feat: Improvements on scenic modes

This commit is contained in:
Pax1601
2025-03-12 18:43:14 +01:00
parent 23f9eee39f
commit 34f9a8bc40
16 changed files with 1093 additions and 227 deletions

View File

@@ -49,6 +49,31 @@ void GroundUnit::setDefaults(bool force)
setROE(ROE::WEAPON_FREE, force);
setOnOff(onOff, force);
setFollowRoads(followRoads, force);
/* Load gun values from database */
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_number_field(L"barrelHeight"))
setBarrelHeight(databaseEntry[L"barrelHeight"].as_number().to_double());
if (databaseEntry.has_number_field(L"muzzleVelocity"))
setMuzzleVelocity(databaseEntry[L"muzzleVelocity"].as_number().to_double());
if (databaseEntry.has_number_field(L"aimTime"))
setAimTime(databaseEntry[L"aimTime"].as_number().to_double());
if (databaseEntry.has_number_field(L"shotsToFire"))
setShotsToFire(databaseEntry[L"shotsToFire"].as_number().to_uint32());
if (databaseEntry.has_number_field(L"engagementRange"))
setEngagementRange(databaseEntry[L"engagementRange"].as_number().to_double());
if (databaseEntry.has_number_field(L"shotsBaseInterval"))
setShotsBaseInterval(databaseEntry[L"shotsBaseInterval"].as_number().to_double());
if (databaseEntry.has_number_field(L"shotsBaseScatter"))
setShotsBaseScatter(databaseEntry[L"shotsBaseScatter"].as_number().to_double());
if (databaseEntry.has_number_field(L"targetingRange"))
setTargetingRange(databaseEntry[L"targetingRange"].as_number().to_double());
if (databaseEntry.has_number_field(L"aimMethodRange"))
setAimMethodRange(databaseEntry[L"aimMethodRange"].as_number().to_double());
if (databaseEntry.has_number_field(L"acquisitionRange"))
setAcquisitionRange(databaseEntry[L"acquisitionRange"].as_number().to_double());
}
}
void GroundUnit::setState(unsigned char newState)
@@ -214,7 +239,7 @@ void GroundUnit::AIloop()
break;
}
case State::SIMULATE_FIRE_FIGHT: {
setTask("Simulating fire fight");
string taskString = "";
if (internalCounter == 0 && targetPosition != Coords(NULL) && scheduler->getLoad() < 30) {
/* Get the distance and bearing to the target */
@@ -229,21 +254,16 @@ void GroundUnit::AIloop()
Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1 + 90, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
/* Recover the data from the database */
double aimTime = 2; /* s */
bool indirectFire = false;
double shotsBaseInterval = 15; /* s */
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_number_field(L"aimTime"))
aimTime = databaseEntry[L"aimTime"].as_number().to_double();
if (databaseEntry.has_boolean_field(L"indirectFire"))
indirectFire = databaseEntry[L"indirectFire"].as_bool();
if (databaseEntry.has_number_field(L"shotsBaseInterval"))
shotsBaseInterval = databaseEntry[L"shotsBaseInterval"].as_number().to_double();
}
/* If the unit is of the indirect fire type, like a mortar, simply shoot at the target */
if (indirectFire) {
taskString += "Simulating fire fight with indirect fire";
log(unitName + "(" + name + ")" + " simulating fire fight with indirect fire");
std::ostringstream taskSS;
taskSS.precision(10);
@@ -254,8 +274,10 @@ void GroundUnit::AIloop()
}
/* Otherwise use the aim method */
else {
taskString += "Simulating fire fight with aim point method. ";
log(unitName + "(" + name + ")" + " simulating fire fight with aim at point method");
aimAtPoint(scatteredTargetPosition);
string aimTaskString = aimAtPoint(scatteredTargetPosition);
taskString += aimTaskString;
}
/* Wait an amout of time depending on the shots intensity */
@@ -270,10 +292,15 @@ void GroundUnit::AIloop()
internalCounter = static_cast<unsigned int>(3 / FRAMERATE_TIME_INTERVAL);
internalCounter--;
setTimeToNextTasking(internalCounter * FRAMERATE_TIME_INTERVAL);
if (taskString.length() > 0)
setTask(taskString);
break;
}
case State::SCENIC_AAA: {
setTask("Scenic AAA");
string taskString = "";
/* Only perform scenic functions when the scheduler is "free" */
if (((!getHasTask() && scheduler->getLoad() < 30) || internalCounter == 0)) {
@@ -283,29 +310,42 @@ void GroundUnit::AIloop()
Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
/* Recover the data from the database */
double aimTime = 2; /* s */
double shotsBaseInterval = 15; /* s */
bool flak = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_number_field(L"aimTime"))
aimTime = databaseEntry[L"aimTime"].as_number().to_double();
if (databaseEntry.has_number_field(L"shotsBaseInterval"))
shotsBaseInterval = databaseEntry[L"shotsBaseInterval"].as_number().to_double();
if (databaseEntry.has_boolean_field(L"flak"))
flak = databaseEntry[L"flak"].as_bool();
}
/* Only run if an enemy air unit is closer than 20km to avoid useless load */
if (target != nullptr && distance < 20000 /* m */) {
double activationDistance = 20000;
if (2 * engagementRange > activationDistance)
activationDistance = 2 * engagementRange;
if (target != nullptr && distance < activationDistance /* m */) {
double r = 15; /* m */
double barrelElevation = r * tan(acos(((double)(rand()) / (double)(RAND_MAX))));
double barrelElevation = position.alt + barrelHeight + r * tan(acos(((double)(rand()) / (double)(RAND_MAX))));
double lat = 0;
double lng = 0;
double randomBearing = ((double)(rand()) / (double)(RAND_MAX)) * 360;
Geodesic::WGS84().Direct(position.lat, position.lng, randomBearing, r, lat, lng);
if (flak) {
lat = position.lat + RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter) * 0.01;
lng = position.lng + RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter) * 0.01;
barrelElevation = target->getPosition().alt + RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter) * 1000;
taskString += "Flak box mode.";
}
else {
taskString += "Scenic AAA. Bearing: " + to_string((int)round(randomBearing)) + "deg";
}
taskString += ". Aim point elevation " + to_string((int) round(barrelElevation)) + "m AGL";
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << position.alt + barrelElevation << ", radius = 0.001}";
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << barrelElevation << ", radius = 0.001, expendQty = " << shotsToFire << " }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
@@ -313,16 +353,26 @@ void GroundUnit::AIloop()
/* Wait an amout of time depending on the shots intensity */
internalCounter = static_cast<unsigned int>(((ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + aimTime) / FRAMERATE_TIME_INTERVAL);
}
else {
if (target == nullptr)
taskString += "Scenic AAA. No valid target.";
else
taskString += "Scenic AAA. Target outside max range: " + to_string((int)round(distance)) + "m.";
}
}
if (internalCounter == 0)
internalCounter = static_cast<unsigned int>(3 / FRAMERATE_TIME_INTERVAL);
internalCounter--;
setTimeToNextTasking(internalCounter * FRAMERATE_TIME_INTERVAL);
if (taskString.length() > 0)
setTask(taskString);
break;
}
case State::MISS_ON_PURPOSE: {
setTask("Missing on purpose");
string taskString = "";
/* Check that the unit can perform AAA duties */
bool canAAA = false;
@@ -340,43 +390,6 @@ void GroundUnit::AIloop()
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
/* Default gun values */
double barrelHeight = 1.0; /* m */
double muzzleVelocity = 860; /* m/s */
double aimTime = 10; /* s */
unsigned int shotsToFire = 10;
double shotsBaseInterval = 15; /* s */
double shotsBaseScatter = 2; /* degs */
double engagementRange = 10000; /* m */
double targetingRange = 0; /* m */
double aimMethodRange = 0; /* m */
double acquisitionRange = 0; /* m */
/* Load gun values from database */
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
if (databaseEntry.has_number_field(L"barrelHeight"))
barrelHeight = databaseEntry[L"barrelHeight"].as_number().to_double();
if (databaseEntry.has_number_field(L"muzzleVelocity"))
muzzleVelocity = databaseEntry[L"muzzleVelocity"].as_number().to_double();
if (databaseEntry.has_number_field(L"aimTime"))
aimTime = databaseEntry[L"aimTime"].as_number().to_double();
if (databaseEntry.has_number_field(L"shotsToFire"))
shotsToFire = databaseEntry[L"shotsToFire"].as_number().to_uint32();
if (databaseEntry.has_number_field(L"engagementRange"))
engagementRange = databaseEntry[L"engagementRange"].as_number().to_double();
if (databaseEntry.has_number_field(L"shotsBaseInterval"))
shotsBaseInterval = databaseEntry[L"shotsBaseInterval"].as_number().to_double();
if (databaseEntry.has_number_field(L"shotsBaseScatter"))
shotsBaseScatter = databaseEntry[L"shotsBaseScatter"].as_number().to_double();
if (databaseEntry.has_number_field(L"targetingRange"))
targetingRange = databaseEntry[L"targetingRange"].as_number().to_double();
if (databaseEntry.has_number_field(L"aimMethodRange"))
aimMethodRange = databaseEntry[L"aimMethodRange"].as_number().to_double();
if (databaseEntry.has_number_field(L"acquisitionRange"))
acquisitionRange = databaseEntry[L"acquisitionRange"].as_number().to_double();
}
/* Get all the units in range and select one at random */
double range = max(max(engagementRange, aimMethodRange), acquisitionRange);
map<Unit*, double> targets = unitsManager->getUnitsInRange(this, targetCoalition, { "Aircraft", "Helicopter" }, range);
@@ -392,12 +405,17 @@ void GroundUnit::AIloop()
/* Only do if we have a valid target close enough for AAA */
if (target != nullptr) {
taskString += "Missing on purpose. Valid target at range: " + to_string((int) round(distance)) + "m";
double correctedAimTime = aimTime;
/* Approximate the flight time */
if (muzzleVelocity != 0)
aimTime += distance / muzzleVelocity;
correctedAimTime += distance / muzzleVelocity;
/* If the target is in targeting range and we are in highest precision mode, target it */
if (distance < targetingRange && shotsScatter == ShotsScatter::LOW) {
taskString += ". Range is less than targeting range (" + to_string((int) round(targetingRange)) + "m) and scatter is LOW, aiming at target.";
/* Send the command */
std::ostringstream taskSS;
taskSS.precision(10);
@@ -406,37 +424,47 @@ void GroundUnit::AIloop()
scheduler->appendCommand(command);
setHasTask(true);
internalCounter = static_cast<unsigned int>((aimTime + (ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL);
internalCounter = static_cast<unsigned int>((correctedAimTime + (ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL);
}
/* Else, do miss on purpose */
else {
/* Compute where the target will be in aimTime seconds, plus the effect of scatter. */
double scatterDistance = distance * tan(shotsBaseScatter * (ShotsScatter::LOW - shotsScatter) / 57.29577) * (RANDOM_ZERO_TO_ONE - 0.1);
double aimDistance = target->getHorizontalVelocity() * aimTime + scatterDistance;
double aimDistance = target->getHorizontalVelocity() * correctedAimTime + scatterDistance;
double aimLat = 0;
double aimLng = 0;
Geodesic::WGS84().Direct(target->getPosition().lat, target->getPosition().lng, target->getTrack() * 57.29577, aimDistance, aimLat, aimLng); /* TODO make util to convert degrees and radians function */
double aimAlt = target->getPosition().alt + target->getVerticalVelocity() * aimTime + distance * tan(shotsBaseScatter * (ShotsScatter::LOW - shotsScatter) / 57.29577) * RANDOM_ZERO_TO_ONE; // Force to always miss high never low
double aimAlt = target->getPosition().alt + target->getVerticalVelocity() * correctedAimTime + distance * tan(shotsBaseScatter * (ShotsScatter::LOW - shotsScatter) / 57.29577) * RANDOM_ZERO_TO_ONE; // Force to always miss high never low
/* Send the command */
if (distance < engagementRange) {
taskString += ". Range is less than engagement range (" + to_string((int) round(engagementRange)) + "m), using FIRE AT POINT method";
/* If the unit is closer than the engagement range, use the fire at point method */
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << aimLat << ", lng = " << aimLng << ", alt = " << aimAlt << ", radius = 0.001, expendQty = " << shotsToFire << " }";
taskString += ". Aiming altitude " + to_string((int)round((aimAlt - position.alt) / 0.3048)) + "ft AGL";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
internalCounter = static_cast<unsigned int>((aimTime + (ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL);
internalCounter = static_cast<unsigned int>((correctedAimTime + (ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL);
}
else if (distance < aimMethodRange) {
taskString += ". Range is less than aim method range (" + to_string((int)round(aimMethodRange / 0.3048)) + "ft), using AIM method.";
/* If the unit is closer than the aim method range, use the aim method range */
aimAtPoint(Coords(aimLat, aimLng, aimAlt));
string aimMethodTask = aimAtPoint(Coords(aimLat, aimLng, aimAlt));
taskString += aimMethodTask;
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
internalCounter = static_cast<unsigned int>((aimTime + (ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL);
internalCounter = static_cast<unsigned int>((correctedAimTime + (ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL);
}
else {
taskString += ". Target is not in range of weapon, waking up unit to get ready for tasking.";
/* Else just wake the unit up with an impossible command */
std::ostringstream taskSS;
taskSS.precision(10);
@@ -453,6 +481,7 @@ void GroundUnit::AIloop()
missOnPurposeTarget = target;
}
else {
taskString += "Missing on purpose. No target in range.";
if (getHasTask())
resetTask();
}
@@ -466,7 +495,7 @@ void GroundUnit::AIloop()
if (databaseEntry.has_number_field(L"alertnessTimeConstant"))
alertnessTimeConstant = databaseEntry[L"alertnessTimeConstant"].as_number().to_double();
}
internalCounter = static_cast<unsigned int>((5 + RANDOM_ZERO_TO_ONE * alertnessTimeConstant * 0 /* TODO: remove to enable alertness again */) / FRAMERATE_TIME_INTERVAL);
internalCounter = static_cast<unsigned int>((5 + RANDOM_ZERO_TO_ONE * alertnessTimeConstant) / FRAMERATE_TIME_INTERVAL);
missOnPurposeTarget = nullptr;
setTargetPosition(Coords(NULL));
}
@@ -476,6 +505,11 @@ void GroundUnit::AIloop()
setState(State::IDLE);
}
setTimeToNextTasking(internalCounter * FRAMERATE_TIME_INTERVAL);
if (taskString.length() > 0)
setTask(taskString);
break;
}
default:
@@ -484,7 +518,8 @@ void GroundUnit::AIloop()
}
void GroundUnit::aimAtPoint(Coords aimTarget) {
string GroundUnit::aimAtPoint(Coords aimTarget) {
string taskString = "";
double dist;
double bearing1;
double bearing2;
@@ -521,7 +556,8 @@ void GroundUnit::aimAtPoint(Coords aimTarget) {
double lng = 0;
Geodesic::WGS84().Direct(position.lat, position.lng, bearing1, r, lat, lng);
log(unitName + "(" + name + ")" + " shooting with aim at point method. Barrel elevation: " + to_string(barrelElevation * 57.29577) + "°, bearing: " + to_string(bearing1) + "°");
taskString = +"Barrel elevation: " + to_string((int) round(barrelElevation)) + "m, bearing: " + to_string((int) round(bearing1)) + "deg";
log(unitName + "(" + name + ")" + " shooting with aim at point method. Barrel elevation: " + to_string(barrelElevation) + "m, bearing: " + to_string(bearing1) + "°");
std::ostringstream taskSS;
taskSS.precision(10);
@@ -532,7 +568,10 @@ void GroundUnit::aimAtPoint(Coords aimTarget) {
}
else {
log("Target out of range for " + unitName + "(" + name + ")");
taskString = +"Target out of range";
}
return taskString;
}
void GroundUnit::changeSpeed(string change)

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@@ -509,6 +509,29 @@ void Scheduler::handleRequest(string key, json::value value, string username, js
}
}
/************************/
else if (key.compare("setEngagementProperties") == 0)
{
unsigned int ID = value[L"ID"].as_integer();
unitsManager->acquireControl(ID);
Unit* unit = unitsManager->getGroupLeader(ID);
if (unit != nullptr)
{
/* Engagement properties tasking */
unit->setBarrelHeight(value[L"barrelHeight"].as_number().to_double());
unit->setMuzzleVelocity(value[L"muzzleVelocity"].as_number().to_double());
unit->setAimTime(value[L"aimTime"].as_number().to_double());
unit->setShotsToFire(value[L"shotsToFire"].as_number().to_uint32());
unit->setShotsBaseInterval(value[L"shotsBaseInterval"].as_number().to_double());
unit->setShotsBaseScatter(value[L"shotsBaseScatter"].as_number().to_double());
unit->setEngagementRange(value[L"engagementRange"].as_number().to_double());
unit->setTargetingRange(value[L"targetingRange"].as_number().to_double());
unit->setAimMethodRange(value[L"aimMethodRange"].as_number().to_double());
unit->setAcquisitionRange(value[L"acquisitionRange"].as_number().to_double());
log(username + " updated unit " + unit->getUnitName() + "(" + unit->getName() + ") engagementProperties", true);
}
}
/************************/
else if (key.compare("setFollowRoads") == 0)
{
unsigned int ID = value[L"ID"].as_integer();

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@@ -298,6 +298,17 @@ void Unit::getData(stringstream& ss, unsigned long long time)
case DataIndex::racetrackLength: appendNumeric(ss, datumIndex, racetrackLength); break;
case DataIndex::racetrackAnchor: appendNumeric(ss, datumIndex, racetrackAnchor); break;
case DataIndex::racetrackBearing: appendNumeric(ss, datumIndex, racetrackBearing); break;
case DataIndex::timeToNextTasking: appendNumeric(ss, datumIndex, timeToNextTasking); break;
case DataIndex::barrelHeight: appendNumeric(ss, datumIndex, barrelHeight); break;
case DataIndex::muzzleVelocity: appendNumeric(ss, datumIndex, muzzleVelocity); break;
case DataIndex::aimTime: appendNumeric(ss, datumIndex, aimTime); break;
case DataIndex::shotsToFire: appendNumeric(ss, datumIndex, shotsToFire); break;
case DataIndex::shotsBaseInterval: appendNumeric(ss, datumIndex, shotsBaseInterval); break;
case DataIndex::shotsBaseScatter: appendNumeric(ss, datumIndex, shotsBaseScatter); break;
case DataIndex::engagementRange: appendNumeric(ss, datumIndex, engagementRange); break;
case DataIndex::targetingRange: appendNumeric(ss, datumIndex, targetingRange); break;
case DataIndex::aimMethodRange: appendNumeric(ss, datumIndex, aimMethodRange); break;
case DataIndex::acquisitionRange: appendNumeric(ss, datumIndex, acquisitionRange); break;
}
}
}