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https://github.com/FlightControl-Master/MOOSE.git
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2195 lines
68 KiB
Lua
2195 lines
68 KiB
Lua
--- **Ops** - Legion Warehouse.
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--
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-- Parent class of Airwings and Brigades.
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Ops.Legion
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-- @image OPS_Legion.png
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--- LEGION class.
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-- @type LEGION
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity of output.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table missionqueue Mission queue table.
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-- @field #table transportqueue Transport queue.
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-- @field #table cohorts Cohorts of this legion.
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-- @field Ops.Commander#COMMANDER commander Commander of this legion.
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-- @extends Functional.Warehouse#WAREHOUSE
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--- Be surprised!
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--
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-- ===
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--
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-- # The LEGION Concept
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--
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-- The LEGION class contains all functions that are common for the AIRWING, BRIGADE and XXX classes, which inherit the LEGION class.
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--
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-- An LEGION consists of multiple COHORTs. These cohorts "live" in a WAREHOUSE, i.e. a physical structure that can be destroyed or captured.
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--
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-- @field #LEGION
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LEGION = {
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ClassName = "LEGION",
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verbose = 0,
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lid = nil,
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missionqueue = {},
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transportqueue = {},
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cohorts = {},
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}
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--- LEGION class version.
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-- @field #string version
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LEGION.version="0.1.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Create FLOTILLA class.
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-- TODO: OPS transport.
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-- DONE: Make general so it can be inherited by AIRWING and BRIGADE classes.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new LEGION class object.
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-- @param #LEGION self
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-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
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-- @param #string LegionName Name of the legion.
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-- @return #LEGION self
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function LEGION:New(WarehouseName, LegionName)
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-- Inherit everything from WAREHOUSE class.
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local self=BASE:Inherit(self, WAREHOUSE:New(WarehouseName, LegionName)) -- #LEGION
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-- Nil check.
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if not self then
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BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
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return nil
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end
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-- Set some string id for output to DCS.log file.
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self.lid=string.format("LEGION %s | ", self.alias)
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-- Defaults:
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-- TODO: What?
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "MissionRequest", "*") -- Add a (mission) request to the warehouse.
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self:AddTransition("*", "MissionCancel", "*") -- Cancel mission.
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self:AddTransition("*", "TransportRequest", "*") -- Add a (mission) request to the warehouse.
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self:AddTransition("*", "OpsOnMission", "*") -- An OPSGROUP was send on a Mission (AUFTRAG).
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self:AddTransition("*", "LegionAssetReturned", "*") -- An asset returned (from a mission) to the Legion warehouse.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the LEGION. Initializes parameters and starts event handlers.
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-- @function [parent=#LEGION] Start
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-- @param #LEGION self
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--- Triggers the FSM event "Start" after a delay. Starts the LEGION. Initializes parameters and starts event handlers.
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-- @function [parent=#LEGION] __Start
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the LEGION and all its event handlers.
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-- @param #LEGION self
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--- Triggers the FSM event "Stop" after a delay. Stops the LEGION and all its event handlers.
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-- @function [parent=#LEGION] __Stop
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "MissionCancel".
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-- @function [parent=#LEGION] MissionCancel
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "MissionCancel" after a delay.
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-- @function [parent=#LEGION] __MissionCancel
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "MissionCancel" event.
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-- @function [parent=#LEGION] OnAfterMissionCancel
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "MissionRequest".
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-- @function [parent=#LEGION] MissionRequest
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "MissionRequest" after a delay.
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-- @function [parent=#LEGION] __MissionRequest
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "MissionRequest" event.
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-- @function [parent=#LEGION] OnAfterMissionRequest
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "TransportRequest".
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-- @function [parent=#LEGION] TransportRequest
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-- @param #LEGION self
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- Triggers the FSM event "TransportRequest" after a delay.
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-- @function [parent=#LEGION] __TransportRequest
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- On after "TransportRequest" event.
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-- @function [parent=#LEGION] OnAfterTransportRequest
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
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--- Triggers the FSM event "OpsOnMission".
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-- @function [parent=#LEGION] OpsOnMission
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-- @param #LEGION self
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "OpsOnMission" after a delay.
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-- @function [parent=#LEGION] __OpsOnMission
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- On after "OpsOnMission" event.
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-- @function [parent=#LEGION] OnAfterOpsOnMission
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.OpsGroup#OPSGROUP OpsGroup The OPS group on mission.
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-- @param Ops.Auftrag#AUFTRAG Mission The mission.
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--- Triggers the FSM event "LegionAssetReturned".
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-- @function [parent=#LEGION] LegionAssetReturned
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-- @param #LEGION self
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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--- Triggers the FSM event "LegionAssetReturned" after a delay.
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-- @function [parent=#LEGION] __LegionAssetReturned
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-- @param #LEGION self
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-- @param #number delay Delay in seconds.
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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--- On after "LegionAssetReturned" event. Triggered when an asset group returned to its Legion.
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-- @function [parent=#LEGION] OnAfterLegionAssetReturned
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set verbosity level.
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-- @param #LEGION self
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-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
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-- @return #LEGION self
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function LEGION:SetVerbosity(VerbosityLevel)
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self.verbose=VerbosityLevel or 0
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return self
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end
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--- Add a mission for the legion. It will pick the best available assets for the mission and lauch it when ready.
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission Mission for this legion.
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-- @return #LEGION self
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function LEGION:AddMission(Mission)
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-- Set status to QUEUED. This event is only allowed for the first legion that calls it.
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Mission:Queued()
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-- Set legion status.
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Mission:SetLegionStatus(self, AUFTRAG.Status.QUEUED)
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-- Add legion to mission.
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Mission:AddLegion(self)
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-- Set target for ALERT 5.
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if Mission.type==AUFTRAG.Type.ALERT5 then
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Mission:_TargetFromObject(self:GetCoordinate())
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end
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-- Add ops transport to transport Legions.
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if Mission.opstransport then
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-- Add a new TZC: from pickup here to the deploy zone.
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local tzc=Mission.opstransport:AddTransportZoneCombo(self.spawnzone, Mission.opstransport.tzcDefault.DeployZone)
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--TODO: Depending on "from where to where" the assets need to transported, we need to set ZONE_AIRBASE etc.
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--Mission.opstransport:SetPickupZone(self.spawnzone)
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--Mission.opstransport:SetEmbarkZone(self.spawnzone)
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-- Loop over all defined transport legions.
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for _,_legion in pairs(Mission.transportLegions) do
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local legion=_legion --Ops.Legion#LEGION
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-- Add ops transport to legion.
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legion:AddOpsTransport(Mission.opstransport)
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end
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end
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-- Add mission to queue.
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table.insert(self.missionqueue, Mission)
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-- Info text.
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local text=string.format("Added mission %s (type=%s). Starting at %s. Stopping at %s",
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tostring(Mission.name), tostring(Mission.type), UTILS.SecondsToClock(Mission.Tstart, true), Mission.Tstop and UTILS.SecondsToClock(Mission.Tstop, true) or "INF")
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self:T(self.lid..text)
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return self
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end
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--- Remove mission from queue.
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-- @param #LEGION self
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-- @param Ops.Auftrag#AUFTRAG Mission Mission to be removed.
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-- @return #LEGION self
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function LEGION:RemoveMission(Mission)
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for i,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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if mission.auftragsnummer==Mission.auftragsnummer then
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mission:RemoveLegion(self)
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table.remove(self.missionqueue, i)
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break
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end
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end
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return self
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end
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--- Add transport assignment to queue.
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-- @param #LEGION self
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-- @param Ops.OpsTransport#OPSTRANSPORT OpsTransport Transport assignment.
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-- @return #LEGION self
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function LEGION:AddOpsTransport(OpsTransport)
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-- Is not queued at a legion.
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OpsTransport:Queued()
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-- Set legion status.
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OpsTransport:SetLegionStatus(self, AUFTRAG.Status.QUEUED)
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-- Add mission to queue.
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table.insert(self.transportqueue, OpsTransport)
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-- Add this legion to the transport.
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OpsTransport:AddLegion(self)
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-- Info text.
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local text=string.format("Added Transport %s. Starting at %s-%s",
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tostring(OpsTransport.uid), UTILS.SecondsToClock(OpsTransport.Tstart, true), OpsTransport.Tstop and UTILS.SecondsToClock(OpsTransport.Tstop, true) or "INF")
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self:T(self.lid..text)
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return self
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end
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--- Get cohort by name.
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-- @param #LEGION self
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-- @param #string CohortName Name of the platoon.
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-- @return Ops.Cohort#COHORT The Cohort object.
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function LEGION:_GetCohort(CohortName)
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for _,_cohort in pairs(self.cohorts) do
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local cohort=_cohort --Ops.Cohort#COHORT
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if cohort.name==CohortName then
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return cohort
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end
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end
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return nil
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end
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--- Get cohort of an asset.
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-- @param #LEGION self
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-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset.
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-- @return Ops.Cohort#COHORT The Cohort object.
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function LEGION:_GetCohortOfAsset(Asset)
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local cohort=self:_GetCohort(Asset.squadname)
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return cohort
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end
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--- Check if a BRIGADE class is calling.
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-- @param #LEGION self
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-- @return #boolean If true, this is a BRIGADE.
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function LEGION:IsBrigade()
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local is=self.ClassName==BRIGADE.ClassName
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return is
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end
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--- Check if the AIRWING class is calling.
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-- @param #LEGION self
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-- @return #boolean If true, this is an AIRWING.
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function LEGION:IsAirwing()
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local is=self.ClassName==AIRWING.ClassName
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return is
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Start & Status
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Start LEGION FSM.
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-- @param #LEGION self
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function LEGION:onafterStart(From, Event, To)
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-- Start parent Warehouse.
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self:GetParent(self, LEGION).onafterStart(self, From, Event, To)
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-- Info.
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self:I(self.lid..string.format("Starting LEGION v%s", LEGION.version))
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end
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--- Check if mission is not over and ready to cancel.
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-- @param #LEGION self
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function LEGION:_CheckMissions()
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-- Loop over missions in queue.
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for _,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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if mission:IsNotOver() and mission:IsReadyToCancel() then
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mission:Cancel()
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end
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end
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end
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--- Get next mission.
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-- @param #LEGION self
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-- @return Ops.Auftrag#AUFTRAG Next mission or `#nil`.
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function LEGION:_GetNextMission()
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-- Number of missions.
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local Nmissions=#self.missionqueue
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-- Treat special cases.
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if Nmissions==0 then
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return nil
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end
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-- Sort results table wrt prio and start time.
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local function _sort(a, b)
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local taskA=a --Ops.Auftrag#AUFTRAG
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local taskB=b --Ops.Auftrag#AUFTRAG
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return (taskA.prio<taskB.prio) or (taskA.prio==taskB.prio and taskA.Tstart<taskB.Tstart)
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end
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table.sort(self.missionqueue, _sort)
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-- Search min importance.
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local vip=math.huge
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for _,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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if mission.importance and mission.importance<vip then
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vip=mission.importance
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end
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end
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-- Look for first task that is not accomplished.
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for _,_mission in pairs(self.missionqueue) do
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local mission=_mission --Ops.Auftrag#AUFTRAG
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-- Firstly, check if mission is due?
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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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-- Did we find enough assets?
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if recruited then
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return mission
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end
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end -- mission due?
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end -- mission loop
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return nil
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end
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--- Get next transport.
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-- @param #LEGION self
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-- @return Ops.OpsTransport#OPSTRANSPORT Next transport or `#nil`.
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function LEGION:_GetNextTransport()
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-- Number of missions.
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local Ntransports=#self.transportqueue
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-- Treat special cases.
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if Ntransports==0 then
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return nil
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end
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--TODO: Sort transports wrt to prio and importance. See mission sorting!
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-- Look for first task that is not accomplished.
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for _,_transport in pairs(self.transportqueue) do
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local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
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-- Check if transport is still queued and ready.
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if transport:IsQueued(self) and transport:IsReadyToGo() then
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-- Recruit assets for transport.
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local recruited=self:RecruitAssetsForTransport(transport)
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-- Did we find enough assets?
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if recruited then
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return transport
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end
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end
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end
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-- No transport found.
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return nil
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Events
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED.
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-- @param #LEGION self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
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function LEGION:onafterMissionRequest(From, Event, To, Mission)
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-- Set mission status from QUEUED to REQUESTED.
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Mission:Requested()
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|
|
-- Set legion status. Ensures that it is not considered in the next selection.
|
|
Mission:SetLegionStatus(self, AUFTRAG.Status.REQUESTED)
|
|
|
|
---
|
|
-- Some assets might already be spawned and even on a different mission (orbit).
|
|
-- Need to dived to set into spawned and instock assets and handle the other
|
|
---
|
|
|
|
-- Assets to be requested.
|
|
local Assetlist={}
|
|
|
|
for _,_asset in pairs(Mission.assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Check that this asset belongs to this Legion warehouse.
|
|
if asset.wid==self.uid then
|
|
|
|
if asset.spawned then
|
|
|
|
if asset.flightgroup then
|
|
|
|
-- Add new mission.
|
|
asset.flightgroup:AddMission(Mission)
|
|
|
|
---
|
|
-- Special Missions
|
|
---
|
|
|
|
local currM=asset.flightgroup:GetMissionCurrent()
|
|
|
|
-- Check if mission is INTERCEPT and asset is currently on GCI mission. If so, GCI is paused.
|
|
if Mission.type==AUFTRAG.Type.INTERCEPT then
|
|
if currM and currM.type==AUFTRAG.Type.GCICAP then
|
|
self:I(self.lid..string.format("Pausing %s mission %s to send flight on intercept mission %s", currM.type, currM.name, Mission.name))
|
|
asset.flightgroup:PauseMission()
|
|
end
|
|
end
|
|
|
|
-- Cancel the current ALERT 5 mission.
|
|
if currM and currM.type==AUFTRAG.Type.ALERT5 then
|
|
asset.flightgroup:MissionCancel(currM)
|
|
end
|
|
|
|
|
|
-- Trigger event.
|
|
self:__OpsOnMission(5, asset.flightgroup, Mission)
|
|
|
|
else
|
|
self:E(self.lid.."ERROR: flight group for asset does NOT exist!")
|
|
end
|
|
|
|
else
|
|
-- These assets need to be requested and spawned.
|
|
table.insert(Assetlist, asset)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Add request to legion warehouse.
|
|
if #Assetlist>0 then
|
|
|
|
--local text=string.format("Requesting assets for mission %s:", Mission.name)
|
|
for i,_asset in pairs(Assetlist) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Set asset to requested! Important so that new requests do not use this asset!
|
|
asset.requested=true
|
|
asset.isReserved=false
|
|
|
|
-- Set missin task so that the group is spawned with the right one.
|
|
if Mission.missionTask then
|
|
asset.missionTask=Mission.missionTask
|
|
end
|
|
|
|
end
|
|
|
|
-- TODO: Get/set functions for assignment string.
|
|
local assignment=string.format("Mission-%d", Mission.auftragsnummer)
|
|
|
|
-- Add request to legion warehouse.
|
|
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, Assetlist, #Assetlist, nil, nil, Mission.prio, assignment)
|
|
|
|
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
|
|
Mission.requestID[self.alias]=self.queueid
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "MissionRequest" event. Performs a self request to the warehouse for the mission assets. Sets mission status to REQUESTED.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Opstransport The requested mission.
|
|
function LEGION:onafterTransportRequest(From, Event, To, OpsTransport)
|
|
|
|
-- List of assets that will be requested.
|
|
local AssetList={}
|
|
|
|
--TODO: Find spawned assets on ALERT 5 mission OPSTRANSPORT.
|
|
|
|
--local text=string.format("Requesting assets for mission %s:", Mission.name)
|
|
for i,_asset in pairs(OpsTransport.assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Check that this asset belongs to this Legion warehouse.
|
|
if asset.wid==self.uid then
|
|
|
|
-- Set asset to requested! Important so that new requests do not use this asset!
|
|
asset.requested=true
|
|
asset.isReserved=false
|
|
|
|
-- Set transport mission task.
|
|
asset.missionTask=ENUMS.MissionTask.TRANSPORT
|
|
|
|
-- Add asset to list.
|
|
table.insert(AssetList, asset)
|
|
end
|
|
end
|
|
|
|
if #AssetList>0 then
|
|
|
|
-- Set mission status from QUEUED to REQUESTED.
|
|
OpsTransport:Requested()
|
|
|
|
-- Set legion status. Ensures that it is not considered in the next selection.
|
|
OpsTransport:SetLegionStatus(self, OPSTRANSPORT.Status.REQUESTED)
|
|
|
|
-- TODO: Get/set functions for assignment string.
|
|
local assignment=string.format("Transport-%d", OpsTransport.uid)
|
|
|
|
-- Add request to legion warehouse.
|
|
self:AddRequest(self, WAREHOUSE.Descriptor.ASSETLIST, AssetList, #AssetList, nil, nil, OpsTransport.prio, assignment)
|
|
|
|
-- The queueid has been increased in the onafterAddRequest function. So we can simply use it here.
|
|
OpsTransport.requestID[self.alias]=self.queueid
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "MissionCancel" event. Cancels the missions of all flightgroups. Deletes request from warehouse queue.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission to be cancelled.
|
|
function LEGION:onafterMissionCancel(From, Event, To, Mission)
|
|
|
|
-- Info message.
|
|
self:I(self.lid..string.format("Cancel mission %s", Mission.name))
|
|
|
|
-- Set status to cancelled.
|
|
Mission:SetLegionStatus(self, AUFTRAG.Status.CANCELLED)
|
|
|
|
for i=#Mission.assets, 1, -1 do
|
|
local asset=Mission.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Asset should belong to this legion.
|
|
if asset.wid==self.uid then
|
|
|
|
local opsgroup=asset.flightgroup
|
|
|
|
if opsgroup then
|
|
opsgroup:MissionCancel(Mission)
|
|
end
|
|
|
|
-- Remove asset from mission.
|
|
Mission:DelAsset(asset)
|
|
|
|
-- Not requested any more (if it was).
|
|
asset.requested=nil
|
|
asset.isReserved=nil
|
|
|
|
end
|
|
end
|
|
|
|
-- Remove queued request (if any).
|
|
if Mission.requestID[self.alias] then
|
|
self:_DeleteQueueItemByID(Mission.requestID[self.alias], self.queue)
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "OpsOnMission".
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.OpsGroup#OPSGROUP OpsGroup Ops group on mission
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
|
|
function LEGION:onafterOpsOnMission(From, Event, To, OpsGroup, Mission)
|
|
-- Debug info.
|
|
self:T2(self.lid..string.format("Group %s on %s mission %s", OpsGroup:GetName(), Mission:GetType(), Mission:GetName()))
|
|
|
|
if self:IsAirwing() then
|
|
-- Trigger event for Airwings.
|
|
self:FlightOnMission(OpsGroup, Mission)
|
|
elseif self:IsBrigade() then
|
|
-- Trigger event for Brigades.
|
|
self:ArmyOnMission(OpsGroup, Mission)
|
|
else
|
|
--TODO: Flotilla
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "NewAsset" event. Asset is added to the given cohort (asset assignment).
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that has just been added.
|
|
-- @param #string assignment The (optional) assignment for the asset.
|
|
function LEGION:onafterNewAsset(From, Event, To, asset, assignment)
|
|
|
|
-- Call parent WAREHOUSE function first.
|
|
self:GetParent(self, LEGION).onafterNewAsset(self, From, Event, To, asset, assignment)
|
|
|
|
-- Debug text.
|
|
local text=string.format("New asset %s with assignment %s and request assignment %s", asset.spawngroupname, tostring(asset.assignment), tostring(assignment))
|
|
self:T3(self.lid..text)
|
|
|
|
-- Get cohort.
|
|
local cohort=self:_GetCohort(asset.assignment)
|
|
|
|
-- Check if asset is already part of the squadron. If an asset returns, it will be added again! We check that asset.assignment is also assignment.
|
|
if cohort then
|
|
|
|
if asset.assignment==assignment then
|
|
|
|
---
|
|
-- Asset is added to the COHORT for the first time
|
|
---
|
|
|
|
local nunits=#asset.template.units
|
|
|
|
-- Debug text.
|
|
local text=string.format("Adding asset to squadron %s: assignment=%s, type=%s, attribute=%s, nunits=%d %s", cohort.name, assignment, asset.unittype, asset.attribute, nunits, tostring(cohort.ngrouping))
|
|
self:T(self.lid..text)
|
|
|
|
-- Adjust number of elements in the group.
|
|
if cohort.ngrouping then
|
|
local template=asset.template
|
|
|
|
local N=math.max(#template.units, cohort.ngrouping)
|
|
|
|
-- Handle units.
|
|
for i=1,N do
|
|
|
|
-- Unit template.
|
|
local unit = template.units[i]
|
|
|
|
-- If grouping is larger than units present, copy first unit.
|
|
if i>nunits then
|
|
table.insert(template.units, UTILS.DeepCopy(template.units[1]))
|
|
end
|
|
|
|
-- Remove units if original template contains more than in grouping.
|
|
if cohort.ngrouping<nunits and i>nunits then
|
|
unit=nil
|
|
end
|
|
end
|
|
|
|
asset.nunits=cohort.ngrouping
|
|
end
|
|
|
|
-- Set takeoff type.
|
|
asset.takeoffType=cohort.takeoffType
|
|
|
|
-- Set parking IDs.
|
|
asset.parkingIDs=cohort.parkingIDs
|
|
|
|
-- Create callsign and modex (needs to be after grouping).
|
|
cohort:GetCallsign(asset)
|
|
cohort:GetModex(asset)
|
|
|
|
-- Set spawn group name. This has to include "AID-" for warehouse.
|
|
asset.spawngroupname=string.format("%s_AID-%d", cohort.name, asset.uid)
|
|
|
|
-- Add asset to cohort.
|
|
cohort:AddAsset(asset)
|
|
|
|
else
|
|
|
|
---
|
|
-- Asset is returned to the COHORT
|
|
---
|
|
|
|
-- Trigger event.
|
|
self:LegionAssetReturned(cohort, asset)
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
--- On after "LegionAssetReturned" event. Triggered when an asset group returned to its legion.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
|
|
function LEGION:onafterLegionAssetReturned(From, Event, To, Cohort, Asset)
|
|
-- Debug message.
|
|
self:T(self.lid..string.format("Asset %s from Cohort %s returned! asset.assignment=\"%s\"", Asset.spawngroupname, Cohort.name, tostring(Asset.assignment)))
|
|
|
|
-- Stop flightgroup.
|
|
if Asset.flightgroup and not Asset.flightgroup:IsStopped() then
|
|
Asset.flightgroup:Stop()
|
|
end
|
|
|
|
-- Return payload.
|
|
if Asset.flightgroup:IsFlightgroup() then
|
|
self:ReturnPayloadFromAsset(Asset)
|
|
end
|
|
|
|
-- Return tacan channel.
|
|
if Asset.tacan then
|
|
Cohort:ReturnTacan(Asset.tacan)
|
|
end
|
|
|
|
-- Set timestamp.
|
|
Asset.Treturned=timer.getAbsTime()
|
|
|
|
end
|
|
|
|
|
|
--- On after "AssetSpawned" event triggered when an asset group is spawned into the cruel world.
|
|
-- Creates a new flightgroup element and adds the mission to the flightgroup queue.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Wrapper.Group#GROUP group The group spawned.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that was spawned.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset.
|
|
function LEGION:onafterAssetSpawned(From, Event, To, group, asset, request)
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterAssetSpawned(self, From, Event, To, group, asset, request)
|
|
|
|
-- Get the COHORT of the asset.
|
|
local cohort=self:_GetCohortOfAsset(asset)
|
|
|
|
-- Check if we have a cohort or if this was some other request.
|
|
if cohort then
|
|
|
|
-- Create a flight group.
|
|
local flightgroup=self:_CreateFlightGroup(asset)
|
|
|
|
---
|
|
-- Asset
|
|
---
|
|
|
|
-- Set asset flightgroup.
|
|
asset.flightgroup=flightgroup
|
|
|
|
-- Not requested any more.
|
|
asset.requested=nil
|
|
|
|
-- Did not return yet.
|
|
asset.Treturned=nil
|
|
|
|
---
|
|
-- Cohort
|
|
---
|
|
|
|
-- Get TACAN channel.
|
|
local Tacan=cohort:FetchTacan()
|
|
if Tacan then
|
|
asset.tacan=Tacan
|
|
--flightgroup:SetDefaultTACAN(Tacan,Morse,UnitName,Band,OffSwitch)
|
|
flightgroup:SwitchTACAN(Tacan, Morse, UnitName, Band)
|
|
end
|
|
|
|
-- Set radio frequency and modulation
|
|
local radioFreq, radioModu=cohort:GetRadio()
|
|
if radioFreq then
|
|
flightgroup:SwitchRadio(radioFreq, radioModu)
|
|
end
|
|
|
|
if cohort.fuellow then
|
|
flightgroup:SetFuelLowThreshold(cohort.fuellow)
|
|
end
|
|
|
|
if cohort.fuellowRefuel then
|
|
flightgroup:SetFuelLowRefuel(cohort.fuellowRefuel)
|
|
end
|
|
|
|
-- Assignment.
|
|
local assignment=request.assignment
|
|
|
|
if string.find(assignment, "Mission-") then
|
|
|
|
---
|
|
-- Mission
|
|
---
|
|
|
|
local uid=UTILS.Split(assignment, "-")[2]
|
|
|
|
-- Get Mission (if any).
|
|
local mission=self:GetMissionByID(uid)
|
|
|
|
-- Add mission to flightgroup queue.
|
|
if mission then
|
|
|
|
if Tacan then
|
|
--mission:SetTACAN(Tacan, Morse, UnitName, Band)
|
|
end
|
|
|
|
-- Add mission to flightgroup queue. If mission has an OPSTRANSPORT attached, all added OPSGROUPS are added as CARGO for a transport.
|
|
flightgroup:AddMission(mission)
|
|
|
|
-- Trigger event.
|
|
self:__OpsOnMission(5, flightgroup, mission)
|
|
|
|
else
|
|
|
|
if Tacan then
|
|
--flightgroup:SwitchTACAN(Tacan, Morse, UnitName, Band)
|
|
end
|
|
|
|
end
|
|
|
|
-- Add group to the detection set of the CHIEF (INTEL).
|
|
if self.commander and self.commander.chief then
|
|
self.commander.chief.detectionset:AddGroup(asset.flightgroup.group)
|
|
end
|
|
|
|
elseif string.find(assignment, "Transport-") then
|
|
|
|
---
|
|
-- Transport
|
|
---
|
|
|
|
local uid=UTILS.Split(assignment, "-")[2]
|
|
|
|
-- Get Mission (if any).
|
|
local transport=self:GetTransportByID(uid)
|
|
|
|
-- Add mission to flightgroup queue.
|
|
if transport then
|
|
flightgroup:AddOpsTransport(transport)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- On after "AssetDead" event triggered when an asset group died.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset that is dead.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request The request of the dead asset.
|
|
function LEGION:onafterAssetDead(From, Event, To, asset, request)
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterAssetDead(self, From, Event, To, asset, request)
|
|
|
|
-- Remove group from the detection set of the CHIEF (INTEL).
|
|
if self.commander and self.commander.chief then
|
|
self.commander.chief.detectionset:RemoveGroupsByName({asset.spawngroupname})
|
|
end
|
|
|
|
-- Remove asset from mission is done via Mission:AssetDead() call from flightgroup onafterFlightDead function
|
|
-- Remove asset from squadron same
|
|
end
|
|
|
|
--- On after "Destroyed" event. Remove assets from cohorts. Stop cohorts.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function LEGION:onafterDestroyed(From, Event, To)
|
|
|
|
-- Debug message.
|
|
self:I(self.lid.."Legion warehouse destroyed!")
|
|
|
|
-- Cancel all missions.
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
mission:Cancel()
|
|
end
|
|
|
|
-- Remove all cohort assets.
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
-- Stop Cohort. This also removes all assets.
|
|
cohort:Stop()
|
|
end
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterDestroyed(self, From, Event, To)
|
|
|
|
end
|
|
|
|
|
|
--- On after "Request" event.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Queueitem Request Information table of the request.
|
|
function LEGION:onafterRequest(From, Event, To, Request)
|
|
|
|
-- Assets
|
|
local assets=Request.cargoassets
|
|
|
|
-- Get Mission
|
|
local Mission=self:GetMissionByID(Request.assignment)
|
|
|
|
if Mission and assets then
|
|
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
-- This would be the place to modify the asset table before the asset is spawned.
|
|
end
|
|
|
|
end
|
|
|
|
-- Call parent warehouse function after assets have been adjusted.
|
|
self:GetParent(self, LEGION).onafterRequest(self, From, Event, To, Request)
|
|
|
|
end
|
|
|
|
--- On after "SelfRequest" event.
|
|
-- @param #LEGION self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself.
|
|
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request Pending self request.
|
|
function LEGION:onafterSelfRequest(From, Event, To, groupset, request)
|
|
|
|
-- Call parent warehouse function first.
|
|
self:GetParent(self, LEGION).onafterSelfRequest(self, From, Event, To, groupset, request)
|
|
|
|
-- Get Mission
|
|
local mission=self:GetMissionByID(request.assignment)
|
|
|
|
for _,_asset in pairs(request.assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
end
|
|
|
|
for _,_group in pairs(groupset:GetSet()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
end
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Mission Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Create a new flight group after an asset was spawned.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset.
|
|
-- @return Ops.FlightGroup#FLIGHTGROUP The created flightgroup object.
|
|
function LEGION:_CreateFlightGroup(asset)
|
|
|
|
-- Create flightgroup.
|
|
local opsgroup=nil --Ops.OpsGroup#OPSGROUP
|
|
|
|
if self:IsAirwing() then
|
|
|
|
---
|
|
-- FLIGHTGROUP
|
|
---
|
|
|
|
opsgroup=FLIGHTGROUP:New(asset.spawngroupname)
|
|
|
|
elseif self:IsBrigade() then
|
|
|
|
---
|
|
-- ARMYGROUP
|
|
---
|
|
|
|
opsgroup=ARMYGROUP:New(asset.spawngroupname)
|
|
|
|
else
|
|
self:E(self.lid.."ERROR: not airwing or brigade!")
|
|
end
|
|
|
|
-- Set legion.
|
|
opsgroup:_SetLegion(self)
|
|
|
|
-- Set cohort.
|
|
opsgroup.cohort=self:_GetCohortOfAsset(asset)
|
|
|
|
-- Set home base.
|
|
opsgroup.homebase=self.airbase
|
|
|
|
-- Set home zone.
|
|
opsgroup.homezone=self.spawnzone
|
|
|
|
-- Set weapon data.
|
|
if opsgroup.cohort.weaponData then
|
|
local text="Weapon data for group:"
|
|
opsgroup.weaponData=opsgroup.weaponData or {}
|
|
for bittype,_weapondata in pairs(opsgroup.cohort.weaponData) do
|
|
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
|
|
opsgroup.weaponData[bittype]=UTILS.DeepCopy(weapondata) -- Careful with the units.
|
|
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bittype, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
|
|
end
|
|
self:T3(self.lid..text)
|
|
end
|
|
|
|
return opsgroup
|
|
end
|
|
|
|
|
|
--- Check if an asset is currently on a mission (STARTED or EXECUTING).
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset.
|
|
-- @param #table MissionTypes Types on mission to be checked. Default all.
|
|
-- @return #boolean If true, asset has at least one mission of that type in the queue.
|
|
function LEGION:IsAssetOnMission(asset, MissionTypes)
|
|
|
|
if MissionTypes then
|
|
if type(MissionTypes)~="table" then
|
|
MissionTypes={MissionTypes}
|
|
end
|
|
else
|
|
-- Check all possible types.
|
|
MissionTypes=AUFTRAG.Type
|
|
end
|
|
|
|
if asset.flightgroup and asset.flightgroup:IsAlive() then
|
|
|
|
-- Loop over mission queue.
|
|
for _,_mission in pairs(asset.flightgroup.missionqueue or {}) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
if mission:IsNotOver() then
|
|
|
|
-- Get flight status.
|
|
local status=mission:GetGroupStatus(asset.flightgroup)
|
|
|
|
-- Only if mission is started or executing.
|
|
if (status==AUFTRAG.GroupStatus.STARTED or status==AUFTRAG.GroupStatus.EXECUTING) and self:CheckMissionType(mission.type, MissionTypes) then
|
|
return true
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Alternative: run over all missions and compare to mission assets.
|
|
--[[
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
if mission:IsNotOver() then
|
|
for _,_asset in pairs(mission.assets) do
|
|
local sqasset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
if sqasset.uid==asset.uid then
|
|
return true
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
end
|
|
]]
|
|
|
|
return false
|
|
end
|
|
|
|
--- Get the current mission of the asset.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The asset.
|
|
-- @return Ops.Auftrag#AUFTRAG Current mission or *nil*.
|
|
function LEGION:GetAssetCurrentMission(asset)
|
|
|
|
if asset.flightgroup then
|
|
return asset.flightgroup:GetMissionCurrent()
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Count payloads in stock.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
|
|
-- @param #table UnitTypes Types of units.
|
|
-- @param #table Payloads Specific payloads to be counted only.
|
|
-- @return #number Count of available payloads in stock.
|
|
function LEGION:CountPayloadsInStock(MissionTypes, UnitTypes, Payloads)
|
|
|
|
if MissionTypes then
|
|
if type(MissionTypes)=="string" then
|
|
MissionTypes={MissionTypes}
|
|
end
|
|
end
|
|
|
|
if UnitTypes then
|
|
if type(UnitTypes)=="string" then
|
|
UnitTypes={UnitTypes}
|
|
end
|
|
end
|
|
|
|
local function _checkUnitTypes(payload)
|
|
if UnitTypes then
|
|
for _,unittype in pairs(UnitTypes) do
|
|
if unittype==payload.aircrafttype then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
-- Unit type was not specified.
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
local function _checkPayloads(payload)
|
|
if Payloads then
|
|
for _,Payload in pairs(Payloads) do
|
|
if Payload.uid==payload.uid then
|
|
return true
|
|
end
|
|
end
|
|
else
|
|
-- Payload was not specified.
|
|
return nil
|
|
end
|
|
return false
|
|
end
|
|
|
|
local n=0
|
|
for _,_payload in pairs(self.payloads or {}) do
|
|
local payload=_payload --Ops.Airwing#AIRWING.Payload
|
|
|
|
for _,MissionType in pairs(MissionTypes) do
|
|
|
|
local specialpayload=_checkPayloads(payload)
|
|
local compatible=self:CheckMissionCapability(MissionType, payload.capabilities)
|
|
|
|
local goforit = specialpayload or (specialpayload==nil and compatible)
|
|
|
|
if goforit and _checkUnitTypes(payload) then
|
|
|
|
if payload.unlimited then
|
|
-- Payload is unlimited. Return a BIG number.
|
|
return 999
|
|
else
|
|
n=n+payload.navail
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
return n
|
|
end
|
|
|
|
--- Count missions in mission queue.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
|
|
-- @return #number Number of missions that are not over yet.
|
|
function LEGION:CountMissionsInQueue(MissionTypes)
|
|
|
|
MissionTypes=MissionTypes or AUFTRAG.Type
|
|
|
|
local N=0
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Check if this mission type is requested.
|
|
if mission:IsNotOver() and self:CheckMissionType(mission.type, MissionTypes) then
|
|
N=N+1
|
|
end
|
|
|
|
end
|
|
|
|
return N
|
|
end
|
|
|
|
--- Count total number of assets of the legion.
|
|
-- @param #LEGION 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 in stock.
|
|
function LEGION:CountAssets(InStock, MissionTypes, Attributes)
|
|
|
|
local N=0
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
N=N+cohort:CountAssets(InStock, MissionTypes, Attributes)
|
|
end
|
|
|
|
return N
|
|
end
|
|
|
|
--- Count total number of assets in LEGION warehouse stock that also have a payload.
|
|
-- @param #LEGION self
|
|
-- @param #boolean Payloads (Optional) Specifc payloads to consider. Default all.
|
|
-- @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 in stock.
|
|
function LEGION:CountAssetsWithPayloadsInStock(Payloads, MissionTypes, Attributes)
|
|
|
|
-- Total number counted.
|
|
local N=0
|
|
|
|
-- Number of payloads in stock per aircraft type.
|
|
local Npayloads={}
|
|
|
|
-- First get payloads for aircraft types of squadrons.
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Npayloads[cohort.aircrafttype]==nil then
|
|
Npayloads[cohort.aircrafttype]=self:CountPayloadsInStock(MissionTypes, cohort.aircrafttype, Payloads)
|
|
self:T3(self.lid..string.format("Got Npayloads=%d for type=%s",Npayloads[cohort.aircrafttype], cohort.aircrafttype))
|
|
end
|
|
end
|
|
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
-- Number of assets in stock.
|
|
local n=cohort:CountAssets(true, MissionTypes, Attributes)
|
|
|
|
-- Number of payloads.
|
|
local p=Npayloads[cohort.aircrafttype] or 0
|
|
|
|
-- Only the smaller number of assets or paylods is really available.
|
|
local m=math.min(n, p)
|
|
|
|
-- Add up what we have. Could also be zero.
|
|
N=N+m
|
|
|
|
-- Reduce number of available payloads.
|
|
Npayloads[cohort.aircrafttype]=Npayloads[cohort.aircrafttype]-m
|
|
end
|
|
|
|
return N
|
|
end
|
|
|
|
--- Count assets on mission.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default all.
|
|
-- @param Ops.Cohort#COHORT Cohort Only count assets of this cohort. Default count assets of all cohorts.
|
|
-- @return #number Number of pending and queued assets.
|
|
-- @return #number Number of pending assets.
|
|
-- @return #number Number of queued assets.
|
|
function LEGION:CountAssetsOnMission(MissionTypes, Cohort)
|
|
|
|
local Nq=0
|
|
local Np=0
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Check if this mission type is requested.
|
|
if self:CheckMissionType(mission.type, MissionTypes or AUFTRAG.Type) then
|
|
|
|
for _,_asset in pairs(mission.assets or {}) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Ensure asset belongs to this letion.
|
|
if asset.wid==self.uid then
|
|
|
|
if Cohort==nil or Cohort.name==asset.squadname then
|
|
|
|
local request, isqueued=self:GetRequestByID(mission.requestID[self.alias])
|
|
|
|
if isqueued then
|
|
Nq=Nq+1
|
|
else
|
|
Np=Np+1
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--env.info(string.format("FF N=%d Np=%d, Nq=%d", Np+Nq, Np, Nq))
|
|
return Np+Nq, Np, Nq
|
|
end
|
|
|
|
--- Count assets on mission.
|
|
-- @param #LEGION self
|
|
-- @param #table MissionTypes Types on mission to be checked. Default all.
|
|
-- @return #table Assets on pending requests.
|
|
function LEGION:GetAssetsOnMission(MissionTypes)
|
|
|
|
local assets={}
|
|
local Np=0
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
-- Check if this mission type is requested.
|
|
if self:CheckMissionType(mission.type, MissionTypes) then
|
|
|
|
for _,_asset in pairs(mission.assets or {}) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- Ensure asset belongs to this legion.
|
|
if asset.wid==self.uid then
|
|
|
|
table.insert(assets, asset)
|
|
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
return assets
|
|
end
|
|
|
|
--- Get the unit types of this legion. These are the unit types of all assigned cohorts.
|
|
-- @param #LEGION self
|
|
-- @param #boolean onlyactive Count only the active ones.
|
|
-- @param #table cohorts Table of cohorts. Default all.
|
|
-- @return #table Table of unit types.
|
|
function LEGION:GetAircraftTypes(onlyactive, cohorts)
|
|
|
|
-- Get all unit types that can do the job.
|
|
local unittypes={}
|
|
|
|
-- Loop over all cohorts.
|
|
for _,_cohort in pairs(cohorts or self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
if (not onlyactive) or cohort:IsOnDuty() then
|
|
|
|
local gotit=false
|
|
for _,unittype in pairs(unittypes) do
|
|
if cohort.aircrafttype==unittype then
|
|
gotit=true
|
|
break
|
|
end
|
|
end
|
|
if not gotit then
|
|
table.insert(unittypes, cohort.aircrafttype)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
return unittypes
|
|
end
|
|
|
|
--- Check if assets for a given mission type are available.
|
|
--
|
|
-- OBSOLETE and renamed to _CanMission (to see if it is still used somewhere)
|
|
--
|
|
-- @param #LEGION self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @return #boolean If true, enough assets are available.
|
|
-- @return #table Assets that can do the required mission.
|
|
function LEGION:_CanMission(Mission)
|
|
|
|
-- Assume we CAN and NO assets are available.
|
|
local Can=true
|
|
local Assets={}
|
|
|
|
-- Squadrons for the job. If user assigned to mission or simply all.
|
|
local cohorts=Mission.squadrons or self.cohorts
|
|
|
|
-- Number of required assets.
|
|
local Nassets=Mission:GetRequiredAssets(self)
|
|
|
|
-- Get aircraft unit types for the job.
|
|
local unittypes=self:GetAircraftTypes(true, cohorts)
|
|
|
|
-- Count all payloads in stock.
|
|
if self:IsAirwing() then
|
|
|
|
-- Number of payloads in stock.
|
|
local Npayloads=self:CountPayloadsInStock(Mission.type, unittypes, Mission.payloads)
|
|
|
|
if Npayloads<Nassets then
|
|
self:T(self.lid..string.format("INFO: Not enough PAYLOADS available! Got %d but need at least %d", Npayloads, Nassets))
|
|
return false, Assets
|
|
end
|
|
end
|
|
|
|
-- Loop over cohorts and recruit assets.
|
|
for cohortname,_cohort in pairs(cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
-- Check if this cohort can.
|
|
local can=cohort:CanMission(Mission)
|
|
|
|
if can then
|
|
|
|
-- Number of payloads available.
|
|
local Npayloads=self:IsAirwing() and self:CountPayloadsInStock(Mission.type, cohort.aircrafttype, Mission.payloads) or 999
|
|
|
|
-- Recruit assets.
|
|
local assets=cohort:RecruitAssets(Mission.type, Npayloads)
|
|
|
|
-- Total number.
|
|
for _,asset in pairs(assets) do
|
|
table.insert(Assets, asset)
|
|
end
|
|
|
|
-- Debug output.
|
|
local text=string.format("Mission=%s, cohort=%s, payloads=%d, can=%s, assets=%d. Found %d/%d", Mission.type, cohort.name, Npayloads, tostring(can), #assets, #Assets, Mission.nassets)
|
|
self:T(self.lid..text)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Check if required assets are present.
|
|
if Nassets>#Assets then
|
|
self:T(self.lid..string.format("INFO: Not enough assets available! Got %d but need at least %d", #Assets, Mission.nassets))
|
|
Can=false
|
|
end
|
|
|
|
return Can, Assets
|
|
end
|
|
|
|
--- Recruit assets for a given mission.
|
|
-- @param #LEGION self
|
|
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
|
-- @return #boolean If `true` enough assets could be recruited.
|
|
function LEGION:RecruitAssets(Mission)
|
|
|
|
-- Number of payloads in stock per aircraft type.
|
|
local Npayloads={}
|
|
|
|
-- Squadrons for the job. If user assigned to mission or simply all.
|
|
local cohorts=Mission.squadrons or self.cohorts
|
|
|
|
-- First get payloads for aircraft types of squadrons.
|
|
for _,_cohort in pairs(cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Npayloads[cohort.aircrafttype]==nil then
|
|
local MissionType=Mission.type
|
|
if MissionType==AUFTRAG.Type.ALERT5 then
|
|
MissionType=Mission.alert5MissionType
|
|
end
|
|
Npayloads[cohort.aircrafttype]=self:IsAirwing() and self:CountPayloadsInStock(MissionType, cohort.aircrafttype, Mission.payloads) or 999
|
|
self:I(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], MissionType, cohort.aircrafttype))
|
|
end
|
|
end
|
|
|
|
-- The recruited assets.
|
|
local Assets={}
|
|
|
|
-- Loops over cohorts.
|
|
for _,_cohort in pairs(cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
|
|
local npayloads=Npayloads[cohort.aircrafttype]
|
|
|
|
if cohort:CanMission(Mission) and npayloads>0 then
|
|
|
|
-- Recruit assets from squadron.
|
|
local assets, npayloads=cohort:RecruitAssets(Mission.type, npayloads)
|
|
|
|
Npayloads[cohort.aircrafttype]=npayloads
|
|
|
|
for _,asset in pairs(assets) do
|
|
table.insert(Assets, asset)
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Now we have a long list with assets.
|
|
self:_OptimizeAssetSelection(Assets, Mission, false)
|
|
|
|
-- If airwing, get the best payload available.
|
|
if self:IsAirwing() then
|
|
|
|
for _,_asset in pairs(Assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- 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=self:FetchPayloadFromStock(asset.unittype, MissionType, Mission.payloads)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Remove assets that dont have a payload.
|
|
for i=#Assets,1,-1 do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if not asset.payload then
|
|
table.remove(Assets, i)
|
|
end
|
|
end
|
|
|
|
-- Now find the best asset for the given payloads.
|
|
self:_OptimizeAssetSelection(Assets, Mission, true)
|
|
|
|
end
|
|
|
|
-- 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
|
|
self:T(self.lid..string.format("Adding asset %s to mission %s [%s]", asset.spawngroupname, Mission.name, Mission.type))
|
|
Mission:AddAsset(asset)
|
|
end
|
|
|
|
if self:IsAirwing() then
|
|
|
|
-- Return payloads of not needed assets.
|
|
for i=Nassets+1,#Assets do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if not asset.spawned then
|
|
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
self:ReturnPayloadFromAsset(asset)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- Found enough assets.
|
|
return true
|
|
else
|
|
|
|
---
|
|
-- NOT enough assets
|
|
---
|
|
|
|
-- Return payloads of assets.
|
|
if self:IsAirwing() then
|
|
for i=1,#Assets do
|
|
local asset=Assets[i]
|
|
if not asset.spawned then
|
|
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
self:ReturnPayloadFromAsset(asset)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Not enough assets found.
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
--- Calculate the mission score of an asset.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
|
|
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
|
|
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
|
|
-- @return #number Mission score.
|
|
function LEGION:CalculateAssetMissionScore(asset, Mission, includePayload)
|
|
|
|
-- Mission score.
|
|
local score=0
|
|
|
|
-- Prefer highly skilled assets.
|
|
if asset.skill==AI.Skill.AVERAGE then
|
|
score=score+0
|
|
elseif asset.skill==AI.Skill.GOOD then
|
|
score=score+10
|
|
elseif asset.skill==AI.Skill.HIGH then
|
|
score=score+20
|
|
elseif asset.skill==AI.Skill.EXCELLENT then
|
|
score=score+30
|
|
end
|
|
|
|
-- Add mission performance to score.
|
|
score=score+asset.cohort:GetMissionPeformance(Mission.Type)
|
|
|
|
-- Add payload performance to score.
|
|
if includePayload and asset.payload then
|
|
score=score+self:GetPayloadPeformance(asset.payload, Mission.type)
|
|
end
|
|
|
|
-- Target position.
|
|
local TargetVec2=Mission.type~=AUFTRAG.Type.ALERT5 and Mission:GetTargetVec2() or nil --Mission:GetTargetVec2()
|
|
|
|
-- Origin: We take the flightgroups position or the one of the legion.
|
|
local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or self:GetVec2()
|
|
|
|
-- Distance factor.
|
|
local distance=0
|
|
if TargetVec2 and OrigVec2 then
|
|
-- Distance in NM.
|
|
distance=UTILS.MetersToNM(UTILS.VecDist2D(OrigVec2, TargetVec2))
|
|
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
|
|
distance=UTILS.Round(distance/10, 0)
|
|
end
|
|
|
|
-- Reduce score for legions that are futher away.
|
|
score=score-distance
|
|
|
|
-- Intercepts need to be carried out quickly. We prefer spawned assets.
|
|
if Mission.type==AUFTRAG.Type.INTERCEPT then
|
|
if asset.spawned then
|
|
self:T(self.lid.."Adding 25 to asset because it is spawned")
|
|
score=score+25
|
|
end
|
|
end
|
|
|
|
-- TODO: This could be vastly improved. Need to gather ideas during testing.
|
|
-- Calculate ETA? Assets on orbit missions should arrive faster even if they are further away.
|
|
-- Max speed of assets.
|
|
-- Fuel amount?
|
|
-- Range of assets?
|
|
|
|
return score
|
|
end
|
|
|
|
--- Optimize chosen assets for the mission at hand.
|
|
-- @param #LEGION self
|
|
-- @param #table assets Table of (unoptimized) assets.
|
|
-- @param Ops.Auftrag#AUFTRAG Mission Mission for which the best assets are desired.
|
|
-- @param #boolean includePayload If true, include the payload in the calulation if the asset has one attached.
|
|
function LEGION:_OptimizeAssetSelection(assets, Mission, includePayload)
|
|
|
|
-- Calculate the mission score of all assets.
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
asset.score=self:CalculateAssetMissionScore(asset, Mission, includePayload)
|
|
end
|
|
|
|
--- Sort assets wrt to their mission score. Higher is better.
|
|
local function optimize(a, b)
|
|
local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
-- Higher score wins. If equal score ==> closer wins.
|
|
return (assetA.score>assetB.score)
|
|
end
|
|
table.sort(assets, optimize)
|
|
|
|
-- Remove distance parameter.
|
|
local text=string.format("Optimized %d assets for %s mission (payload=%s):", #assets, Mission.type, tostring(includePayload))
|
|
for i,Asset in pairs(assets) do
|
|
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
|
|
asset.dist=nil
|
|
asset.score=nil
|
|
end
|
|
self:T2(self.lid..text)
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Transport Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Recruit assets for a given OPS transport.
|
|
-- @param #LEGION self
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The OPS transport.
|
|
-- @return #boolean If `true`, enough assets could be recruited.
|
|
function LEGION: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
|
|
end
|
|
|
|
|
|
-- Number of payloads in stock per aircraft type.
|
|
local Npayloads={}
|
|
|
|
-- First get payloads for aircraft types of squadrons.
|
|
for _,_cohort in pairs(self.cohorts) do
|
|
local cohort=_cohort --Ops.Cohort#COHORT
|
|
if Npayloads[cohort.aircrafttype]==nil then
|
|
Npayloads[cohort.aircrafttype]=self:IsAirwing() and self:CountPayloadsInStock(AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype) or 999
|
|
self:I(self.lid..string.format("Got N=%d payloads for mission type=%s and unit type=%s", Npayloads[cohort.aircrafttype], AUFTRAG.Type.OPSTRANSPORT, cohort.aircrafttype))
|
|
end
|
|
end
|
|
|
|
-- The recruited assets.
|
|
local Assets={}
|
|
|
|
-- Loops over cohorts.
|
|
for _,_cohort in pairs(self.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
|
|
|
|
-- Sort asset list. Best ones come first.
|
|
self:_OptimizeAssetSelectionForTransport(Assets, Transport, false)
|
|
|
|
-- If airwing, get the best payload available.
|
|
if self:IsAirwing() then
|
|
|
|
for _,_asset in pairs(Assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
|
|
-- 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=self:FetchPayloadFromStock(asset.unittype, AUFTRAG.Type.OPSTRANSPORT)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Remove assets that dont have a payload.
|
|
for i=#Assets,1,-1 do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if not asset.payload then
|
|
table.remove(Assets, i)
|
|
end
|
|
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 mission.
|
|
for i=1,Nassets do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
asset.isReserved=true
|
|
Transport:AddAsset(asset)
|
|
end
|
|
|
|
if self:IsAirwing() then
|
|
|
|
-- Return payloads of not needed assets.
|
|
for i=Nassets+1,#Assets do
|
|
local asset=Assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
if not asset.spawned then
|
|
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
self:ReturnPayloadFromAsset(asset)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-- Found enough assets.
|
|
return true
|
|
else
|
|
|
|
---
|
|
-- NOT enough assets
|
|
---
|
|
|
|
-- Return payloads of assets.
|
|
if self:IsAirwing() then
|
|
for i=1,#Assets do
|
|
local asset=Assets[i]
|
|
if not asset.spawned then
|
|
self:T(self.lid..string.format("Returning payload from asset %s", asset.spawngroupname))
|
|
self:ReturnPayloadFromAsset(asset)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Not enough assets found.
|
|
return false
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Optimize chosen assets for the mission at hand.
|
|
-- @param #LEGION self
|
|
-- @param #table assets Table of (unoptimized) assets.
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
function LEGION:_OptimizeAssetSelectionForTransport(assets, Transport)
|
|
|
|
-- Calculate the mission score of all assets.
|
|
for _,_asset in pairs(assets) do
|
|
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
asset.score=self:CalculateAssetTransportScore(asset, Transport)
|
|
end
|
|
|
|
--- Sort assets wrt to their mission score. Higher is better.
|
|
local function optimize(a, b)
|
|
local assetA=a --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
local assetB=b --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
-- Higher score wins. If equal score ==> closer wins.
|
|
return (assetA.score>assetB.score)
|
|
end
|
|
table.sort(assets, optimize)
|
|
|
|
-- Remove distance parameter.
|
|
local text=string.format("Optimized %d assets for transport:", #assets)
|
|
for i,Asset in pairs(assets) do
|
|
local asset=Asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
|
text=text..string.format("\n%s %s: score=%d", asset.squadname, asset.spawngroupname, asset.score)
|
|
asset.dist=nil
|
|
asset.score=nil
|
|
end
|
|
self:T2(self.lid..text)
|
|
|
|
end
|
|
|
|
--- Calculate the mission score of an asset.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset Asset
|
|
-- @param Ops.OpsTransport#OPSTRANSPORT Transport The transport.
|
|
-- @return #number Mission score.
|
|
function LEGION:CalculateAssetTransportScore(asset, Transport)
|
|
|
|
-- Mission score.
|
|
local score=0
|
|
|
|
-- Prefer highly skilled assets.
|
|
if asset.skill==AI.Skill.AVERAGE then
|
|
score=score+0
|
|
elseif asset.skill==AI.Skill.GOOD then
|
|
score=score+10
|
|
elseif asset.skill==AI.Skill.HIGH then
|
|
score=score+20
|
|
elseif asset.skill==AI.Skill.EXCELLENT then
|
|
score=score+30
|
|
end
|
|
|
|
-- Add mission performance to score.
|
|
score=score+asset.cohort:GetMissionPeformance(AUFTRAG.Type.OPSTRANSPORT)
|
|
|
|
-- Target position.
|
|
local TargetVec2=Transport:GetDeployZone():GetVec2()
|
|
|
|
-- Origin: We take the flightgroups position or the one of the legion.
|
|
local OrigVec2=asset.flightgroup and asset.flightgroup:GetVec2() or self:GetVec2()
|
|
|
|
-- Distance factor.
|
|
local distance=0
|
|
if TargetVec2 and OrigVec2 then
|
|
-- Distance in NM.
|
|
distance=UTILS.MetersToNM(UTILS.VecDist2D(OrigVec2, TargetVec2))
|
|
-- Round: 55 NM ==> 5.5 ==> 6, 63 NM ==> 6.3 ==> 6
|
|
distance=UTILS.Round(distance/10, 0)
|
|
end
|
|
|
|
-- Reduce score for legions that are futher away.
|
|
score=score-distance
|
|
|
|
--TODO: Check cargo bay capacity.
|
|
|
|
--TODO: Check ALERT 5 for Transports.
|
|
if asset.spawned then
|
|
self:T(self.lid.."Adding 25 to asset because it is spawned")
|
|
score=score+25
|
|
end
|
|
|
|
return score
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Misc Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Check if a mission type is contained in a list of possible types.
|
|
-- @param #LEGION self
|
|
-- @param #string MissionType The requested mission type.
|
|
-- @param #table PossibleTypes A table with possible mission types.
|
|
-- @return #boolean If true, the requested mission type is part of the possible mission types.
|
|
function LEGION:CheckMissionType(MissionType, PossibleTypes)
|
|
|
|
if type(PossibleTypes)=="string" then
|
|
PossibleTypes={PossibleTypes}
|
|
end
|
|
|
|
for _,canmission in pairs(PossibleTypes) do
|
|
if canmission==MissionType then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Check if a mission type is contained in a list of possible capabilities.
|
|
-- @param #LEGION self
|
|
-- @param #string MissionType The requested mission type.
|
|
-- @param #table Capabilities A table with possible capabilities.
|
|
-- @return #boolean If true, the requested mission type is part of the possible mission types.
|
|
function LEGION:CheckMissionCapability(MissionType, Capabilities)
|
|
|
|
for _,cap in pairs(Capabilities) do
|
|
local capability=cap --Ops.Auftrag#AUFTRAG.Capability
|
|
if capability.MissionType==MissionType then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Get payload performance for a given type of misson type.
|
|
-- @param #LEGION self
|
|
-- @param Ops.Airwing#AIRWING.Payload Payload The payload table.
|
|
-- @param #string MissionType Type of mission.
|
|
-- @return #number Performance or -1.
|
|
function LEGION:GetPayloadPeformance(Payload, MissionType)
|
|
|
|
if Payload then
|
|
|
|
for _,Capability in pairs(Payload.capabilities) do
|
|
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
|
|
if capability.MissionType==MissionType then
|
|
return capability.Performance
|
|
end
|
|
end
|
|
|
|
else
|
|
self:E(self.lid.."ERROR: Payload is nil!")
|
|
end
|
|
|
|
return -1
|
|
end
|
|
|
|
--- Get mission types a payload can perform.
|
|
-- @param #LEGION self
|
|
-- @param Ops.Airwing#AIRWING.Payload Payload The payload table.
|
|
-- @return #table Mission types.
|
|
function LEGION:GetPayloadMissionTypes(Payload)
|
|
|
|
local missiontypes={}
|
|
|
|
for _,Capability in pairs(Payload.capabilities) do
|
|
local capability=Capability --Ops.Auftrag#AUFTRAG.Capability
|
|
table.insert(missiontypes, capability.MissionType)
|
|
end
|
|
|
|
return missiontypes
|
|
end
|
|
|
|
--- Returns the mission for a given mission ID (Autragsnummer).
|
|
-- @param #LEGION self
|
|
-- @param #number mid Mission ID (Auftragsnummer).
|
|
-- @return Ops.Auftrag#AUFTRAG Mission table.
|
|
function LEGION:GetMissionByID(mid)
|
|
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
|
|
if mission.auftragsnummer==tonumber(mid) then
|
|
return mission
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the mission for a given ID.
|
|
-- @param #LEGION self
|
|
-- @param #number uid Transport UID.
|
|
-- @return Ops.OpsTransport#OPSTRANSPORT Transport assignment.
|
|
function LEGION:GetTransportByID(uid)
|
|
|
|
for _,_transport in pairs(self.transportqueue) do
|
|
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
|
|
|
|
if transport.uid==tonumber(uid) then
|
|
return transport
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the mission for a given request ID.
|
|
-- @param #LEGION self
|
|
-- @param #number RequestID Unique ID of the request.
|
|
-- @return Ops.Auftrag#AUFTRAG Mission table or *nil*.
|
|
function LEGION:GetMissionFromRequestID(RequestID)
|
|
for _,_mission in pairs(self.missionqueue) do
|
|
local mission=_mission --Ops.Auftrag#AUFTRAG
|
|
local mid=mission.requestID[self.alias]
|
|
if mid and mid==RequestID then
|
|
return mission
|
|
end
|
|
end
|
|
return nil
|
|
end
|
|
|
|
--- Returns the mission for a given request.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Queueitem Request The warehouse request.
|
|
-- @return Ops.Auftrag#AUFTRAG Mission table or *nil*.
|
|
function LEGION:GetMissionFromRequest(Request)
|
|
return self:GetMissionFromRequestID(Request.uid)
|
|
end
|
|
|
|
--- Fetch a payload from the airwing resources for a given unit and mission type.
|
|
-- The payload with the highest priority is preferred.
|
|
-- @param #LEGION self
|
|
-- @param #string UnitType The type of the unit.
|
|
-- @param #string MissionType The mission type.
|
|
-- @param #table Payloads Specific payloads only to be considered.
|
|
-- @return Ops.Airwing#AIRWING.Payload Payload table or *nil*.
|
|
function LEGION:FetchPayloadFromStock(UnitType, MissionType, Payloads)
|
|
-- Polymorphic. Will return something when called by airwing.
|
|
return nil
|
|
end
|
|
|
|
--- Return payload from asset back to stock.
|
|
-- @param #LEGION self
|
|
-- @param Functional.Warehouse#WAREHOUSE.Assetitem asset The squadron asset.
|
|
function LEGION:ReturnPayloadFromAsset(asset)
|
|
-- Polymorphic.
|
|
return nil
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|