mirror of
https://github.com/Pax1601/DCSOlympus.git
synced 2025-10-29 16:56:34 +00:00
fix: minor improvements to miss on purpose mode
This commit is contained in:
parent
ddf9883f89
commit
cf86c4ade9
@ -108,12 +108,14 @@ void GroundUnit::setState(unsigned char newState)
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/************ Perform any action required when ENTERING a state ************/
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switch (newState) {
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case State::IDLE: {
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setTask("Idle");
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setEnableTaskCheckFailed(false);
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clearActivePath();
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resetActiveDestination();
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break;
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}
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case State::REACH_DESTINATION: {
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setTask("Reaching destination");
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setEnableTaskCheckFailed(true);
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resetActiveDestination();
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break;
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@ -125,6 +127,7 @@ void GroundUnit::setState(unsigned char newState)
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break;
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}
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case State::FIRE_AT_AREA: {
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setTask("Firing at area");
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setTargetPosition(currentTargetPosition);
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setEnableTaskCheckFailed(true);
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clearActivePath();
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@ -132,6 +135,7 @@ void GroundUnit::setState(unsigned char newState)
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break;
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}
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case State::SIMULATE_FIRE_FIGHT: {
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setTask("Simulating fire fight");
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setTargetPosition(currentTargetPosition);
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setEnableTaskCheckFailed(false);
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clearActivePath();
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@ -139,12 +143,14 @@ void GroundUnit::setState(unsigned char newState)
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break;
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}
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case State::SCENIC_AAA: {
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setTask("Scenic AAA");
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setEnableTaskCheckFailed(false);
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clearActivePath();
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resetActiveDestination();
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break;
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}
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case State::MISS_ON_PURPOSE: {
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setTask("Miss on purpose");
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setEnableTaskCheckFailed(false);
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clearActivePath();
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resetActiveDestination();
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@ -156,6 +162,7 @@ void GroundUnit::setState(unsigned char newState)
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setHasTask(false);
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resetTaskFailedCounter();
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nextTaskingMilliseconds = 0;
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log(unitName + " setting state from " + to_string(state) + " to " + to_string(newState));
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state = newState;
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@ -183,14 +190,12 @@ void GroundUnit::AIloop()
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switch (state) {
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case State::IDLE: {
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setTask("Idle");
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if (getHasTask())
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resetTask();
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break;
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}
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case State::REACH_DESTINATION: {
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setTask("Reaching destination");
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string enrouteTask = "";
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bool looping = false;
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@ -237,8 +242,6 @@ void GroundUnit::AIloop()
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break;
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}
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case State::FIRE_AT_AREA: {
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setTask("Firing at area");
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if (!getHasTask()) {
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std::ostringstream taskSS;
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taskSS.precision(10);
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@ -258,55 +261,59 @@ void GroundUnit::AIloop()
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case State::SIMULATE_FIRE_FIGHT: {
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string taskString = "";
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if (
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(totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) &&
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targetPosition != Coords(NULL) &&
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scheduler->getLoad() < 30
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) {
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/* Get the distance and bearing to the target */
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Coords scatteredTargetPosition = targetPosition;
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double distance;
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double bearing1;
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double bearing2;
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Geodesic::WGS84().Inverse(getPosition().lat, getPosition().lng, scatteredTargetPosition.lat, scatteredTargetPosition.lng, distance, bearing1, bearing2);
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/* Apply a scatter to the aim */
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bearing1 += RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter + 1) * 10;
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/* Compute the scattered position applying a random scatter to the shot */
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double scatterDistance = distance * tan(10 /* degs */ * (ShotsScatter::LOW - shotsScatter) / 57.29577 + 2 / 57.29577 /* degs */) * RANDOM_MINUS_ONE_TO_ONE;
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Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
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/* Recover the data from the database */
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bool indirectFire = false;
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if (database.has_object_field(to_wstring(name))) {
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json::value databaseEntry = database[to_wstring(name)];
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if (databaseEntry.has_boolean_field(L"indirectFire"))
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indirectFire = databaseEntry[L"indirectFire"].as_bool();
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if ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) && targetPosition != Coords(NULL)) {
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if (scheduler->getLoad() > 100) {
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taskString = "Excessive load, skipping tasking of unit";
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setTargetPosition(Coords(NULL));
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if (getHasTask())
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resetTask();
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}
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/* If the unit is of the indirect fire type, like a mortar, simply shoot at the target */
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if (indirectFire) {
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taskString += "Simulating fire fight with indirect fire";
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log(unitName + "(" + name + ")" + " simulating fire fight with indirect fire");
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'FireAtPoint', lat = " << scatteredTargetPosition.lat << ", lng = " << scatteredTargetPosition.lng << ", radius = 0.01}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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shellsFiredAtTasking = totalShellsFired;
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setHasTask(true);
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}
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/* Otherwise use the aim method */
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else {
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taskString += "Simulating fire fight with aim point method. ";
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log(unitName + "(" + name + ")" + " simulating fire fight with aim at point method");
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string aimTaskString = aimAtPoint(scatteredTargetPosition);
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taskString += aimTaskString;
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}
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/* Get the distance and bearing to the target */
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Coords scatteredTargetPosition = targetPosition;
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double distance;
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double bearing1;
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double bearing2;
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Geodesic::WGS84().Inverse(getPosition().lat, getPosition().lng, scatteredTargetPosition.lat, scatteredTargetPosition.lng, distance, bearing1, bearing2);
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/* Wait an amout of time depending on the shots intensity */
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nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
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/* Apply a scatter to the aim */
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bearing1 += RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter + 1) * 10;
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/* Compute the scattered position applying a random scatter to the shot */
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double scatterDistance = distance * tan(10 /* degs */ * (ShotsScatter::LOW - shotsScatter) / 57.29577 + 2 / 57.29577 /* degs */) * RANDOM_MINUS_ONE_TO_ONE;
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Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
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/* Recover the data from the database */
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bool indirectFire = false;
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if (database.has_object_field(to_wstring(name))) {
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json::value databaseEntry = database[to_wstring(name)];
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if (databaseEntry.has_boolean_field(L"indirectFire"))
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indirectFire = databaseEntry[L"indirectFire"].as_bool();
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}
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/* If the unit is of the indirect fire type, like a mortar, simply shoot at the target */
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if (indirectFire) {
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taskString += "Simulating fire fight with indirect fire";
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log(unitName + "(" + name + ")" + " simulating fire fight with indirect fire");
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'FireAtPoint', lat = " << scatteredTargetPosition.lat << ", lng = " << scatteredTargetPosition.lng << ", radius = 0.01}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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shellsFiredAtTasking = totalShellsFired;
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setHasTask(true);
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}
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/* Otherwise use the aim method */
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else {
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taskString += "Simulating fire fight with aim point method. ";
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log(unitName + "(" + name + ")" + " simulating fire fight with aim at point method");
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string aimTaskString = aimAtPoint(scatteredTargetPosition);
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taskString += aimTaskString;
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}
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/* Wait an amout of time depending on the shots intensity */
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nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
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}
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}
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if (targetPosition == Coords(NULL))
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@ -327,63 +334,71 @@ void GroundUnit::AIloop()
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string taskString = "";
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/* Only perform scenic functions when the scheduler is "free" */
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if ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) &&
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scheduler->getLoad() < 30) {
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double distance = 0;
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unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
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unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
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Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
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/* Recover the data from the database */
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bool flak = false;
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if (database.has_object_field(to_wstring(name))) {
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json::value databaseEntry = database[to_wstring(name)];
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if (databaseEntry.has_boolean_field(L"flak"))
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flak = databaseEntry[L"flak"].as_bool();
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}
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/* Only run if an enemy air unit is closer than 20km to avoid useless load */
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double activationDistance = 20000;
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if (2 * engagementRange > activationDistance)
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activationDistance = 2 * engagementRange;
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if (target != nullptr && distance < activationDistance /* m */) {
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double r = 15; /* m */
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double barrelElevation = position.alt + barrelHeight + r * tan(acos(((double)(rand()) / (double)(RAND_MAX))));
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double lat = 0;
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double lng = 0;
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double randomBearing = ((double)(rand()) / (double)(RAND_MAX)) * 360;
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Geodesic::WGS84().Direct(position.lat, position.lng, randomBearing, r, lat, lng);
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if (flak) {
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lat = position.lat + RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
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lng = position.lng + RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
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barrelElevation = target->getPosition().alt + RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter) * 1000;
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taskString += "Flak box mode.";
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}
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else {
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taskString += "Scenic AAA. Bearing: " + to_string((int)round(randomBearing)) + "deg";
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}
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taskString += ". Aim point elevation " + to_string((int) round(barrelElevation - position.alt)) + "m AGL";
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << barrelElevation << ", radius = 0.001 }";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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shellsFiredAtTasking = totalShellsFired;
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setHasTask(true);
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/* Wait an amout of time depending on the shots intensity */
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nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
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if (totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) {
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if (scheduler->getLoad() > 100) {
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taskString = "Excessive load, skipping tasking of unit";
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setTargetPosition(Coords(NULL));
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if (getHasTask())
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resetTask();
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}
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else {
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if (target == nullptr)
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taskString += "Scenic AAA. No valid target.";
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else
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taskString += "Scenic AAA. Target outside max range: " + to_string((int)round(distance)) + "m.";
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double distance = 0;
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unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
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unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
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Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
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/* Recover the data from the database */
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bool flak = false;
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if (database.has_object_field(to_wstring(name))) {
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json::value databaseEntry = database[to_wstring(name)];
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if (databaseEntry.has_boolean_field(L"flak"))
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flak = databaseEntry[L"flak"].as_bool();
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}
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/* Only run if an enemy air unit is closer than 20km to avoid useless load */
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double activationDistance = 20000;
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if (2 * engagementRange > activationDistance)
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activationDistance = 2 * engagementRange;
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if (target != nullptr && distance < activationDistance /* m */) {
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double r = 15; /* m */
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double barrelElevation = position.alt + barrelHeight + r * tan(acos(((double)(rand()) / (double)(RAND_MAX))));
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double lat = 0;
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double lng = 0;
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double randomBearing = ((double)(rand()) / (double)(RAND_MAX)) * 360;
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Geodesic::WGS84().Direct(position.lat, position.lng, randomBearing, r, lat, lng);
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if (flak) {
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lat = position.lat + RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
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lng = position.lng + RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
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barrelElevation = target->getPosition().alt + RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter) * 1000;
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taskString += "Flak box mode.";
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}
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else {
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taskString += "Scenic AAA. Bearing: " + to_string((int)round(randomBearing)) + "deg";
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}
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taskString += ". Aim point elevation " + to_string((int)round(barrelElevation - position.alt)) + "m AGL";
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << barrelElevation << ", radius = 0.001 }";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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shellsFiredAtTasking = totalShellsFired;
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setHasTask(true);
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/* Wait an amout of time depending on the shots intensity */
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nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
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}
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else {
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setTargetPosition(Coords(NULL));
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if (target == nullptr)
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taskString += "Scenic AAA. No valid target.";
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else
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taskString += "Scenic AAA. Target outside max range: " + to_string((int)round(distance)) + "m.";
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}
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}
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}
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@ -418,113 +433,121 @@ void GroundUnit::AIloop()
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if (canAAA) {
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/* Only perform scenic functions when the scheduler is "free" */
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/* Only run this when the internal counter reaches 0 to avoid excessive computations when no nearby target */
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if ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) &&
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scheduler->getLoad() < 30) {
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double distance = 0;
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unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
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unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
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/* Get all the units in range and select one at random */
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double range = max(max(engagementRange, aimMethodRange), acquisitionRange);
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map<Unit*, double> targets = unitsManager->getUnitsInRange(this, targetCoalition, { "Aircraft", "Helicopter" }, range);
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Unit* target = nullptr;
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unsigned int index = static_cast<unsigned int>((RANDOM_ZERO_TO_ONE * (targets.size() - 1)));
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for (auto const& p : targets) {
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if (index-- == 0) {
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target = p.first;
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distance = p.second;
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}
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}
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/* Only do if we have a valid target close enough for AAA */
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if (target != nullptr) {
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taskString += "Missing on purpose. Valid target at range: " + to_string((int) round(distance)) + "m";
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// Very simplified algorithm ignoring drag
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double correctedAimTime = aimTime + distance / muzzleVelocity;
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/* If the target is in targeting range and we are in highest precision mode, target it */
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if (distance < targetingRange && shotsScatter == ShotsScatter::LOW) {
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taskString += ". Range is less than targeting range (" + to_string((int) round(targetingRange)) + "m) and scatter is LOW, aiming at target.";
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/* Send the command */
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'AttackUnit', unitID = " << target->getID() << " }";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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shellsFiredAtTasking = totalShellsFired;
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setHasTask(true);
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nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
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}
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/* Else, do miss on purpose */
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else {
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/* Compute where the target will be in aimTime seconds. */
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double aimDistance = target->getHorizontalVelocity() * correctedAimTime;
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double aimLat = 0;
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double aimLng = 0;
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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 */
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double aimAlt = target->getPosition().alt + target->getVerticalVelocity();
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if (flak) {
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aimLat += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
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aimLng += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
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aimAlt += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 1000;
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}
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/* Send the command */
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if (distance < engagementRange) {
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taskString += ". Range is less than engagement range (" + to_string((int) round(engagementRange)) + "m), using FIRE AT POINT method";
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/* If the unit is closer than the engagement range, use the fire at point method */
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'FireAtPoint', lat = " << aimLat << ", lng = " << aimLng << ", alt = " << aimAlt << ", radius = 0.001 }";
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taskString += ". Aiming altitude " + to_string((int)round((aimAlt - position.alt) / 0.3048)) + "ft AGL";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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shellsFiredAtTasking = totalShellsFired;
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setHasTask(true);
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setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
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nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
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}
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else if (distance < aimMethodRange) {
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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 */
|
||||
string aimMethodTask = aimAtPoint(Coords(aimLat, aimLng, aimAlt));
|
||||
taskString += aimMethodTask;
|
||||
|
||||
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
|
||||
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
|
||||
}
|
||||
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);
|
||||
taskSS << "{id = 'FireAtPoint', lat = " << 0 << ", lng = " << 0 << ", alt = " << 0 << ", radius = 0.001, expendQty = " << 0 << " }";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
shellsFiredAtTasking = totalShellsFired;
|
||||
setHasTask(true);
|
||||
setTargetPosition(Coords(NULL));
|
||||
|
||||
/* Don't wait too long before checking again */
|
||||
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(5 * 1000);
|
||||
}
|
||||
}
|
||||
missOnPurposeTarget = target;
|
||||
}
|
||||
else {
|
||||
taskString += "Missing on purpose. No target in range.";
|
||||
if (totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) {
|
||||
if (scheduler->getLoad() > 100) {
|
||||
taskString = "Excessive load, skipping tasking of unit";
|
||||
setTargetPosition(Coords(NULL));
|
||||
if (getHasTask())
|
||||
resetTask();
|
||||
}
|
||||
else {
|
||||
double distance = 0;
|
||||
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
|
||||
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
|
||||
|
||||
/* 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);
|
||||
|
||||
Unit* target = nullptr;
|
||||
unsigned int index = static_cast<unsigned int>((RANDOM_ZERO_TO_ONE * (targets.size() - 1)));
|
||||
for (auto const& p : targets) {
|
||||
if (index-- == 0) {
|
||||
target = p.first;
|
||||
distance = p.second;
|
||||
}
|
||||
}
|
||||
|
||||
/* 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";
|
||||
|
||||
// Very simplified algorithm ignoring drag
|
||||
double correctedAimTime = aimTime + 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);
|
||||
taskSS << "{id = 'AttackUnit', unitID = " << target->getID() << " }";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
shellsFiredAtTasking = totalShellsFired;
|
||||
setHasTask(true);
|
||||
|
||||
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
|
||||
}
|
||||
/* Else, do miss on purpose */
|
||||
else {
|
||||
/* Compute where the target will be in aimTime seconds. */
|
||||
double aimDistance = target->getHorizontalVelocity() * correctedAimTime;
|
||||
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();
|
||||
|
||||
if (flak) {
|
||||
aimLat += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
|
||||
aimLng += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
|
||||
aimAlt += RANDOM_MINUS_ONE_TO_ONE * (1 + (ShotsScatter::LOW - shotsScatter)) * 1000;
|
||||
}
|
||||
|
||||
/* 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 }";
|
||||
|
||||
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);
|
||||
shellsFiredAtTasking = totalShellsFired;
|
||||
setHasTask(true);
|
||||
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
|
||||
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
|
||||
}
|
||||
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 */
|
||||
string aimMethodTask = aimAtPoint(Coords(aimLat, aimLng, aimAlt));
|
||||
taskString += aimMethodTask;
|
||||
|
||||
setTargetPosition(Coords(aimLat, aimLng, target->getPosition().alt));
|
||||
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
|
||||
}
|
||||
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);
|
||||
taskSS << "{id = 'FireAtPoint', lat = " << 0 << ", lng = " << 0 << ", alt = " << 0 << ", radius = 0.001, expendQty = " << 0 << " }";
|
||||
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
|
||||
scheduler->appendCommand(command);
|
||||
shellsFiredAtTasking = totalShellsFired;
|
||||
setHasTask(true);
|
||||
setTargetPosition(Coords(NULL));
|
||||
|
||||
/* Don't wait too long before checking again */
|
||||
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(5 * 1000);
|
||||
}
|
||||
}
|
||||
missOnPurposeTarget = target;
|
||||
}
|
||||
else {
|
||||
taskString += "Missing on purpose. No target in range.";
|
||||
setTargetPosition(Coords(NULL));
|
||||
if (getHasTask())
|
||||
resetTask();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* If no valid target was detected */
|
||||
|
||||
@ -8625,9 +8625,9 @@
|
||||
"abilities": "AA",
|
||||
"canTargetPoint": false,
|
||||
"canRearm": false,
|
||||
"muzzleVelocity": 700,
|
||||
"muzzleVelocity": 600,
|
||||
"aimTime": 50,
|
||||
"shotsToFire": 1,
|
||||
"shotsToFire": 10,
|
||||
"barrelHeight": 5,
|
||||
"cost": null,
|
||||
"markerFile": "groundunit-aaa",
|
||||
@ -8635,7 +8635,7 @@
|
||||
"targetingRange": 100,
|
||||
"aimMethodRange": 100,
|
||||
"shotsBaseInterval": 5,
|
||||
"shotsBaseScatter": 5,
|
||||
"shotsBaseScatter": 15,
|
||||
"alertnessTimeConstant": 5,
|
||||
"flak": true
|
||||
},
|
||||
@ -9514,20 +9514,20 @@
|
||||
}
|
||||
},
|
||||
"acquisitionRange": 10000,
|
||||
"engagementRange": 3000,
|
||||
"engagementRange": 9000,
|
||||
"description": "ZSU-57-2. Tracked self propelled optically guided AA gun. 2 x 57 mm auto cannon.",
|
||||
"abilities": "Combined arms, AA",
|
||||
"canTargetPoint": true,
|
||||
"canRearm": false,
|
||||
"muzzleVelocity": 1200,
|
||||
"muzzleVelocity": 1000,
|
||||
"barrelHeight": 3,
|
||||
"aimTime": 10,
|
||||
"aimTime": 15,
|
||||
"shotsToFire": 5,
|
||||
"cost": null,
|
||||
"tags": "CA",
|
||||
"markerFile": "groundunit-aaa",
|
||||
"canAAA": true,
|
||||
"aimMethodRange": 9000,
|
||||
"aimMethodRange": 100,
|
||||
"targetingRange": 100,
|
||||
"shotsBaseInterval": 5,
|
||||
"shotsBaseScatter": 5,
|
||||
@ -10636,14 +10636,14 @@
|
||||
}
|
||||
},
|
||||
"aimTime": 50,
|
||||
"shotsToFire": 1,
|
||||
"shotsToFire": 5,
|
||||
"acquisitionRange": 15000,
|
||||
"engagementRange": 12000,
|
||||
"description": "The flak 88. Fixed anti aircraft gun famously also used as an anti-tank gun. 88mm flak gun.",
|
||||
"abilities": "AA",
|
||||
"canTargetPoint": true,
|
||||
"canRearm": false,
|
||||
"muzzleVelocity": 700,
|
||||
"muzzleVelocity": 880,
|
||||
"barrelHeight": 2.1,
|
||||
"cost": 40000,
|
||||
"markerFile": "groundunit-aaa",
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user