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processors/quantum_agents/common/common_platform_script.txt
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1154
processors/quantum_agents/common/common_platform_script.txt
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processors/quantum_agents/common/weapon_defs.txt
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processors/quantum_agents/common/weapon_defs.txt
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# ****************************************************************************
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# CUI
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#
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# The Advanced Framework for Simulation, Integration, and Modeling (AFSIM)
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#
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# The use, dissemination or disclosure of data in this file is subject to
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# limitation or restriction. See accompanying README and LICENSE for details.
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# ****************************************************************************
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script_struct WeaponData
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script_variables
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string type = "";
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double rangeMin = 0; //1852; //1 nm (meters)
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double rangeMax = 0; //18520; //10 nm (meters)
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bool onlyUseInRange = true;
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double averageSpeed = 0; //331.46; //~mach 1 (meters/seconds)
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double maxTimeFlight = 0; //55.87; //should ~equal~ rangeMax / averageSpeed
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int numActiveMax = 0; //1;
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bool domainAir = false; //true;
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bool domainLand = false;
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double maxFiringAngle = 0;
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end_script_variables
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end_script_struct
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script_variables
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Map<string, struct> gWeaponDefs = Map<string, struct>();
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gWeaponDefs["MEDIUM_RANGE_MISSILE"] = struct.New("WeaponData");
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->type = "MEDIUM_RANGE_MISSILE";
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->rangeMin = 50; // (meters)
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->rangeMax = 111120; // ~60 nm (meters)
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->averageSpeed = 1657.283; //mach 5 (m/s)
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->maxTimeFlight = 67.05; //for 60 nm range (seconds)
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->numActiveMax = 2;
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->domainAir = true;
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->domainLand = false;
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gWeaponDefs["MEDIUM_RANGE_MISSILE"]->maxFiringAngle = 45.0;
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"] = struct.New("WeaponData");
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->type = "MEDIUM_RANGE_RADAR_MISSILE";
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->rangeMin = 50; // (meters)
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->rangeMax = 111120; // ~60 nm (meters)
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->averageSpeed = 1657.283; //mach 5 (m/s)
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->maxTimeFlight = 67.05; //for 60 nm range (seconds)
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->numActiveMax = 2;
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->domainAir = true;
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->domainLand = false;
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gWeaponDefs["MEDIUM_RANGE_RADAR_MISSILE"]->maxFiringAngle = 45.0;
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end_script_variables
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//returns a 'WeaponData' struct
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script struct GetWeaponData(string aType)
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if (gWeaponDefs.Exists(aType))
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{
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return gWeaponDefs.Get(aType);
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}
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else
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{
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return struct.New("WeaponData");
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}
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end_script
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include_once processors/quantum_agents/common/common_platform_script.txt
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script_debug_writes off
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script bool WeaponCapableAvailableAgainstThreat(WsfWeapon weapon, WsfTrack track)
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writeln_d(" checking weapon ", weapon.Name(), " valid=", weapon.IsValid());
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if (weapon.IsNull() || !weapon.IsValid() || track.IsNull() || !track.IsValid())
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{
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writeln_d("weapon or track is not valid!");
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return false;
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}
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if ((weapon.QuantityRemaining()-weapon.WeaponsPendingFor(WsfTrackId())) <= 0)
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{
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writeln_d("no unassigned weapons left to fire!");
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return false;
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}
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//check manually input user data first
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struct weaponData = GetWeaponData(weapon.Type());
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if (weaponData->type == weapon.Type())
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{
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if ((track.AirDomain() && !weaponData->domainAir) ||
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(track.LandDomain() && !weaponData->domainLand) )
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{
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writeln_d("weapon not capable against target domain!");
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return false;
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}
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}
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else
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{
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writeln_d("could not find weapon type ", weapon.Type() ," in weapon database; query returned type ", weaponData->type);
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//check if it has a launch computer of the necessary type
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WsfLaunchComputer lcPtr = weapon.LaunchComputer();
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if (lcPtr.IsValid())
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{
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if (track.AirDomain() && lcPtr.IsA_TypeOf("WSF_AIR_TO_AIR_LAUNCH_COMPUTER"))
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{
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return true;
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}
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else if (track.LandDomain() && lcPtr.IsA_TypeOf("WSF_ATG_LAUNCH_COMPUTER"))
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{
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return true;
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}
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}
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writeln_d("nor could an applicable launch computer be found!");
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return false; //dont have weapon data
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}
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return true;
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end_script
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script bool InRangeToFire(WsfPlatform shooter, WsfWeapon weapon, WsfTrack track, double percentRangeMax, double percentRangeMin)
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##do not check this again
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#if ( ! WeaponCapableAvailableAgainstThreat(weapon, track) )
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#{
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# return false;
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#}
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WsfLaunchComputer lcPtr = weapon.LaunchComputer();
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if (lcPtr.IsValid() &&
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lcPtr.IsA_TypeOf("WSF_AIR_TO_AIR_LAUNCH_COMPUTER"))
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{
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writeln_d(" using air-to-air launch computer");
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// The returned array contains: Rmax, RmaxTOF, Rne, RneTOF, Rmin, RminTOF
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// in that order. -1.0 means "not valid".
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Array<double> returnedValues = lcPtr.LookupResult(track);
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// Now have to consider whether we have enough information to continue with a weapon shot:
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double theRmax = returnedValues[0]; //"Rmax";
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double theRmaxTOF = returnedValues[1]; //"RmaxTOF";
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double theRne = returnedValues[2]; //"Rne";
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double theRneTOF = returnedValues[3]; //"RneTOF";
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double theRmin = returnedValues[4]; //"Rmin";
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double theRminTOF = returnedValues[5]; //"RminTOF";
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double range = track.GroundRangeTo(shooter);
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// Check for track range less than Rmin * scaleFactor, if not, return.
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// But do not check for min range constraint at all unless we are likely to be needing it.
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if (range < 5000)
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{
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if (theRmin == -1.0)
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{
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writeln_d(" Engagement did not shoot since Rmin was not valid.");
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return false;
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}
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double RminConstraint = theRmin * percentRangeMin;
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if (range < RminConstraint)
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{
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writeln_d(" Engagement did not shoot since inside the k * Rmin constraint distance.");
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writeln_d(" Range versus Rmin constraint = ", range, ", ", RminConstraint);
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return false;
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}
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}
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// Check for track range less than Rne, if so, FORCE a weapon fire.
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bool forceWeaponFire = false;
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if (range < theRne)
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{
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writeln_d(" Engagement is forcing a weapon fire due to inside Rne.");
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writeln_d(" Range versus Rne constraint = ", range, ", ", theRne);
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return true;
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}
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if (forceWeaponFire == false)
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{
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######################################TRY THIS######################################
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WsfPlatform plat = shooter.FindPlatform( track.TargetName() );
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if (plat.IsValid() && plat.CategoryMemberOf("fighter"))
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{
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#theRmax = theRne;
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theRmax = (theRmax + theRne)/2.0; //for highly maneuverable fighter targets
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}
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####################################END TRY THIS####################################
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// Check for track range less than k * Rmax, if not, return.
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if (theRmax == -1.0)
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{
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writeln_d(" Engagement did not shoot since Rmax was not valid.");
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return false;
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}
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//double RmaxConstraint = theRmax * DefaultPercentRangeMax;
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if (range > (theRmax * percentRangeMax))
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{
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writeln_d(" Engagement did not shoot since outside the k * Rmax constraint distance.");
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writeln_d(" Range versus Rmax constraint = ", range, ", ", (theRmax * percentRangeMax));
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return false;
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}
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}
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writeln_d(" Engagement meets constraints for firing a weapon (continue).");
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}
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else if (lcPtr.IsValid() &&
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lcPtr.IsA_TypeOf("WSF_ATG_LAUNCH_COMPUTER"))
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{
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writeln_d(" using air-to-ground launch computer");
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if (lcPtr.CanIntercept(track))
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{
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//intercept works, this weapon is a candidate
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}
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else
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{
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return false;
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}
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}
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else
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{
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struct weaponData = GetWeaponData(weapon.Type());
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writeln_d(" using input WeaponData struct values");
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//check our own ranges & angles --> hacky!!!
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#extern double EffectiveRange (WsfPlatform, WsfTrack);
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double effectiveRange = EffectiveRange(shooter, track);
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double absRelativeBearing = MATH.Fabs(shooter.RelativeBearingTo( track ));
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if ((weaponData->rangeMin * percentRangeMin) > effectiveRange)
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{
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writeln_d(" target too close");
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return false;
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}
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if (absRelativeBearing > weaponData->maxFiringAngle)
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{
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writeln_d(" target firing angle too large");
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return false;
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}
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if (weaponData->rangeMax * percentRangeMax < effectiveRange)
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{
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writeln_d(" target too far away");
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return false;
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}
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double range = shooter.SlantRangeTo(track);
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//double closingSpeed = PLATFORM.ClosingSpeedOf(track);
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double relBearing = track.RelativeBearingTo(shooter);
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if (relBearing > 90.0)
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{
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if (track.Speed() > weaponData->averageSpeed)
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{
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return false;
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}
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double speedDiff = weaponData->averageSpeed - track.Speed();
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if ((range/speedDiff) > weaponData->maxTimeFlight)
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{
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return false;
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}
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}
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}
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return true;
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end_script
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