refactor: 删除 PlatformEntity/BuildFireUnits 中的速度/初速/高度默认值
- PlatformEntity: MuzzleVelocity/CruiseSpeed/ReleaseAltitude 默认 0,由 Planner 校验 - BuildFireUnits: 同上,不再硬写 800f/55f/1000f - MunitionCount 默认从 3 改为 1 - 35 测试通过
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@ -45,11 +45,11 @@ namespace CounterDrone.Core.Simulation
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PosY = (float)config.PositionY;
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PosZ = (float)config.PositionZ;
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AerosolType = config.AerosolType.HasValue ? (AerosolType?)config.AerosolType.Value : null;
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MunitionCount = config.MunitionCount ?? 3;
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MunitionCount = config.MunitionCount ?? 1;
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Cooldown = (float)config.Cooldown;
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MuzzleVelocity = (float)(config.MuzzleVelocity ?? 800f);
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CruiseSpeed = (float)(config.CruiseSpeed ?? 55f);
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ReleaseAltitude = (float)(config.ReleaseAltitude ?? 1000f);
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MuzzleVelocity = (float)(config.MuzzleVelocity ?? 0f);
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CruiseSpeed = (float)(config.CruiseSpeed ?? 0f);
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ReleaseAltitude = (float)(config.ReleaseAltitude ?? 0f);
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PatrolX = PosX;
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PatrolY = PosY;
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@ -313,9 +313,9 @@ namespace CounterDrone.Core.Simulation
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Type = (PlatformType)(eq.PlatformType ?? (int)PlatformType.GroundBased),
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Position = new Algorithms.Vector3((float)eq.PositionX + i * 50, (float)eq.PositionY, (float)eq.PositionZ),
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GunCount = 1, ChannelsPerGun = 1, ChannelInterval = (float)(eq.ChannelInterval ?? 1),
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CruiseSpeed = (float)(eq.CruiseSpeed ?? 55f),
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ReleaseAltitude = (float)(eq.ReleaseAltitude ?? 1000f),
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MuzzleVelocity = (float)(eq.MuzzleVelocity ?? 800f),
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CruiseSpeed = (float)(eq.CruiseSpeed ?? 0f),
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ReleaseAltitude = (float)(eq.ReleaseAltitude ?? 0f),
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MuzzleVelocity = (float)(eq.MuzzleVelocity ?? 0f),
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// 总弹药均分到每个通道
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TotalMunitions = (eq.MunitionCount ?? 1) / (gunCount * chPerGun),
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AmmoTypes = new List<AerosolType> { (AerosolType)(eq.AerosolType ?? 0) },
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