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Assets
- remove assets from warehouse if they are removed from cohort
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@@ -79,6 +79,7 @@
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do -- FSM
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--- FSM class
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-- @type FSM
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-- @field #string ClassName Name of the class.
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-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
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@@ -8596,6 +8596,8 @@ function WAREHOUSE:_DeleteStockItem(stockitem)
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local item=self.stock[i] --#WAREHOUSE.Assetitem
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if item.uid==stockitem.uid then
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table.remove(self.stock,i)
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-- remove also from warehouse DB
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_WAREHOUSEDB.Assets[stockitem.uid]=nil
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break
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end
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end
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@@ -629,32 +629,42 @@ end
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--- Remove assets from pool. Not that assets must not be spawned or already reserved or requested.
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-- @param #COHORT self
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-- @param #number N Number of assets to be removed. Default 1.
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-- @param #number Delay Delay in seconds before assets are removed.
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-- @return #COHORT self
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function COHORT:RemoveAssets(N)
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function COHORT:RemoveAssets(N, Delay)
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self:T2(self.lid..string.format("Remove %d assets of Cohort", N))
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N=N or 1
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local n=0
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for i=#self.assets,1,-1 do
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local asset=self.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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if Delay and Delay>0 then
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-- Delayed call
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self:ScheduleOnce(Delay, COHORT.RemoveAssets, self, N, 0)
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else
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self:T2(self.lid..string.format("Checking removing asset %s", asset.spawngroupname))
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if not (asset.requested or asset.spawned or asset.isReserved) then
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self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
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table.remove(self.assets, i)
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n=n+1
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else
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self:T2(self.lid..string.format("Could NOT Remove asset %s", asset.spawngroupname))
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N=N or 1
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local n=0
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for i=#self.assets,1,-1 do
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local asset=self.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
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self:T2(self.lid..string.format("Checking removing asset %s", asset.spawngroupname))
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if not (asset.requested or asset.spawned or asset.isReserved) then
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self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
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-- Remove from warehouse and warehouse DB
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asset.legion:_DeleteStockItem(asset)
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table.remove(self.assets, i)
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n=n+1
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else
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self:T2(self.lid..string.format("Could NOT Remove asset %s", asset.spawngroupname))
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end
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if n>=N then
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break
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end
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end
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if n>=N then
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break
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end
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self:T(self.lid..string.format("Removed %d/%d assets. New asset count=%d", n, N, #self.assets))
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end
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self:T(self.lid..string.format("Removed %d/%d assets. New asset count=%d", n, N, #self.assets))
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return self
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end
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@@ -13466,10 +13466,10 @@ function OPSGROUP:GetAmmoUnit(unit, display)
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local ammotable=unit:GetAmmo()
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if ammotable then
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local weapons=#ammotable
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--self:I(ammotable)
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--self:I(ammotable)
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--UTILS.PrintTableToLog(ammotable)
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-- Loop over all weapons.
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for w=1,weapons do
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@@ -13477,9 +13477,9 @@ function OPSGROUP:GetAmmoUnit(unit, display)
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-- Number of current weapon.
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local Nammo=ammotable[w]["count"]
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-- Range in meters. Seems only to exist for missiles (not shells).
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local rmin=ammotable[w]["desc"]["rangeMin"] or 0
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local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0
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-- Range in meters. Seems only to exist for missiles (not shells).
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local rmin=ammotable[w]["desc"]["rangeMin"] or 0
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local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0
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-- Type name of current weapon.
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local Tammo=ammotable[w]["desc"]["typeName"]
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