using ActiveProtect.SimulationEnvironment;
using System;
namespace ActiveProtect.Models
{
///
/// 激光指示器类,用于对目标进行激光照射
///
public class LaserDesignator : SimulationElement
{
///
/// 目标ID
///
public string TargetId { get; private set; }
///
/// 导弹ID
///
public string MissileId { get; private set; }
///
/// 干扰阈值(分贝)
///
public double JammingThreshold { get; private set; } = 0.0;
///
/// 是否被干扰
///
public bool IsJammed { get; private set; } = false;
///
/// 最大照射范围(米)
///
public double MaxIlluminationRange { get; private set; }
///
/// 是否正在照射
///
private bool IsIlluminating { get; set; } = false;
///
/// 构造函数
///
/// 激光指示器ID
/// 目标ID
/// 导弹ID
/// 激光指示器配置
/// 仿真管理器
public LaserDesignator(string id, string targetId, string missileId, LaserDesignatorConfig config, ISimulationManager simulationManager)
: base(id, config.InitialPosition, new Orientation(), simulationManager)
{
TargetId = targetId;
MissileId = missileId;
IsActive = true;
MaxIlluminationRange = config.MaxIlluminationRange;
SimulationManager.SubscribeToEvent(OnLaserJamming);
SimulationManager.SubscribeToEvent(OnEntityDeactivatedEvent);
}
///
/// 更新激光指示器状态
///
/// 时间步长
public override void Update(double deltaTime)
{
if (IsActive && !IsJammed)
{
UpdateIllumination();
}
else if (IsIlluminating)
{
StopIllumination();
}
}
///
/// 更新照射状态
///
private void UpdateIllumination()
{
if (SimulationManager.GetEntityById(TargetId) is ILaserIlluminatable target)
{
double distanceToTarget = Vector3D.Distance(Position, target.Position);
bool shouldIlluminate = distanceToTarget <= MaxIlluminationRange;
Console.WriteLine($"激光目标指示器 {Id} 状态更新:");
Console.WriteLine($" 目标: {TargetId}");
Console.WriteLine($" 距离目标: {distanceToTarget:F2} m (最大照射范围: {MaxIlluminationRange} m)");
Console.WriteLine($" 是否应该照射: {shouldIlluminate}");
Console.WriteLine($" 当前照射状态: {IsIlluminating}");
if (shouldIlluminate && !IsIlluminating)
{
StartIllumination(target);
}
else if (!shouldIlluminate && IsIlluminating)
{
StopIllumination();
}
}
else
{
Console.WriteLine($"激光目标指示器 {Id} 无法找到目标 {TargetId}");
if (IsIlluminating)
{
StopIllumination();
}
}
}
///
/// 开始照射目标
///
/// 目标
private void StartIllumination(ILaserIlluminatable target)
{
target.Illuminate();
IsIlluminating = true;
Console.WriteLine($"激光目标指示器 {Id} 开始照射目标 {TargetId}");
PublishIlluminationEvent();
}
///
/// 停止照射目标
///
private void StopIllumination()
{
if (SimulationManager.GetEntityById(TargetId) is ILaserIlluminatable target)
{
target.StopIllumination();
}
IsIlluminating = false;
Console.WriteLine($"激光目标指示器 {Id} 停止照射目标 {TargetId}");
PublishIlluminationStopEvent();
}
///
/// 处理激光干扰事件
///
/// 激光干扰事件
private void OnLaserJamming(LaserJammingEvent evt)
{
if (evt.TargetId == TargetId)
{
var tank = SimulationManager.GetEntityById(TargetId) as Tank;
if (tank != null)
{
double distanceToTarget = Vector3D.Distance(Position, tank.Position);
double jammingEffectiveness = 20 * Math.Log10(evt.JammingPower) - 20 * Math.Log10(distanceToTarget) - 20 * Math.Log10(4 * Math.PI);
Console.WriteLine($"激光目标指示器 {Id} 收到干扰事件,干扰功率: {evt.JammingPower:F2}, 距离: {distanceToTarget:F2}, 干扰效果: {jammingEffectiveness:F2} dB, 阈值: {JammingThreshold:F2} dB");
if (jammingEffectiveness > JammingThreshold)
{
if (!IsJammed)
{
Console.WriteLine($"激光目标指示器 {Id} 被干扰,停止工作");
IsJammed = true;
StopIllumination();
}
}
else
{
if (IsJammed)
{
Console.WriteLine($"激光目标指示器 {Id} 干扰解除,恢复工作");
IsJammed = false;
}
}
}
}
}
///
/// 激活激光指示器
///
public override void Activate()
{
if (!IsActive)
{
IsActive = true;
IsJammed = false;
Console.WriteLine($"激光目标指示器 {Id} 已激活");
UpdateIllumination();
}
base.Activate();
}
///
/// 停用激光指示器
///
public override void Deactivate()
{
if (IsActive)
{
IsActive = false;
StopIllumination();
Console.WriteLine($"激光目标指示器 {Id} 已停用");
}
base.Deactivate();
}
///
/// 发布激光照射事件
///
private void PublishIlluminationEvent()
{
var evt = new LaserIlluminationEvent
{
TargetId = TargetId,
SenderId = Id
};
PublishEvent(evt);
Console.WriteLine($"激光指示器 {Id} 发布激光照射事件, 目标ID: {TargetId}");
}
///
/// 发布激光照射停止事件
///
private void PublishIlluminationStopEvent()
{
var evt = new LaserIlluminationStopEvent
{
TargetId = TargetId,
SenderId = Id
};
PublishEvent(evt);
Console.WriteLine($"激光指示器 {Id} 发布激光照射停止事件, 目标ID: {TargetId}");
}
///
/// 处理实体停用事件
///
/// 实体停用事件
private void OnEntityDeactivatedEvent(EntityDeactivatedEvent evt)
{
if (evt.DeactivatedEntityId == TargetId || evt.DeactivatedEntityId == MissileId)
{
Deactivate();
}
}
///
/// 获取激光指示器状态信息
///
/// 状态信息字符串
public override string GetStatus()
{
return $"激光目标指示器 {Id}:\n" +
$" 位置: {Position}\n" +
$" 目标: {TargetId}\n" +
$" 导弹: {MissileId}\n" +
$" 激活状态: {(IsActive ? "激活" : "未激活")}\n" +
$" 照射状态: {(IsIlluminating ? "正在照射" : "未照射")}\n" +
$" 干扰状态: {(IsJammed ? "被干扰" : "正常")}\n" +
$" 最大照射范围: {MaxIlluminationRange}";
}
}
}