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lab1/platforms/red_adv_fighter_1_ripr.txt
2025-09-12 15:20:28 +08:00

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# ****************************************************************************
# CUI
#
# The Advanced Framework for Simulation, Integration, and Modeling (AFSIM)
#
# The use, dissemination or disclosure of data in this file is subject to
# limitation or restriction. See accompanying README and LICENSE for details.
# ****************************************************************************
#for RED_ADV_FIGHTER_1
include_once red_adv_fighter_1_base.txt
#for AIAI-thinker
include_once processors/ripr_agents/aiai/aiai_processor.txt
#for red_mr_a2a_rf_missile
include_once weapons/aam/red_mr_a2a_rf_missile.txt
include_once weapons/aam/simple_blue_lr_a2a_rf_missile.txt
platform_type RED_ADV_FIGHTER_1 RED_ADV_FIGHTER_1_BASE
//use a different missile for this type
//adjust missile ranges in int-thinker below to accomodate
delete weapon int_missile
#weapon int_missile RED_MR_A2A_RF_MISSILE end_weapon # ~45 nm range
weapon blue_lr_a2a_rf_missile SIMPLE_BLUE_LR_A2A_RF_MISSILE end_weapon # ~60 nm range
edit weapon blue_lr_a2a_rf_missile
quantity 8
end_weapon
//This is the code that lets the interceptor intercept
processor int-thinker AIAI-thinker
script_variables
#agentProductions must be relative to working directory of application
#this file usually sits in scenario_name/platforms folder
#working directory is typically the scenario folder
#agentProductions = "../ripr/agents/aiai/RIPR-AIAI.soar";
#mWeaponArray[0] = Map<string, Object>();
#mWeaponArray[0].Set("name", "int_missile");
#mWeaponArray[0].Set("weapon", PLATFORM.Weapon("int_missile"));
#mWeaponArray[0].Set("rangeMin", 5556);
#mWeaponArray[0].Set("rangeMax", 83340);
#mWeaponArray[0].Set("numActiveMax", 2); // how many weapons of this type can be in play simultaneously
mWeaponArray[0] = Map<string, Object>();
mWeaponArray[0].Set("name", "blue_lr_a2a_rf_missile");
mWeaponArray[0].Set("weapon", PLATFORM.Weapon("blue_lr_a2a_rf_missile"));
mWeaponArray[0].Set("rangeMin", 1000);
mWeaponArray[0].Set("rangeMax", 111120); // ~60 miles
mWeaponArray[0].Set("numActiveMax", 2); // how many weapons of this type can be in play simultaneously
end_script_variables
end_processor
sensor geo_sensor WSF_GEOMETRIC_SENSOR
//azimuth_field_of_view -180.0 degrees 180.0 degrees
//elevation_field_of_view -90.0 degrees 90.0 degrees
azimuth_field_of_view -60.0 degrees 60.0 degrees
elevation_field_of_view -30.0 degrees 30.0 degrees
minimum_range 0 m
# maximum_range 100000 m
maximum_range 63000 m
on
frame_time 0.5 sec
reports_location
reports_velocity
reports_iff
track_quality 1.0
ignore_same_side
internal_link track_manager
end_sensor
processor incoming_threats WSF_THREAT_PROCESSOR
update_interval 0.1 sec
#update_interval 2.0 sec
#1300 knots
threat_velocity 668.7778 m/s
threat_angle_spread 15.0 deg
threat_time_to_intercept 240 sec
script void identified_new_threat(WsfTrack aTrack)
writeln("!!! me: ", PLATFORM.Name(), ", new threat: ", aTrack.TargetName());
end_script
script void dropped_threat(WsfTrack aTrack)
if (aTrack.IsValid())
{
writeln("!!! ", PLATFORM.Name(), " dropped a threat: ", aTrack.TargetName());
}
else
{
writeln("!!! ", PLATFORM.Name(), " dropped a threat");
}
end_script
end_processor
end_platform_type