- PlatformEntity 投放条件触发时不设置PosX=targetX,保留插值位置 - 空基FireEvent.TargetX=云位,platform飞向云位,距目标driftDist时投放 - planner恢复laneBaseTime+stagger覆盖,保证云位连续间距均匀 - CommandFlyTo接收disperseHeight计算driftDist
557 lines
26 KiB
C#
557 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>默认防御规划器 — 五步流水线,全部使用真实物理计算</summary>
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public class DefaultDefensePlanner : IDefensePlanner
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{
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private readonly List<AmmunitionSpec> _ammoCatalog;
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public DefaultDefensePlanner(List<AmmunitionSpec> ammoCatalog)
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{
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_ammoCatalog = ammoCatalog ?? throw new ArgumentNullException(nameof(ammoCatalog));
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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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private static readonly Dictionary<PowerType, AerosolType> MatchTable = new()
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{
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{ PowerType.Electric, AerosolType.InertGas },
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{ PowerType.Piston, AerosolType.InertGas },
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{ PowerType.Jet, AerosolType.ActiveMaterial },
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};
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private static readonly Dictionary<TargetType, float> TypeCoefficient = new()
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{
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{ TargetType.HighSpeed, 4f },
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{ TargetType.FixedWing, 2f },
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{ TargetType.Piston, 2f },
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{ TargetType.Rotor, 1f },
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{ TargetType.Electric, 1f },
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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(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((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(TargetConfig target)
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{
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float typeCoef = 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(PowerType power)
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{
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return MatchTable.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((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(threat, 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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float spacing = 2f * turbulentRadius;
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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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var mid = ThreatMidpoint(threat);
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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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e.TargetX = mid.X + offset;
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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((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((PowerType)threat.Target.PowerType);
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var ammo = _ammoCatalog.First(a => a.AerosolType == (int)neededAmmo);
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var (ammoEff, _, _) = ComputeEffectiveRadius(threat, 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 = ammoType == AerosolType.ActiveMaterial ? 2f : 6f;
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float actualExposure = effectiveR * 2f / avgSpeed;
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float prob = Math.Min(0.95f, 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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CoverageDuration = effectiveR * 2f,
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KillProbability = prob,
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FlightTime = shellTime,
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ShellFlightTime = shellTime,
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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 = ammoType == AerosolType.ActiveMaterial ? 2f : 6f;
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float actualExposure = effectiveR * 2f / avgSpeed;
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float prob = Math.Min(0.95f, 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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CoverageDuration = effectiveR * 2f,
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KillProbability = prob,
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FlightTime = totalTime,
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ShellFlightTime = fallTime,
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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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DroneGroup threat, AmmunitionSpec ammo, CombatScene env)
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{
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float totalFlightTime = threat.ArrivalTime * 2f;
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float halfTime = totalFlightTime / 2f;
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float windSpeed = (float)env.WindSpeed;
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var weather = (WeatherType)env.WeatherType;
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float avgSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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// Phase 1 初始半径(基于爆发药 TNT 当量)
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float r0 = 3.3f * (float)Math.Pow(Math.Max(0.01, (float)ammo.BurstChargeKg), 0.32);
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float k = (float)ammo.TurbulentExpansionK;
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float maxDur = (float)ammo.MaxDuration;
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// Phase 2 湍流膨胀后的半径
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float phase2Time = Math.Min(halfTime, 30f);
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float turbulentRadius = r0 + k * (float)Math.Sqrt(Math.Max(0, phase2Time));
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float expansionTime = (float)Math.Pow((turbulentRadius - r0) / Math.Max(k, 0.01f), 2);
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float effectiveR = turbulentRadius;
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// Phase 3 高斯扩散
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if (halfTime > 30f)
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{
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float x = Math.Max(1f, windSpeed * (halfTime - 30f));
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var cls = Kinematics.GetStabilityClass(weather, windSpeed);
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float sY = Kinematics.SigmaY(cls, x);
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float sZ = Kinematics.SigmaZ(cls, x);
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float peakC = Kinematics.GaussianPeakConcentration((float)ammo.SourceStrength, sY, sZ);
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float threshold = (float)ammo.EffectiveConcentration;
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if (peakC > threshold)
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{
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float sigma = (sY + sZ) / 2f;
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effectiveR = turbulentRadius + sigma * (float)Math.Sqrt(2f * Math.Log(peakC / threshold));
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}
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}
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return (effectiveR, expansionTime, turbulentRadius);
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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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float avgSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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float spacing = 2f * turbulentRadius;
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var aerosolType = (AerosolType)ammo.AerosolType;
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float neededExposure = aerosolType == AerosolType.ActiveMaterial ? 2f : 6f;
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float singleCoverage = neededExposure * avgSpeed;
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float requiredCoverage = singleCoverage;
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return Math.Max(1,
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(int)Math.Ceiling((requiredCoverage - 2f * turbulentRadius) / spacing) + 1);
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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(threat, 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 = aerosolType == AerosolType.ActiveMaterial ? 2f : 6f;
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return Math.Min(0.95f, 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 mid = ThreatMidpoint(threat);
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var (effectiveR, expansionTime, _) = ComputeEffectiveRadius(threat, ammo, env);
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// 编队 Y 偏移:按车道分布
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float laneSpacingZ = yLanes > 1 ? formationWidth / (yLanes - 1) : 0f;
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float tz = mid.Z + yLane * laneSpacingZ;
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float tx = mid.X + targetOffset;
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// 按目标点位置计算无人机到达时间,非中点
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float droneSpeed = (float)threat.Target.TypicalSpeed / 3.6f;
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if (droneSpeed <= 0) return events;
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float startX = (float)threat.Waypoints[0].PosX;
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float startZ = (float)threat.Waypoints[0].PosZ;
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float endX = (float)threat.Waypoints[^1].PosX;
|
||
float endZ = (float)threat.Waypoints[^1].PosZ;
|
||
float totalDist = Kinematics.Distance2D(startX, startZ, endX, endZ);
|
||
if (totalDist <= 0) return events;
|
||
float distToTx = Kinematics.Distance2D(startX, startZ, tx, tz);
|
||
distToTx = Math.Max(0, Math.Min(totalDist, distToTx));
|
||
float txArrival = distToTx / droneSpeed;
|
||
float recommendedTiming = txArrival - expansionTime;
|
||
// 来不及:无人机到达时云团未形成 → 跳过此目标点
|
||
if (recommendedTiming <= 0f) return events;
|
||
|
||
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);
|
||
// 载具飞向云端方向,漂移距离 = 巡航速度 × 落体时间
|
||
float driftDist = cruiseSpd * fallTime;
|
||
float distToCloud = Kinematics.Distance3D(
|
||
unit.Position.X, unit.Position.Y, unit.Position.Z,
|
||
tx, releaseAlt, tz);
|
||
// 投放点间距 = 总距离 - 漂移,投后弹药滑翔至预期云位
|
||
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 = tx - unit.Position.X;
|
||
float dz = tz - unit.Position.Z;
|
||
float dist = (float)Math.Sqrt(dx * dx + dz * dz);
|
||
float shellTime = dist / 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 = tx,
|
||
TargetY = mid.Y,
|
||
TargetZ = tz,
|
||
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 < 0.5f) 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 = 0.5f;
|
||
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);
|
||
}
|
||
}
|
||
}
|