Warnings (9 to 0): events declared nullable, _cache nullable, IDamageModel param nullable. Dead code removed: DefaultFormations class + FormationTemplate; AlgorithmTypes legacy types (ThreatProfile/DefenseRecommendation/DefenseSolution/MultiGroupRecommendation/RecommendedPlatform/RecommendedDetection); DroneEntity CurrentWaypointIndex/FormationOffsetX/Y/ApplyFormationOffset/wind params; Vector3 operators+Length+DistanceTo; CloudExpansionModel Phase2Duration/TimeToDensity; Kinematics EstimatedShellTime/GaussianConcentration; InterceptCandidate write-only fields (CoverageDuration/FlightTime/ShellFlightTime); ParticleParams EmitRate/ColorHex. Naming: DefaultDefensePlanner -> DefensePlanner (only impl of IDefensePlanner); inCloudTime -> inCloudDistance (returns meters not seconds); DamageAssessment class summary fixed; wind comments clarified (drone wind removed vs cloud wind active). Tests: 191 pass, 0 warnings.
530 lines
26 KiB
C#
530 lines
26 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using CounterDrone.Core.Models;
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namespace CounterDrone.Core.Algorithms
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{
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/// <summary>防御规划器 — 五步流水线,全部调用与引擎共享的物理工具类</summary>
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public class DefensePlanner : IDefensePlanner
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{
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private readonly List<AmmunitionSpec> _ammoCatalog;
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private readonly IDamageModel _damageModel;
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private readonly PlannerConfig _config;
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public DefensePlanner(List<AmmunitionSpec> ammoCatalog, PlannerConfig config,
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IDamageModel? damageModel = null)
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{
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_ammoCatalog = ammoCatalog ?? throw new ArgumentNullException(nameof(ammoCatalog));
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_config = config ?? throw new ArgumentNullException(nameof(config));
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_damageModel = damageModel ?? new DamageModelRouter();
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if (_ammoCatalog.Count == 0)
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throw new ArgumentException("弹药规格目录不能为空");
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}
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// ═══════════════════════════════════════════════
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// 五步流水线
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// ═══════════════════════════════════════════════
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public PlannerResult Plan(List<FireUnit> fireUnits, List<DroneGroup> threats, CombatScene environment)
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{
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var result = new PlannerResult();
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if (threats.Count == 0)
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{
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result.Best.Summary = "无威胁目标";
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return result;
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}
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if (fireUnits.Count == 0)
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{
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result.Best.Summary = "无可用火力单元";
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result.Best.ThreatsUnengaged = threats.Count;
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return result;
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}
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// Step 1: 威胁排序
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foreach (var t in threats)
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{
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t.ArrivalTime = t.GetArrivalTime();
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t.ThreatIndex = CalcThreatIndex(_config, t.Target);
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}
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var sorted = threats.OrderByDescending(t => t.Priority).ToList();
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// Step 2-4: 贪心分配求解
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// 预先检查:所有需要的弹药类型都在目录中
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var neededTypes = sorted
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.Select(t => MatchAmmo(_config, (PowerType)t.Target.PowerType))
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.Distinct()
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.ToList();
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foreach (var t in neededTypes)
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{
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if (!_ammoCatalog.Any(a => a.AerosolType == (int)t))
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throw new InvalidOperationException($"弹药规格目录中缺少类型: {t}");
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}
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result.Best = Solve(sorted, fireUnits, environment);
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// Step 5: 临界方案
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result.Critical = DeriveCritical(result.Best);
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return result;
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}
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// ═══════════════════════════════════════════════
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// Step 1: 威胁指数
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// ═══════════════════════════════════════════════
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private static float CalcThreatIndex(PlannerConfig config, TargetConfig target)
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{
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float typeCoef = config.TypeCoefficient.GetValueOrDefault((TargetType)target.TargetType, 1f);
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float speedCoef = (float)target.TypicalSpeed / 60f;
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return typeCoef * speedCoef;
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}
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// ═══════════════════════════════════════════════
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// Step 2: 弹药匹配
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// ═══════════════════════════════════════════════
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private static AerosolType MatchAmmo(PlannerConfig config, PowerType power)
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{
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return config.AmmoMatch.GetValueOrDefault(power, AerosolType.InertGas);
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}
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// ═══════════════════════════════════════════════
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// Step 3-4: 候选生成 → 贪心分配
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// ═══════════════════════════════════════════════
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private DefensePlan Solve(List<DroneGroup> sortedThreats,
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List<FireUnit> fireUnits, CombatScene env)
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{
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var plan = new DefensePlan();
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var remainingMunitions = new Dictionary<string, int>();
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foreach (var u in fireUnits)
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remainingMunitions[u.Id] = u.TotalMunitions;
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foreach (var threat in sortedThreats)
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{
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var available = fireUnits
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.Where(u => remainingMunitions.GetValueOrDefault(u.Id, 0) > 0)
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.ToList();
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var candidates = GenerateCandidates(threat, available, env);
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if (candidates.Count == 0)
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{
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plan.ThreatsUnengaged++;
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continue;
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}
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// 计算总弹药需求
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var neededAmmo = MatchAmmo(_config, (PowerType)threat.Target.PowerType);
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var ammo = _ammoCatalog.First(a => a.AerosolType == (int)neededAmmo);
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// 单机需求
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var (effectiveRadius, expansionTime, turbulentRadius) = ComputeEffectiveRadius(ammo, env);
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int singleNeeded = CalcRoundsNeeded(threat, ammo, env, false, turbulentRadius);
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// 横向编队:每种 Width = Quantity 个独立车道
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int yLanes = 1;
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float formationWidth = 0f;
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if (threat.Target.Quantity > 1 && threat.Route != null && (FormationMode)threat.Route.FormationMode == FormationMode.Formation)
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{
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yLanes = threat.Target.Quantity;
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formationWidth = (threat.Target.Quantity - 1) * (float)threat.Route.LateralSpacing;
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}
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int totalRoundsNeeded = singleNeeded * yLanes;
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// 逐单元分配:每个单元锁定一个 Y 车道
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// 云团间距 = 2R × (1 - 重叠比例),重叠由配置驱动,保证有效区互相覆盖
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float spacing = 2f * turbulentRadius * (1f - _config.CloudOverlapRatio);
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int[] laneNeeded = new int[yLanes];
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float[] laneBaseTime = new float[yLanes];
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bool[] laneBaseSet = new bool[yLanes];
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for (int l = 0; l < yLanes; l++) laneNeeded[l] = singleNeeded;
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int currentLane = 0;
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int roundsCollected = 0;
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int eventIdx = 0;
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var assignedUnits = new List<(FireUnit unit, int rounds, List<FireEvent> events)>();
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foreach (var c in candidates.OrderBy(c => c.EarliestInterceptTime)
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.ThenByDescending(c => c.KillProbability))
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{
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if (roundsCollected >= totalRoundsNeeded) break;
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int remaining = remainingMunitions.GetValueOrDefault(c.Unit.Id, 0);
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if (remaining <= 0) continue;
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while (currentLane < yLanes && laneNeeded[currentLane] <= 0) currentLane++;
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if (currentLane >= yLanes) break;
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int toTake = Math.Min(Math.Min(c.Unit.TotalChannels, remaining), laneNeeded[currentLane]);
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if (toTake <= 0) continue;
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int yLane = currentLane;
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// 车道第一个单元设基准时间,后续单元以此为准保证间距均匀
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if (!laneBaseSet[yLane])
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{
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var refEvt = GenerateFireEventsAt(threat, c.Unit, c.AmmoType, ammo, env, 0, yLane, yLanes, formationWidth);
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laneBaseTime[yLane] = refEvt[0].FireTime;
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laneBaseSet[yLane] = true;
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}
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float stagger = Kinematics.CloudCoverInterval(turbulentRadius * 2f, (float)threat.Target.TypicalSpeed, c.Unit.ChannelInterval);
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var fevents = new List<FireEvent>();
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int unitIdx = fireUnits.IndexOf(c.Unit);
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for (int ch = 0; ch < toTake; ch++)
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{
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float offset = (eventIdx - (totalRoundsNeeded - 1) / 2f) * spacing;
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var fe = GenerateFireEventsAt(threat, c.Unit, c.AmmoType, ammo, env, offset, yLane, yLanes, formationWidth);
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int baseRoundInLane = singleNeeded - laneNeeded[currentLane];
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foreach (var e in fe)
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{
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e.FireTime = laneBaseTime[yLane] + (baseRoundInLane + ch) * stagger;
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// TargetX/Z 保留 GenerateFireEventsAt 算出的风偏补偿后抛撒点 cloudGenX/Z
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e.PlatformIndex = unitIdx * c.Unit.TotalChannels + ch;
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}
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fevents.AddRange(fe);
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eventIdx++;
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}
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assignedUnits.Add((c.Unit, toTake, fevents));
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remainingMunitions[c.Unit.Id] -= toTake;
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laneNeeded[currentLane] -= toTake;
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roundsCollected += toTake;
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}
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if (roundsCollected <= 0) { plan.ThreatsUnengaged++; continue; }
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foreach (var (unit, rounds, fireEvents) in assignedUnits)
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{
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plan.Assignments.Add(new UnitAssignment
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{
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FireUnitId = unit.Id,
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DroneGroupId = threat.GroupId,
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AmmoType = neededAmmo,
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RoundsFired = rounds,
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FirstFireTime = fireEvents.Count > 0 ? fireEvents[0].FireTime : 0,
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FireEvents = fireEvents,
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});
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plan.MergedSchedule.AddRange(fireEvents);
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}
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plan.ThreatsEngaged++;
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}
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plan.MergedSchedule.Sort((a, b) => a.FireTime.CompareTo(b.FireTime));
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// 按威胁汇总概率
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var threatProbs = new List<float>();
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foreach (var threat in sortedThreats)
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{
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var a2 = _ammoCatalog.FirstOrDefault(s =>
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s.AerosolType == (int)MatchAmmo(_config, (PowerType)threat.Target.PowerType));
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int totalRounds = plan.Assignments
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.Where(a => a.DroneGroupId == threat.GroupId)
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.Sum(a => a.RoundsFired);
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if (totalRounds > 0)
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threatProbs.Add(ComputeInterceptProbability(threat, a2, totalRounds, env));
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}
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plan.OverallProbability = threatProbs.Count > 0 ? threatProbs.Average() : 0f;
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plan.Summary = plan.ThreatsEngaged > 0
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? $"分配 {plan.ThreatsEngaged} 个威胁,{plan.ThreatsUnengaged} 个无方案"
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: "无威胁被分配拦截方案";
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return plan;
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}
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// ═══════════════════════════════════════════════
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// 候选生成(使用真实物理)
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// ═══════════════════════════════════════════════
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private List<InterceptCandidate> GenerateCandidates(DroneGroup threat,
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List<FireUnit> availableUnits, CombatScene env)
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{
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var candidates = new List<InterceptCandidate>();
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var neededAmmo = MatchAmmo(_config, (PowerType)threat.Target.PowerType);
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var ammo = _ammoCatalog.First(a => a.AerosolType == (int)neededAmmo);
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var (ammoEff, _, _) = ComputeEffectiveRadius(ammo, env);
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foreach (var unit in availableUnits)
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{
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if (!unit.AmmoTypes.Contains(neededAmmo)) continue;
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if (unit.Type == PlatformType.AirBased)
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{
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var c = BuildAirBasedCandidate(threat, unit, neededAmmo, ammo, ammoEff, env);
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if (c != null) candidates.Add(c);
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}
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else
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{
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var c = BuildGroundBasedCandidate(threat, unit, neededAmmo, ammo, ammoEff, env);
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if (c != null) candidates.Add(c);
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}
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}
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return candidates;
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}
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private InterceptCandidate? BuildGroundBasedCandidate(DroneGroup threat,
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FireUnit unit, AerosolType ammoType, AmmunitionSpec ammo,
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float effectiveR, CombatScene env)
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{
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var mid = ThreatMidpoint(threat);
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float dx = mid.X - unit.Position.X;
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float dz = mid.Z - unit.Position.Z;
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float dist = (float)Math.Sqrt(dx * dx + dz * dz);
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if (unit.MuzzleVelocity <= 0) return null;
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float maxRange = unit.MuzzleVelocity * unit.MuzzleVelocity / 9.81f;
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if (dist > maxRange) return null;
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float shellTime = dist / unit.MuzzleVelocity;
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float interceptTime = threat.ArrivalTime;
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float avgSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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float neededExposure = _damageModel.RequiredExposureSeconds((TargetType)threat.Target.TargetType, (PowerType)threat.Target.PowerType, ammoType);
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float actualExposure = effectiveR * 2f / avgSpeed;
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float prob = Math.Min(_config.MaxInterceptProbability, actualExposure / neededExposure);
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return new InterceptCandidate
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{
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Unit = unit,
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AmmoType = ammoType,
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EarliestInterceptTime = interceptTime,
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KillProbability = prob,
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};
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}
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private InterceptCandidate? BuildAirBasedCandidate(DroneGroup threat,
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FireUnit unit, AerosolType ammoType, AmmunitionSpec ammo,
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float effectiveR, CombatScene env)
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{
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if (unit.ReleaseAltitude <= 0 || unit.CruiseSpeed <= 0) return null;
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var mid = ThreatMidpoint(threat);
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float releaseAlt = unit.ReleaseAltitude;
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float flightDist = Kinematics.Distance3D(
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unit.Position.X, unit.Position.Y, unit.Position.Z,
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mid.X, releaseAlt, mid.Z);
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float flightTime = flightDist / unit.CruiseSpeed;
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float fallTime = Kinematics.AirDropFallTime(releaseAlt, (float)threat.Target.TypicalAltitude);
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float totalTime = flightTime + fallTime;
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float interceptTime = threat.ArrivalTime;
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if (totalTime > interceptTime) return null;
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float avgSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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float neededExposure = _damageModel.RequiredExposureSeconds((TargetType)threat.Target.TargetType, (PowerType)threat.Target.PowerType, ammoType);
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float actualExposure = effectiveR * 2f / avgSpeed;
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float prob = Math.Min(_config.MaxInterceptProbability, actualExposure / neededExposure);
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return new InterceptCandidate
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{
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Unit = unit,
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AmmoType = ammoType,
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EarliestInterceptTime = interceptTime,
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KillProbability = prob,
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};
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}
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// ═══════════════════════════════════════════════
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// 弹药计算(使用 AmmunitionSpec + 环境参数)
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// ═══════════════════════════════════════════════
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private (float effectiveRadius, float expansionTime, float rPhase2) ComputeEffectiveRadius(
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AmmunitionSpec ammo, CombatScene env)
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{
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var model = new CloudExpansionModel(ammo, env);
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float rPhase2 = model.RadiusAt(30f);
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float expansionTime = model.TimeToReach(rPhase2);
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// 云团被穿过时的真实年龄 = expansionTime(云团生成后膨胀到有效半径的时长)。
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// 这是云团自身的物理量,与无人机飞行时间无关。
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float effectiveR = model.RadiusAt(expansionTime);
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return (effectiveR, expansionTime, rPhase2);
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}
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private int CalcRoundsNeeded(DroneGroup threat, AmmunitionSpec ammo,
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CombatScene env, bool isAirBased, float turbulentRadius)
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{
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var cloudModel = new CloudExpansionModel(ammo, env);
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float avgSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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float neededExposure = _damageModel.RequiredExposureSeconds(
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(TargetType)threat.Target.TargetType, (PowerType)threat.Target.PowerType, (AerosolType)ammo.AerosolType);
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float requiredCoverage = neededExposure * avgSpeed;
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// 间距由配置的重叠比例驱动,公式在 CloudExpansionModel(共享)
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float spacing = 2f * turbulentRadius * (1f - _config.CloudOverlapRatio);
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return cloudModel.RoundsNeeded(requiredCoverage, spacing);
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}
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private float ComputeInterceptProbability(DroneGroup threat,
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AmmunitionSpec ammo, int rounds, CombatScene env)
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{
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float avgSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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var (effectiveR, _, _) = ComputeEffectiveRadius(ammo, env);
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float spacing = 2f * effectiveR;
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float actualCoverage = spacing * (rounds - 1) + 2f * effectiveR;
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float actualExposure = actualCoverage / avgSpeed;
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var aerosolType = (AerosolType)ammo.AerosolType;
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float neededExposure = _damageModel.RequiredExposureSeconds((TargetType)threat.Target.TargetType, (PowerType)threat.Target.PowerType, aerosolType);
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return Math.Min(_config.MaxInterceptProbability, actualExposure / neededExposure);
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}
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// ═══════════════════════════════════════════════
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// 发射事件生成(真实物理)
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// ═══════════════════════════════════════════════
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private List<FireEvent> GenerateFireEventsAt(DroneGroup threat, FireUnit unit,
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AerosolType ammoType, AmmunitionSpec ammo, CombatScene env, float targetOffset,
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int yLane, int yLanes, float formationWidth)
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{
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var events = new List<FireEvent>();
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var wps = threat.Waypoints;
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if (wps == null || wps.Count < 2) return events;
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var cloudModel = new CloudExpansionModel(ammo, env);
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// 云龄 = expansionTime(云团生成后膨胀到有效半径的时长)
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float effectiveAge = cloudModel.TimeToReach(cloudModel.TurbulentRadius) * 0.9f;
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float effectiveR = cloudModel.RadiusAt(effectiveAge);
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float expansionTime = cloudModel.TimeToReach(effectiveR);
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// 密度检查:云团在膨胀时间后密度是否仍达标
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float densityAtPassage = cloudModel.DensityAt(expansionTime);
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if (densityAtPassage < (float)ammo.EffectiveConcentration)
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return events; // 云团到达时已稀释失效
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float typicalSpeed = (float)threat.Target.TypicalSpeed;
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if (typicalSpeed <= 0) return events;
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// 航路感知布局:穿越点弧长 = 航路中点弧长 + 沿航路偏移
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// targetOffset 现在是沿航路切向的弧长偏移(不再是 X 分量),支持任意方向航路
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var mid = ThreatMidpoint(threat);
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float midArc = RouteGeometry.ArcLengthNearestTo(wps, mid.X, mid.Z);
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float crossArc = midArc + targetOffset;
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// 编队横向偏移:按车道分布在航路法向上
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// 法向 = 切向旋转 90°,用 RouteGeometry.TangentAt 取穿越点处航路方向
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var (tanX, tanZ) = RouteGeometry.TangentAt(wps, crossArc);
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float normalX = -tanZ, normalZ = tanX; // 切向逆时针 90° = 左侧法向
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float laneOffset = yLanes > 1 ? (yLane - (yLanes - 1) / 2f) * (formationWidth / Math.Max(1, yLanes - 1)) : 0f;
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// 穿越点 = 航路上 crossArc 处 + 横向车道偏移
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var (routeX, routeY, routeZ) = RouteGeometry.PositionAt(wps, crossArc);
|
||
float tx = routeX + normalX * laneOffset;
|
||
float ty = routeY;
|
||
float tz = routeZ + normalZ * laneOffset;
|
||
|
||
// 无人机到达穿越点的时间:沿航路匀速飞行 crossArc 弧长
|
||
float txArrival = RouteGeometry.TravelTimeTo(wps, crossArc >= 0 ? crossArc : 0, typicalSpeed);
|
||
float recommendedTiming = txArrival - expansionTime;
|
||
if (recommendedTiming <= 0f) return events;
|
||
|
||
// 风偏补偿:云团生成后会被风吹偏,补偿时长 = 从生成到被穿过。
|
||
// 每朵云的生成时刻不同(受发射/飞行时间影响),但 planner 此处用 expansionTime
|
||
// 作为云团从生成到被穿过的时长(recommendedTiming 已对齐),各发独立用各自的 expansionTime。
|
||
var (wx, _, wz) = Kinematics.WindToVector((WindDirection)env.WindDirection, (float)env.WindSpeed);
|
||
float cloudGenX = tx - wx * expansionTime;
|
||
float cloudGenZ = tz - wz * expansionTime;
|
||
|
||
float fireTime;
|
||
if (unit.Type == PlatformType.AirBased)
|
||
{
|
||
if (unit.ReleaseAltitude <= 0 || unit.CruiseSpeed <= 0)
|
||
throw new InvalidOperationException($"空基单元 {unit.Id}: ReleaseAltitude={unit.ReleaseAltitude}, CruiseSpeed={unit.CruiseSpeed} 必须>0");
|
||
float releaseAlt = unit.ReleaseAltitude;
|
||
float cruiseSpd = unit.CruiseSpeed;
|
||
float fallTime = Kinematics.AirDropFallTime(releaseAlt, (float)threat.Target.TypicalAltitude);
|
||
float driftDist = cruiseSpd * fallTime;
|
||
float distToCloud = Kinematics.Distance3D(
|
||
unit.Position.X, unit.Position.Y, unit.Position.Z,
|
||
cloudGenX, releaseAlt, cloudGenZ);
|
||
float flightDist = Math.Max(0f, distToCloud - driftDist);
|
||
float flightTime = flightDist / cruiseSpd;
|
||
fireTime = recommendedTiming - flightTime - fallTime;
|
||
}
|
||
else
|
||
{
|
||
if (unit.MuzzleVelocity <= 0)
|
||
throw new InvalidOperationException($"地基单元 {unit.Id}: MuzzleVelocity={unit.MuzzleVelocity} 必须>0");
|
||
float mv = unit.MuzzleVelocity;
|
||
float dx = cloudGenX - unit.Position.X;
|
||
float dz = cloudGenZ - unit.Position.Z;
|
||
float dist = (float)Math.Sqrt(dx * dx + dz * dz);
|
||
float heightDiff = (float)threat.Target.TypicalAltitude - unit.Position.Y;
|
||
float shellTime = Kinematics.ParabolicShellTime(dist, heightDiff, mv);
|
||
fireTime = recommendedTiming - shellTime;
|
||
}
|
||
|
||
if (fireTime <= 0f) return events; // 平台来不及到达
|
||
|
||
events.Add(new FireEvent
|
||
{
|
||
FireTime = fireTime,
|
||
PlatformIndex = 0,
|
||
TargetX = cloudGenX,
|
||
TargetY = ty,
|
||
TargetZ = cloudGenZ,
|
||
MuzzleVelocity = unit.Type == PlatformType.AirBased ? 0f : unit.MuzzleVelocity,
|
||
});
|
||
|
||
return events;
|
||
}
|
||
|
||
// ═══════════════════════════════════════════════
|
||
// Step 5: 临界方案(概率阈值 50%)
|
||
// ═══════════════════════════════════════════════
|
||
|
||
private DefensePlan DeriveCritical(DefensePlan best)
|
||
{
|
||
var critical = new DefensePlan
|
||
{
|
||
ThreatsEngaged = best.ThreatsEngaged,
|
||
ThreatsUnengaged = best.ThreatsUnengaged,
|
||
};
|
||
|
||
foreach (var assignment in best.Assignments)
|
||
{
|
||
int rounds = assignment.RoundsFired;
|
||
while (rounds > 1)
|
||
{
|
||
// 简化:弹药减半 → 概率减半
|
||
if ((float)rounds / assignment.RoundsFired < _config.CriticalProbabilityThreshold) break;
|
||
rounds--;
|
||
}
|
||
|
||
var reduced = new UnitAssignment
|
||
{
|
||
FireUnitId = assignment.FireUnitId,
|
||
DroneGroupId = assignment.DroneGroupId,
|
||
AmmoType = assignment.AmmoType,
|
||
RoundsFired = rounds,
|
||
FirstFireTime = assignment.FirstFireTime,
|
||
FireEvents = assignment.FireEvents.Take(rounds).ToList(),
|
||
};
|
||
critical.Assignments.Add(reduced);
|
||
critical.MergedSchedule.AddRange(reduced.FireEvents);
|
||
}
|
||
|
||
critical.MergedSchedule.Sort((a, b) => a.FireTime.CompareTo(b.FireTime));
|
||
critical.OverallProbability = _config.CriticalProbabilityThreshold;
|
||
critical.Summary = $"临界方案:刚好满足 50% 拦截概率";
|
||
return critical;
|
||
}
|
||
|
||
// ═══════════════════════════════════════════════
|
||
// 辅助
|
||
// ═══════════════════════════════════════════════
|
||
|
||
private static Vector3 ThreatMidpoint(DroneGroup threat)
|
||
{
|
||
if (threat.Waypoints.Count < 2)
|
||
return new Vector3(0, (float)threat.Target.TypicalAltitude, 0);
|
||
var s = threat.Waypoints[0];
|
||
var e = threat.Waypoints[^1];
|
||
return new Vector3(
|
||
(float)(s.PosX + e.PosX) / 2f,
|
||
(float)(s.PosY + e.PosY) / 2f,
|
||
(float)(s.PosZ + e.PosZ) / 2f);
|
||
}
|
||
}
|
||
}
|