORT.Status.PLANNED
table.insert(self.transportqueue, Transport)
return self
end
--- Remove mission from queue.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
-- @return #COMMANDER self
function COMMANDER:RemoveMission(Mission)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.auftragsnummer==Mission.auftragsnummer then
self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", Mission.name, Mission.type, Mission.status))
mission.commander=nil
table.remove(self.missionqueue, i)
break
end
end
return self
end
--- Remove transport from queue.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport to be removed.
-- @return #COMMANDER self
function COMMANDER:RemoveTransport(Transport)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
if transport.uid==Transport.uid then
self:I(self.lid..string.format("Removing mission %s (%s) status=%s from queue", transport.uid, transport:GetState()))
transport.commander=nil
table.remove(self.transportqueue, i)
break
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #COMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function COMMANDER:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Commander")
self:I(self.lid..text)
-- Start attached legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
if legion:GetState()=="NotReadyYet" then
legion:Start()
end
end
self:__Status(-1)
end
--- On after "Status" event.
-- @param #COMMANDER self
-- @param Wrapper.Group#GROUP Group Flight group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function COMMANDER:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
-- Status.
if self.verbose>=1 then
local text=string.format("Status %s: Legions=%d, Missions=%d", fsmstate, #self.legions, #self.missionqueue)
self:I(self.lid..text)
end
-- Check mission queue and assign one PLANNED mission.
self:CheckMissionQueue()
-- Check mission queue and assign one PLANNED mission
---
-- LEGIONS
---
if self.verbose>=2 and #self.legions>0 then
local text="Legions:"
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
local Nassets=legion:CountAssets()
local Nastock=legion:CountAssets(true)
text=text..string.format("\n* %s [%s]: Assets=%s stock=%s", legion.alias, legion:GetState(), Nassets, Nastock)
for _,aname in pairs(AUFTRAG.Type) do
local na=legion:CountAssets(true, {aname})
local np=legion:CountPayloadsInStock({aname})
local nm=legion:CountAssetsOnMission({aname})
if na>0 or np>0 then
text=text..string.format("\n - %s: assets=%d, payloads=%d, on mission=%d", aname, na, np, nm)
end
end
end
self:I(self.lid..text)
if self.verbose>=3 then
-- Count numbers
local Ntotal=0
local Nspawned=0
local Nrequested=0
local Nreserved=0
local Nstock=0
local text="\n===========================================\n"
text=text.."Assets:"
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
local state="In Stock"
if asset.flightgroup then
state=asset.flightgroup:GetState()
local mission=legion:GetAssetCurrentMission(asset)
if mission then
state=state..string.format("Mission %s [%s]", mission:GetName(), mission:GetType())
end
else
if asset.spawned then
env.info("FF ERROR: asset has opsgroup but is NOT spawned!")
end
if asset.requested and asset.isReserved then
env.info("FF ERROR: asset is requested and reserved. Should not be both!")
state="Reserved+Requested!"
elseif asset.isReserved then
state="Reserved"
elseif asset.requested then
state="Requested"
end
end
-- Text.
text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]",
asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid))
if asset.spawned then
Nspawned=Nspawned+1
end
if asset.requested then
Nrequested=Nrequested+1
end
if asset.isReserved then
Nreserved=Nreserved+1
end
if not (asset.spawned or asset.requested or asset.isReserved) then
Nstock=Nstock+1
end
Ntotal=Ntotal+1
end
end
end
text=text.."\n-------------------------------------------"
text=text..string.format("\nNstock = %d", Nstock)
text=text..string.format("\nNreserved = %d", Nreserved)
text=text..string.format("\nNrequested = %d", Nrequested)
text=text..string.format("\nNspawned = %d", Nspawned)
text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved)
text=text.."\n==========================================="
self:I(self.lid..text)
end
end
---
-- MISSIONS
---
-- Mission queue.
if self.verbose>=2 and #self.missionqueue>0 then
local text="Mission queue:"
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local target=mission:GetTargetName() or "unknown"
text=text..string.format("\n[%d] %s (%s): status=%s, target=%s", i, mission.name, mission.type, mission.status, target)
end
self:I(self.lid..text)
end
---
-- TRANSPORTS
---
-- Transport queue.
if self.verbose>=2 and #self.transportqueue>0 then
local text="Transport queue:"
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
text=text..string.format("\n[%d] UID=%d: status=%s", i, transport.uid, transport:GetState())
end
self:I(self.lid..text)
end
self:__Status(-30)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "MissionAssign" event. Mission is added to a LEGION mission queue.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The LEGION.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function COMMANDER:onafterMissionAssign(From, Event, To, Legion, Mission)
-- Debug info.
self:I(self.lid..string.format("Assigning mission %s (%s) to legion %s", Mission.name, Mission.type, Legion.alias))
-- Set mission commander status to QUEUED as it is now queued at a legion.
Mission.statusCommander=AUFTRAG.Status.QUEUED
-- Add mission to legion.
Legion:AddMission(Mission)
-- Directly request the mission as the assets have already been selected.
Legion:MissionRequest(Mission)
end
--- On after "MissionCancel" event.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
function COMMANDER:onafterMissionCancel(From, Event, To, Mission)
-- Debug info.
self:I(self.lid..string.format("Cancelling mission %s (%s) in status %s", Mission.name, Mission.type, Mission.status))
-- Set commander status.
Mission.statusCommander=AUFTRAG.Status.CANCELLED
if Mission:IsPlanned() then
-- Mission is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue.
self:RemoveMission(Mission)
else
-- Legion will cancel mission.
if #Mission.legions>0 then
for _,_legion in pairs(Mission.legions) do
local legion=_legion --Ops.Legion#LEGION
-- TODO: Should check that this legions actually belongs to this commander.
-- Legion will cancel the mission.
legion:MissionCancel(Mission)
end
end
end
end
--- On after "TransportAssign" event. Transport is added to a LEGION mission queue.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.Legion#LEGION Legion The LEGION.
-- @param Ops.OpsTransport#OPSTRANSPORT
function COMMANDER:onafterTransportAssign(From, Event, To, Legion, Transport)
-- Debug info.
self:I(self.lid..string.format("Assigning transport %d to legion %s", Transport.uid, Legion.alias))
-- Set mission commander status to QUEUED as it is now queued at a legion.
Transport.statusCommander=OPSTRANSPORT.Status.QUEUED
-- Add mission to legion.
Legion:AddOpsTransport(Transport)
-- Directly request the mission as the assets have already been selected.
Legion:TransportRequest(Transport)
end
--- On after "TransportCancel" event.
-- @param #COMMANDER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
function COMMANDER:onafterTransportCancel(From, Event, To, Transport)
-- Debug info.
self:I(self.lid..string.format("Cancelling Transport UID=%d in status %s", Transport.uid, Transport:GetState()))
-- Set commander status.
Transport.statusCommander=OPSTRANSPORT.Status.CANCELLED
if Transport:IsPlanned() then
-- Transport is still in planning stage. Should not have a legion assigned ==> Just remove it form the queue.
self:RemoveTransport(Transport)
else
-- Legion will cancel mission.
if #Transport.legions>0 then
for _,_legion in pairs(Transport.legions) do
local legion=_legion --Ops.Legion#LEGION
-- TODO: Should check that this legions actually belongs to this commander.
-- Legion will cancel the mission.
legion:TransportCancel(Transport)
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Mission Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check mission queue and assign ONE planned mission.
-- @param #COMMANDER self
function COMMANDER:CheckMissionQueue()
-- TODO: Sort mission queue. wrt what? Threat level?
-- Currently, we sort wrt to priority. So that should reflect the threat level of the mission target.
-- Number of missions.
local Nmissions=#self.missionqueue
-- Treat special cases.
if Nmissions==0 then
return nil
end
-- Sort results table wrt prio and start time.
local function _sort(a, b)
local taskA=a --Ops.Auftrag#AUFTRAG
local taskB=b --Ops.Auftrag#AUFTRAG
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
end
table.sort(self.missionqueue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a mission with importance 1 exists, mission with importance 2 will not be assigned. Missions with no importance (nil) can still be selected.
local vip=math.huge
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if mission.importance and mission.importance<vip then
vip=mission.importance
end
end
-- Loop over missions in queue.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- We look for PLANNED missions.
if mission:IsPlanned() and mission:IsReadyToGo() and (mission.importance==nil or mission.importance<=vip) then
---
-- PLANNNED Mission
--
-- 1. Select best assets from legions
-- 2. Assign mission to legions that have the best assets.
---
-- Recruite assets from legions.
local recruited, assets, legions=self:RecruitAssetsForMission(mission)
if recruited then
-- Add asset to transport.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
mission:AddAsset(asset)
end
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
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Recruit assets for a given mission.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Recruited assets.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssetsForMission(Mission)
-- Cohorts.
local Cohorts=Mission.squadrons
if not Cohorts then
Cohorts={}
for _,_legion in pairs(Mission.mylegions or self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
end
-- Number of required assets.
local NreqMin=Mission:GetRequiredAssets()
local NreqMax=NreqMin
-- Target position.
local TargetVec2=Mission:GetTargetVec2()
-- Special payloads.
local Payloads=Mission.payloads
-- Recruite assets.
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads, Mission.engageRange, Mission.refuelSystem, nil)
return recruited, assets, legions
end
--- Recruit assets for a given mission.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If `true` enough assets could be recruited.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssets(Mission)
-- The recruited assets.
local Assets={}
-- Legions we consider for selecting assets.
local legions=Mission.mylegions or self.legions
--TODO: Setting of Mission.squadrons (cohorts) will not work here!
-- Legions which have the best assets for the Mission.
local Legions={}
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if cohort:CanMission(Mission) then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(Mission.type, 999)
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
end
end
end
-- Target position.
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil
-- Now we have a long list with assets.
LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() then
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Set mission type.
local MissionType=Mission.type
-- Get a loadout for the actual mission this group is waiting for.
if Mission.type==AUFTRAG.Type.ALERT5 and Mission.alert5MissionType then
MissionType=Mission.alert5MissionType
end
-- Fetch payload for asset. This can be nil!
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, MissionType, Mission.payloads)
end
end
end
-- Remove assets that dont have a payload.
for i=#Assets,1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.payload then
self:T3(self.lid..string.format("Remove asset %s with no payload", tostring(asset.spawngroupname)))
table.remove(Assets, i)
end
end
-- Now find the best asset for the given payloads.
LEGION._OptimizeAssetSelection(self, Assets, Mission.type, TargetVec2, true)
-- Get number of required assets.
local Nassets=Mission:GetRequiredAssets(self)
if #Assets>=Nassets then
---
-- Found enough assets
---
-- Add assets to mission.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
Mission:AddAsset(asset)
Legions[asset.legion.alias]=asset.legion
end
-- Return payloads of not needed assets.
for i=Nassets+1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Found enough assets.
return true, Legions
else
---
-- NOT enough assets
---
-- Return payloads of assets.
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Not enough assets found.
return false, {}
end
return nil, {}
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Transport Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check transport queue and assign ONE planned transport.
-- @param #COMMANDER self
function COMMANDER:CheckTransportQueue()
-- Number of missions.
local Ntransports=#self.transportqueue
-- Treat special cases.
if Ntransports==0 then
return nil
end
-- Sort results table wrt prio and start time.
local function _sort(a, b)
local taskA=a --Ops.Auftrag#AUFTRAG
local taskB=b --Ops.Auftrag#AUFTRAG
return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
end
table.sort(self.transportqueue, _sort)
-- Get the lowest importance value (lower means more important).
-- If a mission with importance 1 exists, mission with importance 2 will not be assigned. Missions with no importance (nil) can still be selected.
local vip=math.huge
for _,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
if transport.importance and transport.importance<vip then
vip=transport.importance
end
end
for _,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
-- We look for PLANNED missions.
if transport:IsPlanned() and transport:IsReadyToGo() and (transport.importance==nil or transport.importance<=vip) then
---
-- PLANNNED Mission
--
-- 1. Select best assets from legions
-- 2. Assign mission to legions that have the best assets.
---
-- Recruite assets from legions.
local recruited, assets, legions=self:RecruitAssetsForTransport(transport)
if recruited then
-- Add asset to transport.
for _,_asset in pairs(assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
transport:AddAsset(asset)
end
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Debug message.
self:I(self.lid..string.format("Assigning transport UID=%d to legion %s", transport.uid, legion.alias))
-- Add mission to legion.
self:TransportAssign(legion, transport)
end
-- Only ONE transport is assigned.
return
end
else
---
-- Missions NOT in PLANNED state
---
end
end
end
--- Recruit assets for a given OPS transport.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
-- @return #boolean If `true`, enough assets could be recruited.
-- @return #table Recruited assets.
-- @return #table Legions that have recruited assets.
function COMMANDER:RecruitAssetsForTransport(Transport)
-- Get all undelivered cargo ops groups.
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
local weightGroup=0
-- At least one group should be spawned.
if #cargoOpsGroups>0 then
-- Calculate the max weight so we know which cohorts can provide carriers.
for _,_opsgroup in pairs(cargoOpsGroups) do
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
local weight=opsgroup:GetWeightTotal()
if weight>weightGroup then
weightGroup=weight
end
end
else
-- No cargo groups!
return false
end
-- Cohorts.
local Cohorts={}
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
table.insert(Cohorts, cohort)
end
end
-- Target is the deploy zone.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Number of required carriers.
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- Recruit assets and legions.
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, AUFTRAG.Type.OPSTRANSPORT, nil, NreqMin, NreqMax, TargetVec2, nil, nil, nil, weightGroup)
return recruited, assets, legions
end
--- Recruit assets for a given transport.
-- @param #COMMANDER self
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
-- @return #boolean If `true`, enough assets could be recruited.
-- @return #table Legions that have recruited assets.
function COMMANDER:_RecruitAssetsForTransport(Transport)
-- Get all undelivered cargo ops groups.
local cargoOpsGroups=Transport:GetCargoOpsGroups(false)
local weightGroup=0
-- At least one group should be spawned.
if #cargoOpsGroups>0 then
-- Calculate the max weight so we know which cohorts can provide carriers.
for _,_opsgroup in pairs(cargoOpsGroups) do
local opsgroup=_opsgroup --Ops.OpsGroup#OPSGROUP
local weight=opsgroup:GetWeightTotal()
if weight>weightGroup then
weightGroup=weight
end
end
else
-- No cargo groups!
return false, {}
end
-- The recruited assets.
local Assets={}
-- Legions we consider for selecting assets.
local legions=self.legions
--TODO: Setting of Mission.squadrons (cohorts) will not work here!
-- Legions which have the best assets for the Mission.
local Legions={}
for _,_legion in pairs(legions) do
local legion=_legion --Ops.Legion#LEGION
-- Number of payloads in stock per aircraft type.
local Npayloads={}
-- First get payloads for aircraft types of squadrons.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
if Npayloads[cohort.aircrafttype]==nil then
Npayloads[cohort.aircrafttype]=legion:IsAirwing() and legion:CountPayloadsInStock(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
self:T2(self.lid..string.format("Got N=%d payloads for mission type %s [%s]", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
end
end
-- Loops over cohorts.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
local npayloads=Npayloads[cohort.aircrafttype]
if cohort:IsOnDuty() and npayloads>0 and cohort:CheckMissionCapability({AUFTRAG.Type.OPSTRANSPORT}) and cohort.cargobayLimit>=weightGroup then
-- Recruit assets from squadron.
local assets, npayloads=cohort:RecruitAssets(AUFTRAG.Type.OPSTRANSPORT, npayloads)
Npayloads[cohort.aircrafttype]=npayloads
for _,asset in pairs(assets) do
table.insert(Assets, asset)
end
end
end
end
-- Target position.
local TargetVec2=Transport:GetDeployZone():GetVec2()
-- Now we have a long list with assets.
LEGION._OptimizeAssetSelection(self, Assets, AUFTRAG.Type.OPSTRANSPORT, TargetVec2, false)
for _,_asset in pairs(Assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() then
-- Only assets that have no payload. Should be only spawned assets!
if not asset.payload then
-- Fetch payload for asset. This can be nil!
asset.payload=asset.legion:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
end
end
end
-- Remove assets that dont have a payload.
for i=#Assets,1,-1 do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.payload then
table.remove(Assets, i)
end
end
-- Number of required carriers.
local NreqMin,NreqMax=Transport:GetRequiredCarriers()
-- Number of assets. At most NreqMax.
local Nassets=math.min(#Assets, NreqMax)
if Nassets>=NreqMin then
---
-- Found enough assets
---
-- Add assets to transport.
for i=1,Nassets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
asset.isReserved=true
Transport:AddAsset(asset)
Legions[asset.legion.alias]=asset.legion
end
-- Return payloads of not needed assets.
for i=Nassets+1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
-- Found enough assets.
return true, Legions
else
---
-- NOT enough assets
---
-- Return payloads of assets.
if self:IsAirwing() then
for i=1,#Assets do
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if asset.legion:IsAirwing() and not asset.spawned then
self:T2(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
asset.legion:ReturnPayloadFromAsset(asset)
end
end
end
-- Not enough assets found.
return false, {}
end
return nil, {}
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Resources
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Count assets of all assigned legions.
-- @param #COMMANDER self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Amount of asset groups.
function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
local N=0
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
N=N+legion:CountAssets(InStock, MissionTypes, Attributes)
end
return N
end
--- Count assets of all assigned legions.
-- @param #COMMANDER self
-- @param #boolean InStock If true, only assets that are in the warehouse stock/inventory are counted.
-- @param #table Legions (Optional) Table of legions. Default is all legions.
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Amount of asset groups.
function COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes)
-- Selected assets.
local assets={}
for _,_legion in pairs(Legions or self.legions) do
local legion=_legion --Ops.Legion#LEGION
--TODO Check if legion is running and maybe if runway is operational if air assets are requested.
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- TODO: Check if repaired.
-- TODO: currently we take only unspawned assets.
if not (asset.spawned or asset.isReserved or asset.requested) then
table.insert(assets, asset)
end
end
end
end
return assets
end
--- Check all legions if they are able to do a specific mission type at a certain location with a given number of assets.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #table Table of LEGIONs that can do the mission and have at least one asset available right now.
function COMMANDER:GetLegionsForMission(Mission)
-- Table of legions that can do the mission.
local legions={}
-- Loop over all legions.
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Count number of assets in stock.
local Nassets=0
if legion:IsAirwing() then
Nassets=legion:CountAssetsWithPayloadsInStock(Mission.payloads, {Mission.type}, Attributes)
else
Nassets=legion:CountAssets(true, {Mission.type}, Attributes) --Could also specify the attribute if Air or Ground mission.
end
-- Has it assets that can?
if Nassets>0 and false then
-- Get coordinate of the target.
local coord=Mission:GetTargetCoordinate()
if coord then
-- Distance from legion to target.
local distance=UTILS.MetersToNM(coord:Get2DDistance(legion:GetCoordinate()))
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
local dist=UTILS.Round(distance/10, 0)
-- Debug info.
self:I(self.lid..string.format("Got legion %s with Nassets=%d and dist=%.1f NM, rounded=%.1f", legion.alias, Nassets, distance, dist))
-- Add legion to table of legions that can.
table.insert(legions, {airwing=legion, distance=distance, dist=dist, targetcoord=coord, nassets=Nassets})
end
end
-- Add legion if it can provide at least 1 asset.
if Nassets>0 then
table.insert(legions, legion)
end
end
return legions
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------