fix: minor improvements to miss on purpose mode

This commit is contained in:
Pax1601 2025-03-18 12:53:22 +01:00
parent ddf9883f89
commit cf86c4ade9
2 changed files with 242 additions and 219 deletions

View File

@ -108,12 +108,14 @@ void GroundUnit::setState(unsigned char newState)
/************ Perform any action required when ENTERING a state ************/
switch (newState) {
case State::IDLE: {
setTask("Idle");
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::REACH_DESTINATION: {
setTask("Reaching destination");
setEnableTaskCheckFailed(true);
resetActiveDestination();
break;
@ -125,6 +127,7 @@ void GroundUnit::setState(unsigned char newState)
break;
}
case State::FIRE_AT_AREA: {
setTask("Firing at area");
setTargetPosition(currentTargetPosition);
setEnableTaskCheckFailed(true);
clearActivePath();
@ -132,6 +135,7 @@ void GroundUnit::setState(unsigned char newState)
break;
}
case State::SIMULATE_FIRE_FIGHT: {
setTask("Simulating fire fight");
setTargetPosition(currentTargetPosition);
setEnableTaskCheckFailed(false);
clearActivePath();
@ -139,12 +143,14 @@ void GroundUnit::setState(unsigned char newState)
break;
}
case State::SCENIC_AAA: {
setTask("Scenic AAA");
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
break;
}
case State::MISS_ON_PURPOSE: {
setTask("Miss on purpose");
setEnableTaskCheckFailed(false);
clearActivePath();
resetActiveDestination();
@ -156,6 +162,7 @@ void GroundUnit::setState(unsigned char newState)
setHasTask(false);
resetTaskFailedCounter();
nextTaskingMilliseconds = 0;
log(unitName + " setting state from " + to_string(state) + " to " + to_string(newState));
state = newState;
@ -183,14 +190,12 @@ void GroundUnit::AIloop()
switch (state) {
case State::IDLE: {
setTask("Idle");
if (getHasTask())
resetTask();
break;
}
case State::REACH_DESTINATION: {
setTask("Reaching destination");
string enrouteTask = "";
bool looping = false;
@ -237,8 +242,6 @@ void GroundUnit::AIloop()
break;
}
case State::FIRE_AT_AREA: {
setTask("Firing at area");
if (!getHasTask()) {
std::ostringstream taskSS;
taskSS.precision(10);
@ -258,55 +261,59 @@ void GroundUnit::AIloop()
case State::SIMULATE_FIRE_FIGHT: {
string taskString = "";
if (
(totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) &&
targetPosition != Coords(NULL) &&
scheduler->getLoad() < 30
) {
/* 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);
/* Apply a scatter to the aim */
bearing1 += RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter + 1) * 10;
/* Compute the scattered position applying a random scatter to the shot */
double scatterDistance = distance * tan(10 /* degs */ * (ShotsScatter::LOW - shotsScatter) / 57.29577 + 2 / 57.29577 /* degs */) * RANDOM_MINUS_ONE_TO_ONE;
Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
/* Recover the data from the database */
bool indirectFire = false;
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 ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) && targetPosition != Coords(NULL)) {
if (scheduler->getLoad() > 100) {
taskString = "Excessive load, skipping tasking of unit";
setTargetPosition(Coords(NULL));
if (getHasTask())
resetTask();
}
/* 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);
taskSS << "{id = 'FireAtPoint', lat = " << scatteredTargetPosition.lat << ", lng = " << scatteredTargetPosition.lng << ", radius = 0.01}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
}
/* 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");
string aimTaskString = aimAtPoint(scatteredTargetPosition);
taskString += aimTaskString;
}
/* 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);
/* Wait an amout of time depending on the shots intensity */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
/* Apply a scatter to the aim */
bearing1 += RANDOM_MINUS_ONE_TO_ONE * (ShotsScatter::LOW - shotsScatter + 1) * 10;
/* Compute the scattered position applying a random scatter to the shot */
double scatterDistance = distance * tan(10 /* degs */ * (ShotsScatter::LOW - shotsScatter) / 57.29577 + 2 / 57.29577 /* degs */) * RANDOM_MINUS_ONE_TO_ONE;
Geodesic::WGS84().Direct(scatteredTargetPosition.lat, scatteredTargetPosition.lng, bearing1, scatterDistance, scatteredTargetPosition.lat, scatteredTargetPosition.lng);
/* Recover the data from the database */
bool indirectFire = false;
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 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);
taskSS << "{id = 'FireAtPoint', lat = " << scatteredTargetPosition.lat << ", lng = " << scatteredTargetPosition.lng << ", radius = 0.01}";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
}
/* 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");
string aimTaskString = aimAtPoint(scatteredTargetPosition);
taskString += aimTaskString;
}
/* Wait an amout of time depending on the shots intensity */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
}
if (targetPosition == Coords(NULL))
@ -327,63 +334,71 @@ void GroundUnit::AIloop()
string taskString = "";
/* Only perform scenic functions when the scheduler is "free" */
if ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) &&
scheduler->getLoad() < 30) {
double distance = 0;
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
/* Recover the data from the database */
bool flak = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
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 */
double activationDistance = 20000;
if (2 * engagementRange > activationDistance)
activationDistance = 2 * engagementRange;
if (target != nullptr && distance < activationDistance /* m */) {
double r = 15; /* m */
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 * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
lng = position.lng + RANDOM_MINUS_ONE_TO_ONE * (1 + (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 - position.alt)) + "m AGL";
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << barrelElevation << ", radius = 0.001 }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
/* Wait an amout of time depending on the shots intensity */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
if (totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) {
if (scheduler->getLoad() > 100) {
taskString = "Excessive load, skipping tasking of unit";
setTargetPosition(Coords(NULL));
if (getHasTask())
resetTask();
}
else {
if (target == nullptr)
taskString += "Scenic AAA. No valid target.";
else
taskString += "Scenic AAA. Target outside max range: " + to_string((int)round(distance)) + "m.";
double distance = 0;
unsigned char unitCoalition = coalition == 0 ? getOperateAs() : coalition;
unsigned char targetCoalition = unitCoalition == 2 ? 1 : 2;
Unit* target = unitsManager->getClosestUnit(this, targetCoalition, { "Aircraft", "Helicopter" }, distance);
/* Recover the data from the database */
bool flak = false;
if (database.has_object_field(to_wstring(name))) {
json::value databaseEntry = database[to_wstring(name)];
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 */
double activationDistance = 20000;
if (2 * engagementRange > activationDistance)
activationDistance = 2 * engagementRange;
if (target != nullptr && distance < activationDistance /* m */) {
double r = 15; /* m */
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 * (1 + (ShotsScatter::LOW - shotsScatter)) * 0.01;
lng = position.lng + RANDOM_MINUS_ONE_TO_ONE * (1 + (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 - position.alt)) + "m AGL";
std::ostringstream taskSS;
taskSS.precision(10);
taskSS << "{id = 'FireAtPoint', lat = " << lat << ", lng = " << lng << ", alt = " << barrelElevation << ", radius = 0.001 }";
Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
scheduler->appendCommand(command);
shellsFiredAtTasking = totalShellsFired;
setHasTask(true);
/* Wait an amout of time depending on the shots intensity */
nextTaskingMilliseconds = timeNow + static_cast<unsigned long>(2 * aimTime * 1000);
}
else {
setTargetPosition(Coords(NULL));
if (target == nullptr)
taskString += "Scenic AAA. No valid target.";
else
taskString += "Scenic AAA. Target outside max range: " + to_string((int)round(distance)) + "m.";
}
}
}
@ -418,113 +433,121 @@ void GroundUnit::AIloop()
if (canAAA) {
/* Only perform scenic functions when the scheduler is "free" */
/* Only run this when the internal counter reaches 0 to avoid excessive computations when no nearby target */
if ((totalShellsFired - shellsFiredAtTasking >= shotsToFire || timeNow >= nextTaskingMilliseconds) &&
scheduler->getLoad() < 30) {
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.";
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 */

View File

@ -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",