Merge pull request #587 from Pax1601/487-improve-simulated-firefights

Added indirect fire mode
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Pax1601 2023-11-23 23:45:20 +01:00 committed by GitHub
commit bd6a36e9ea
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5 changed files with 32473 additions and 32403 deletions

File diff suppressed because it is too large Load Diff

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@ -64,7 +64,9 @@
"aimTime": 5,
"shotsToFire": 100,
"markerFile": "groundunit-artillery",
"tags": "120mm"
"tags": "120mm",
"indirectFire": true,
"shotsBaseInterval": 300
},
"2S6 Tunguska": {
"name": "2S6 Tunguska",

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@ -275,4 +275,8 @@ export const MGRS_PRECISION_1M = 6;
export const DELETE_CYCLE_TIME = 0.05;
export const DELETE_SLOW_THRESHOLD = 50;
export const GROUPING_ZOOM_TRANSITION = 13;
export const GROUPING_ZOOM_TRANSITION = 13;
export const MAX_SHOTS_SCATTER = 3;
export const MAX_SHOTS_INTENSITY = 3;
export const SHOTS_SCATTER_DEGREES = 10;

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@ -5,7 +5,7 @@ import { CustomMarker } from '../map/markers/custommarker';
import { SVGInjector } from '@tanem/svg-injector';
import { UnitDatabase } from './databases/unitdatabase';
import { TargetMarker } from '../map/markers/targetmarker';
import { DLINK, DataIndexes, GAME_MASTER, HIDE_GROUP_MEMBERS, IDLE, IRST, MOVE_UNIT, OPTIC, RADAR, ROEs, RWR, SHOW_UNIT_CONTACTS, SHOW_UNITS_ENGAGEMENT_RINGS, SHOW_UNIT_PATHS, SHOW_UNIT_TARGETS, VISUAL, emissionsCountermeasures, reactionsToThreat, states, SHOW_UNITS_ACQUISITION_RINGS, HIDE_UNITS_SHORT_RANGE_RINGS, FILL_SELECTED_RING, GROUPING_ZOOM_TRANSITION } from '../constants/constants';
import { DLINK, DataIndexes, GAME_MASTER, HIDE_GROUP_MEMBERS, IDLE, IRST, MOVE_UNIT, OPTIC, RADAR, ROEs, RWR, SHOW_UNIT_CONTACTS, SHOW_UNITS_ENGAGEMENT_RINGS, SHOW_UNIT_PATHS, SHOW_UNIT_TARGETS, VISUAL, emissionsCountermeasures, reactionsToThreat, states, SHOW_UNITS_ACQUISITION_RINGS, HIDE_UNITS_SHORT_RANGE_RINGS, FILL_SELECTED_RING, GROUPING_ZOOM_TRANSITION, MAX_SHOTS_SCATTER, SHOTS_SCATTER_DEGREES } from '../constants/constants';
import { DataExtractor } from '../server/dataextractor';
import { groundUnitDatabase } from './databases/groundunitdatabase';
import { navyUnitDatabase } from './databases/navyunitdatabase';
@ -14,6 +14,8 @@ import { Ammo, Contact, GeneralSettings, LoadoutBlueprint, ObjectIconOptions, Of
import { RangeCircle } from "../map/rangecircle";
import { Group } from './group';
import { ContextActionSet } from './contextactionset';
import * as turf from "@turf/turf";
var pathIcon = new Icon({
iconUrl: '/resources/theme/images/markers/marker-icon.png',
shadowUrl: '/resources/theme/images/markers/marker-shadow.png',
@ -1424,7 +1426,22 @@ export abstract class Unit extends CustomMarker {
if (!getApp().getMap().hasLayer(this.#targetPositionPolyline))
this.#targetPositionPolyline.addTo(getApp().getMap());
this.#targetPositionMarker.setLatLng(new LatLng(targetPosition.lat, targetPosition.lng));
this.#targetPositionPolyline.setLatLngs([new LatLng(this.#position.lat, this.#position.lng), new LatLng(targetPosition.lat, targetPosition.lng)])
if (this.getState() === 'simulate-fire-fight' && this.getShotsScatter() != MAX_SHOTS_SCATTER) {
let turfUnitPosition = turf.point([this.getPosition().lng, this.getPosition().lat]);
let turfTargetPosition = turf.point([targetPosition.lng, targetPosition.lat]);
let bearing = turf.bearing(turfUnitPosition, turfTargetPosition);
let scatterDistance = turf.distance(turfUnitPosition, turfTargetPosition) * Math.tan((MAX_SHOTS_SCATTER - this.getShotsScatter()) * deg2rad(SHOTS_SCATTER_DEGREES));
let destination1 = turf.destination(turfTargetPosition, scatterDistance, bearing + 90);
let destination2 = turf.destination(turfTargetPosition, scatterDistance, bearing - 90);
this.#targetPositionPolyline.setStyle({dashArray: "4, 8"});
this.#targetPositionPolyline.setLatLngs([new LatLng(destination1.geometry.coordinates[1], destination1.geometry.coordinates[0]), new LatLng(this.#position.lat, this.#position.lng), new LatLng(destination2.geometry.coordinates[1], destination2.geometry.coordinates[0])])
} else {
this.#targetPositionPolyline.setStyle({dashArray: ""});
this.#targetPositionPolyline.setLatLngs([new LatLng(this.#position.lat, this.#position.lng), new LatLng(targetPosition.lat, targetPosition.lng)])
}
}
#clearTargetPosition() {
@ -1570,7 +1587,7 @@ export class GroundUnit extends Unit {
if (targetPosition !== null) {
if (this.canTargetPoint()) {
contextActionSet.addContextAction(this, "fire-at-area", "Fire at area", "Fire at a specific area on the ground", (units: Unit[]) => { getApp().getUnitsManager().fireAtArea(targetPosition, units) });
contextActionSet.addContextAction(this, "simulate-fire-fight", "Simulate fire fight", "Simulate a fire fight by shooting randomly in a certain large area.\nWARNING: works correctly only on neutral units, blue or red units will aim", (units: Unit[]) => { getApp().getUnitsManager().fireAtArea(targetPosition, units) });
contextActionSet.addContextAction(this, "simulate-fire-fight", "Simulate fire fight", "Simulate a fire fight by shooting randomly in a certain large area.\nWARNING: works correctly only on neutral units, blue or red units will aim", (units: Unit[]) => { getApp().getUnitsManager().simulateFireFight(targetPosition, units) });
}
}
else {

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@ -180,7 +180,7 @@ void GroundUnit::AIloop()
if (!getHasTask()) {
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << ", radius = 1000}";
taskSS << "{id = 'FireAtPoint', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << ", radius = 100}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
@ -191,10 +191,53 @@ void GroundUnit::AIloop()
case State::SIMULATE_FIRE_FIGHT: {
setTask("Simulating fire fight");
if (internalCounter == 0) {
aimAtPoint(targetPosition);
if (internalCounter == 0 && targetPosition != Coords(NULL)) {
/* Get the distance and bearing to the target */
Coords scatteredTargetPosition = targetPosition;
double distance;
double bearing1;
double bearing2;
Geodesic::WGS84().Inverse(getPosition().lat, getPosition().lng, scatteredTargetPosition.lat, scatteredTargetPosition.lng, distance, bearing1, bearing2);
/* Compute the scattered position applying a random scatter to the shot */
double scatterDistance = distance * tan(10 /* degs */ * (ShotsScatter::LOW - shotsScatter) / 57.29577) * RANDOM_MINUS_ONE_TO_ONE;
Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1 + 90, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
/* Recover the data from the database */
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_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) {
log(unitName + "(" + name + ")" + " simulating fire fight with indirect fire");
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << scatteredTargetPosition.lat << ", lng = " << scatteredTargetPosition.lng << ", radius = 100}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
setHasTask(true);
}
/* Otherwise use the aim method */
else {
log(unitName + "(" + name + ")" + " simulating fire fight with aim at point method");
aimAtPoint(scatteredTargetPosition);
}
/* Wait an amout of time depending on the shots intensity */
internalCounter = ((ShotsIntensity::HIGH - shotsIntensity) * shotsBaseInterval + 2) / FRAMERATE_TIME_INTERVAL;
}
if (targetPosition == Coords(NULL))
setState(State::IDLE);
/* Fallback if something went wrong */
if (internalCounter == 0)
internalCounter = 20 / FRAMERATE_TIME_INTERVAL;
internalCounter--;
@ -204,13 +247,14 @@ void GroundUnit::AIloop()
case State::SCENIC_AAA: {
setTask("Scenic AAA");
if ((!getHasTask() || internalCounter == 0) && getOperateAs() > 0) {
if ((!getHasTask() || internalCounter == 0)) {
double distance = 0;
unsigned char targetCoalition = getOperateAs() == 2 ? 1 : 2;
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
/* Only run if an enemy air unit is closer than 20km to avoid useless load */
if (distance < 20000 /* m */) {
if (target != nullptr && distance < 20000 /* m */) {
double r = 15; /* m */
double barrelElevation = r * tan(acos(((double)(rand()) / (double)(RAND_MAX))));
@ -247,9 +291,10 @@ void GroundUnit::AIloop()
if (canAAA) {
/* Only run this when the internal counter reaches 0 to avoid excessive computations when no nearby target */
if (internalCounter == 0 && getOperateAs() > 0) {
if (internalCounter == 0) {
double distance = 0;
unsigned char targetCoalition = getOperateAs() == 2 ? 1 : 2;
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
/* Default gun values */
double barrelHeight = 1.0; /* m */
@ -432,6 +477,8 @@ 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) + "°");
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << position.alt + barrelElevation + barrelHeight << ", radius = 0.001}";