- DroneProfile/DroneSpec: 加 Model、Description - Scenario: 加 Description,TaskNumber→ScenarioNumber - EquipmentDeployment/FireUnitSpec: 加 Description - ScenarioConfig: Task→Info - ScenarioService: CreateTask→CreateScenario 等方法名统一 - 238 单元测试通过
549 lines
27 KiB
C#
549 lines
27 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.Algorithms;
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using CounterDrone.Core.Models;
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using CounterDrone.Core.Services;
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using SQLite;
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namespace CounterDrone.Core.Simulation
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{
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/// <summary>仿真引擎 — 纯执行器,接收发射计划按时间表执行</summary>
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public class SimulationEngine
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{
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private readonly IScenarioService _scenarioService;
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private readonly FrameDataStore _frameStore;
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private readonly IDamageModel _damageModel;
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private readonly IPathProvider _paths;
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public SimulationState State { get; private set; } = SimulationState.Idle;
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public int FrameIndex { get; private set; }
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public float SimulationTime { get; private set; }
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public float TimeScale { get; set; } = 1f;
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/// <summary>是否录制逐帧数据(回放用)。默认开启。</summary>
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public bool RecordFrames { get; set; } = true;
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private float _tickInterval;
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public IReadOnlyList<DroneEntity> Drones => _drones;
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public IReadOnlyList<CloudEntity> Clouds => _clouds;
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public IReadOnlyList<PlatformEntity> Platforms => _platforms;
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public IReadOnlyList<MunitionEntity> Munitions => _munitions;
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public IReadOnlyList<DetectionEntity> DetectionEntities => _detectionEntities;
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public IReadOnlyList<SimEvent> Events => _allEvents;
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public event Action<MunitionEntity>? OnMunitionLaunched;
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public event Action<CloudEntity>? OnCloudGenerated;
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public event Action<DroneEntity>? OnDroneDestroyed;
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public event Action<DroneEntity>? OnDroneReachedTarget;
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public event Action<DroneEntity, ControlZoneEntity>? OnZoneIntruded;
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public event Action<DroneEntity, DetectionEntity>? OnTargetDetected;
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public event Action? OnSimulationEnded;
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private List<DroneEntity> _drones = new();
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private List<PlatformEntity> _platforms = new();
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private List<DetectionEntity> _detectionEntities = new();
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private List<MunitionEntity> _munitions = new();
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private List<CloudEntity> _clouds = new();
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private List<ControlZoneEntity> _zones = new();
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private CombatScene _scene = new();
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private float _disperseHeight;
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private AmmunitionSpec _ammoSpec = new();
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private int _tickRate = 20;
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private readonly List<FireEvent> _fireSchedule = new();
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private int _nextFireIndex;
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private bool _anyThreatDetected;
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private float _detectionTime;
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private readonly List<SimEvent> _allEvents = new();
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private string _scenarioId = string.Empty;
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private readonly IDefensePlanner _planner;
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private int _entityCounter;
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// ── GC 优化:预分配复用池 ──
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private readonly List<EntitySnapshot> _snapshotPool = new();
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private readonly List<SimEvent> _frameEventPool = new();
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private readonly SimulationFrameResult _frameResultPool = new();
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private readonly List<int> _removalIndices = new();
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private readonly List<DroneEntity> _flyingDrones = new();
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public SimulationEngine(IScenarioService scenarioService, FrameDataStore frameStore,
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IDamageModel damageModel, IPathProvider paths, IDefensePlanner planner)
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{
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_scenarioService = scenarioService;
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_frameStore = frameStore;
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_damageModel = damageModel;
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_paths = paths;
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_planner = planner;
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}
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public void SetFireSchedule(List<FireEvent> schedule)
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{
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_fireSchedule.Clear();
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_fireSchedule.AddRange(schedule.OrderBy(f => f.FireTime));
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_nextFireIndex = 0;
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}
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public void Initialize(string scenarioId)
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{
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_scenarioId = scenarioId;
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var config = _scenarioService.GetScenarioDetail(scenarioId);
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if (config == null) throw new InvalidOperationException("scenario not found");
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_scene = config.Scene;
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_disperseHeight = (float)config.Cloud.DisperseHeight;
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_tickRate = config.Info.TickRate;
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_tickInterval = 1.0f / _tickRate;
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using (var ammoDb = new SQLiteConnection(_paths.GetMainDbPath()))
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{
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_ammoSpec = ammoDb.Table<AmmunitionSpec>()
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.FirstOrDefault(a => a.AerosolType == config.Cloud.AerosolType);
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}
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if (_ammoSpec == null || _ammoSpec.Id == null)
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_ammoSpec = DefaultData.Load(_paths).Ammunition
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.First(a => a.AerosolType == config.Cloud.AerosolType);
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_drones.Clear();
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foreach (var target in config.Targets)
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{
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var route = config.Routes.FirstOrDefault(r => r.WaveId == target.WaveId);
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var wps = config.WaypointGroups.GetValueOrDefault(target.WaveId, new List<Waypoint>());
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if (route == null || wps.Count == 0) continue;
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var mode = (FormationMode)route.FormationMode;
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var lateralSpacing = (float)route.LateralSpacing;
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var longSpacing = (float)route.LongitudinalSpacing;
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int latCount = route.LateralCount ?? target.Quantity;
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int longCount = route.LongitudinalCount ?? 1;
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for (int i = 0; i < target.Quantity; i++)
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{
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int latIdx = i % latCount;
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int longIdx = i / latCount;
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_drones.Add(new DroneEntity($"drone_{++_entityCounter}", target.WaveId,
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target, wps, latIdx, lateralSpacing, longIdx, longSpacing, mode,
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route.LateralAxis, route.LongitudinalAxis));
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}
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}
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// 平台 ID 从 1 开始,确保与报告映射一致
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_entityCounter = 0;
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_platforms.Clear();
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foreach (var equip in config.Equipment)
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if (equip.EquipmentRole != (int)EquipmentRole.Detection)
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for (int i = 0; i < equip.Quantity; i++)
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{
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int gunCount = equip.GunCount ?? 1;
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int chPerGun = equip.ChannelsPerGun ?? 1;
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for (int g = 0; g < gunCount; g++)
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for (int ch = 0; ch < chPerGun; ch++)
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_platforms.Add(new PlatformEntity($"plat_{++_entityCounter}", equip));
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}
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_zones.Clear();
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foreach (var z in config.ControlZones)
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_zones.Add(new ControlZoneEntity(z.Id, z.Name, z.VerticesJson,
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(float)z.MinAltitude, (float)z.MaxAltitude));
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// 探测设备运行时实体
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_detectionEntities.Clear();
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var detectionSrcs = BuildDetectionSources(config);
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int detIdx = 0;
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foreach (var src in detectionSrcs)
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_detectionEntities.Add(new DetectionEntity($"det_{++detIdx}", src));
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_munitions.Clear();
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_clouds.Clear();
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_allEvents.Clear();
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FrameIndex = 0;
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SimulationTime = 0;
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_entityCounter = 0;
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_nextFireIndex = 0;
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// 自动从 Planner 生成发射计划
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if (_fireSchedule.Count == 0)
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{
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var fireUnits = BuildFireUnits(config);
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var threats = BuildDroneWaves(config);
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if (fireUnits.Count > 0 && threats.Count > 0)
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{
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var detectionSources = BuildDetectionSources(config);
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var result = _planner.Plan(fireUnits, threats, _scene, detectionSources);
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SetFireSchedule(result.Best.MergedSchedule);
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if (_fireSchedule.Count == 0)
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_allEvents.Add(new SimEvent
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{
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Type = SimEventType.PlanningFailed,
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OccurredAt = 0,
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Description = result.Best.Summary,
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});
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}
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}
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if (RecordFrames)
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_frameStore.BeginRecording(_scenarioId);
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_anyThreatDetected = false;
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State = SimulationState.Running;
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}
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public SimulationFrameResult Tick(float deltaTime)
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{
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if (State != SimulationState.Running)
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{
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_frameResultPool.State = State;
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_frameResultPool.FrameIndex = FrameIndex;
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_frameResultPool.SimulationTime = SimulationTime;
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_frameResultPool.EntitySnapshots = null!;
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_frameResultPool.NewEvents = null!;
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return _frameResultPool;
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}
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var scaledDt = deltaTime * TimeScale;
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SimulationTime += scaledDt;
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FrameIndex++;
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_frameEventPool.Clear();
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// 1. 按发射计划执行(以探测时刻为时间起点)
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if (_anyThreatDetected)
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{
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while (_nextFireIndex < _fireSchedule.Count && _fireSchedule[_nextFireIndex].FireTime + _detectionTime <= SimulationTime)
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{
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var fe = _fireSchedule[_nextFireIndex++];
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float launchTime = fe.FireTime + _detectionTime;
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var platform = _platforms.Count > fe.PlatformIndex ? _platforms[fe.PlatformIndex] : null;
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if (platform == null) continue;
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if (platform.PlatformType == Models.PlatformType.AirBased && platform.Ready)
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{
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// 空基从当前位置直接发射(与地基相同)
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platform.Release();
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var m = new MunitionEntity($"mun_{++_entityCounter}",
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Models.PlatformType.GroundBased,
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platform.AerosolType ?? Models.AerosolType.InertGas,
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platform.PosX, platform.PosY, platform.PosZ,
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fe.TargetX, fe.TargetY, fe.TargetZ, fe.MuzzleVelocity, _disperseHeight,
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launchTime, fe.LaunchAngle, fe.FlightDuration);
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_munitions.Add(m);
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OnMunitionLaunched?.Invoke(m);
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_frameEventPool.Add(new SimEvent { Type = SimEventType.MunitionLaunched, OccurredAt = launchTime, SourceId = platform.Id, Description = $"空基发射 {m.Id} @({platform.PosX:F0},{platform.PosY:F0},{platform.PosZ:F0})→({fe.TargetX:F0},{fe.TargetY:F0},{fe.TargetZ:F0})" });
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}
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else if (platform.Ready)
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{
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platform.Release();
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var m = new MunitionEntity($"mun_{++_entityCounter}",
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platform.PlatformType ?? Models.PlatformType.GroundBased,
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platform.AerosolType ?? Models.AerosolType.InertGas,
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platform.PosX, platform.PosY, platform.PosZ,
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fe.TargetX, fe.TargetY, fe.TargetZ, fe.MuzzleVelocity, _disperseHeight,
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launchTime, fe.LaunchAngle, fe.FlightDuration);
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_munitions.Add(m);
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OnMunitionLaunched?.Invoke(m);
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_frameEventPool.Add(new SimEvent { Type = SimEventType.MunitionLaunched, OccurredAt = launchTime, SourceId = platform.Id, Description = $"计划发射 {m.Id} @({platform.PosX:F0},{platform.PosY:F0},{platform.PosZ:F0})→({fe.TargetX:F0},{fe.TargetY:F0},{fe.TargetZ:F0})" });
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}
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}
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}
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// 2. 弹药飞行 → 云团生成(手动遍历+移除索引,避免 ToList())
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_removalIndices.Clear();
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for (int i = 0; i < _munitions.Count; i++)
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{
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var m = _munitions[i];
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m.Update(scaledDt);
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if (m.HasArrived)
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{
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var disp = AlgorithmFactory.Create<ICloudDispersionModel>();
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disp.Initialize(_ammoSpec, _scene, new Algorithms.Vector3(m.PosX, m.PosY, m.PosZ), m.ArrivalTime);
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var cloud = new CloudEntity($"cloud_{++_entityCounter}", m.AerosolType, disp, m.ArrivalTime);
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_clouds.Add(cloud);
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OnCloudGenerated?.Invoke(cloud);
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_frameEventPool.Add(new SimEvent { Type = SimEventType.CloudGenerated, OccurredAt = m.ArrivalTime, Description = $"云团生成 @({m.PosX:F0},{m.PosY:F0},{m.PosZ:F0})" });
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_removalIndices.Add(i);
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}
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}
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for (int i = _removalIndices.Count - 1; i >= 0; i--)
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_munitions.RemoveAt(_removalIndices[i]);
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// 3. 云团演化(手动遍历+移除索引)
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_removalIndices.Clear();
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for (int i = 0; i < _clouds.Count; i++)
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{
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var c = _clouds[i];
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c.Tick(scaledDt, (float)_scene.WindSpeed, (WindDirection)_scene.WindDirection);
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if (c.IsDissipated) _removalIndices.Add(i);
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}
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for (int i = _removalIndices.Count - 1; i >= 0; i--)
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_clouds.RemoveAt(_removalIndices[i]);
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// 4. 无人机:缓存飞行状态列表,避免多次 Where
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_flyingDrones.Clear();
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for (int i = 0; i < _drones.Count; i++)
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if (_drones[i].Status == DroneStatus.Flying)
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_flyingDrones.Add(_drones[i]);
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for (int i = 0; i < _flyingDrones.Count; i++)
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_flyingDrones[i].SavePreviousPosition();
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for (int i = 0; i < _flyingDrones.Count; i++)
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{
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_flyingDrones[i].Update(scaledDt);
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if (_flyingDrones[i].Status == DroneStatus.ReachedTarget)
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{
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OnDroneReachedTarget?.Invoke(_flyingDrones[i]);
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_frameEventPool.Add(new SimEvent { Type = SimEventType.DroneReachedTarget, OccurredAt = SimulationTime, SourceId = _flyingDrones[i].Id, Description = "到达攻击目标" });
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}
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}
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// 5. 实时探测扫描(决策 1/2:离开回退、融合取最早/同刻取精度高)
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if (_detectionEntities.Count > 0)
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{
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float visibility = (float)_scene.Visibility;
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for (int di = 0; di < _flyingDrones.Count; di++)
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{
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var drone = _flyingDrones[di];
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DetectionEntity? bestDetector = null;
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float bestAccuracy = float.MaxValue;
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for (int ei = 0; ei < _detectionEntities.Count; ei++)
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{
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var det = _detectionEntities[ei];
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bool inRange = det.IsInRange(drone.PosX, drone.PosY, drone.PosZ, visibility, out _);
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bool? stateChange = det.UpdateState(drone.Id, inRange);
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if (stateChange == true)
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{
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// 决策 2:首次发现,同 tick 取精度最高(Accuracy 最小)
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if (bestDetector == null || det.Source.Accuracy < bestAccuracy)
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{
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bestDetector = det;
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bestAccuracy = det.Source.Accuracy;
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}
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}
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}
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if (bestDetector != null)
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{
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if (!_anyThreatDetected)
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{
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_anyThreatDetected = true;
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_detectionTime = SimulationTime;
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}
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OnTargetDetected?.Invoke(drone, bestDetector);
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_frameEventPool.Add(new SimEvent
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{
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Type = SimEventType.TargetDetected,
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OccurredAt = SimulationTime,
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SourceId = bestDetector.Id,
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TargetId = drone.Id,
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Description = $"探测设备 {bestDetector.Id} 发现 drone {drone.Id} @({drone.PosX:F0},{drone.PosY:F0},{drone.PosZ:F0})",
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});
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}
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}
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}
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// 6. 毁伤判定:积分路径段在云内的时间(快速排斥:先检查包围盒)
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var (wvx, wvy, wvz) = Kinematics.WindToVector((WindDirection)_scene.WindDirection, (float)_scene.WindSpeed);
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float cloudDx = wvx * scaledDt, cloudDy = wvy * scaledDt, cloudDz = wvz * scaledDt;
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float effectiveConcentration = (float)_ammoSpec.EffectiveConcentration;
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for (int di = 0; di < _flyingDrones.Count; di++)
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{
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var drone = _flyingDrones[di];
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for (int ci = 0; ci < _clouds.Count; ci++)
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{
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var cloud = _clouds[ci];
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if (cloud.Dispersion.CoreDensity < effectiveConcentration) continue;
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// 快速排斥:检查无人机与云团中心的距离是否在 2×有效半径内
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float effR = cloud.Dispersion.EffectiveRadius;
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float ccx = cloud.Dispersion.Center.X, ccy = cloud.Dispersion.Center.Y, ccz = cloud.Dispersion.Center.Z;
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float dx = drone.PosX - ccx, dy = drone.PosY - ccy, dz = drone.PosZ - ccz;
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float distSq = dx * dx + dy * dy + dz * dz;
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if (distSq > effR * effR * 4) continue; // 距离 > 2R,不可能穿云
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float inCloudDistance = DamageAssessment.PathInSphere(
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drone.PrevX - (ccx - cloudDx), drone.PrevY - (ccy - cloudDy), drone.PrevZ - (ccz - cloudDz),
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drone.PosX - ccx, drone.PosY - ccy, drone.PosZ - ccz,
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0f, 0f, 0f, effR);
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if (inCloudDistance > 0)
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{
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float exposureIncrement = inCloudDistance / (drone.CruiseSpeed / 3.6f);
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drone.ExposureTime += exposureIncrement;
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var dmg = _damageModel.CalculateDamage(drone.DroneType, drone.PowerType, cloud.AerosolType, cloud.Dispersion.CoreDensity, drone.ExposureTime, exposureIncrement);
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drone.ApplyDamage(dmg);
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if (drone.Status == DroneStatus.Destroyed)
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{
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OnDroneDestroyed?.Invoke(drone);
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_frameEventPool.Add(new SimEvent { Type = SimEventType.DroneDestroyed, OccurredAt = SimulationTime, TargetId = drone.Id, Description = $"无人机 {drone.Id} 被摧毁 @({drone.PosX:F0},{drone.PosY:F0},{drone.PosZ:F0})" });
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break;
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}
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}
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}
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}
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// 7. 平台冷却
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for (int i = 0; i < _platforms.Count; i++) _platforms[i].Update(scaledDt);
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// 8. 管控区域
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for (int di = 0; di < _flyingDrones.Count; di++)
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{
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var drone = _flyingDrones[di];
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for (int zi = 0; zi < _zones.Count; zi++)
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{
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if (_zones[zi].ContainsPoint(drone.PosX, drone.PosY, drone.PosZ))
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{
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drone.MarkZoneIntruded();
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OnZoneIntruded?.Invoke(drone, _zones[zi]);
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_frameEventPool.Add(new SimEvent { Type = SimEventType.ZoneIntruded, OccurredAt = SimulationTime, SourceId = drone.Id, TargetId = _zones[zi].Id, Description = $"侵入 {_zones[zi].Name}" });
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}
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}
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}
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// 9. 结束判定
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bool allDone = true;
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for (int i = 0; i < _drones.Count; i++)
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if (_drones[i].Status == DroneStatus.Flying) { allDone = false; break; }
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if (allDone)
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{
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State = SimulationState.Completed;
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OnSimulationEnded?.Invoke();
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_frameEventPool.Add(new SimEvent { Type = SimEventType.SimulationEnd, OccurredAt = SimulationTime });
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}
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_allEvents.AddRange(_frameEventPool);
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if (RecordFrames)
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{
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var snapshots = CollectSnapshots();
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_frameStore.RecordFrame(FrameIndex, SimulationTime, snapshots);
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_frameResultPool.EntitySnapshots = snapshots;
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}
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else
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{
|
||
_frameResultPool.EntitySnapshots = null!;
|
||
}
|
||
_frameResultPool.NewEvents = _frameEventPool;
|
||
_frameResultPool.State = State;
|
||
_frameResultPool.FrameIndex = FrameIndex;
|
||
_frameResultPool.SimulationTime = SimulationTime;
|
||
return _frameResultPool;
|
||
}
|
||
|
||
public void Pause() { if (State == SimulationState.Running) State = SimulationState.Paused; }
|
||
public void Resume() { if (State == SimulationState.Paused) State = SimulationState.Running; }
|
||
public void Stop() { State = SimulationState.Stopped; _frameStore.Flush(); }
|
||
|
||
private static List<FireUnit> BuildFireUnits(ScenarioConfig config)
|
||
{
|
||
var units = new List<FireUnit>();
|
||
foreach (var eq in config.Equipment.Where(e => e.EquipmentRole == (int)EquipmentRole.LaunchPlatform))
|
||
{
|
||
int qty = Math.Max(1, eq.Quantity);
|
||
int gunCount = eq.GunCount ?? 1;
|
||
int chPerGun = eq.ChannelsPerGun ?? 1;
|
||
int channels = gunCount * chPerGun;
|
||
for (int i = 0; i < qty; i++)
|
||
{
|
||
units.Add(new FireUnit
|
||
{
|
||
Id = $"fu{units.Count}",
|
||
Type = (PlatformType)(eq.PlatformType ?? (int)PlatformType.GroundBased),
|
||
Position = new Algorithms.Vector3((float)eq.PositionX + i * 50, (float)eq.PositionY, (float)eq.PositionZ),
|
||
GunCount = gunCount,
|
||
ChannelsPerGun = chPerGun,
|
||
ChannelInterval = (float)(eq.ChannelInterval ?? 1),
|
||
CruiseSpeed = (float)(eq.CruiseSpeed ?? 0f),
|
||
ReleaseAltitude = (float)(eq.ReleaseAltitude ?? 0f),
|
||
MuzzleVelocity = (float)(eq.MuzzleVelocity ?? 0f),
|
||
TotalMunitions = eq.MunitionCount ?? channels,
|
||
AmmoTypes = new List<AerosolType> { (AerosolType)(eq.AerosolType ?? 0) },
|
||
Cooldown = (float)eq.Cooldown,
|
||
// 探测能力(火力单元自带探测,激活原死字段)
|
||
RadarRange = (float)(eq.RadarRange ?? 0f),
|
||
EORange = (float)(eq.EORange ?? 0f),
|
||
IRRange = (float)(eq.IRRange ?? 0f),
|
||
});
|
||
}
|
||
}
|
||
return units;
|
||
}
|
||
|
||
/// <summary>构建统一信息网络的探测源列表。
|
||
/// 独立探测设备(EquipmentRole.Detection)+ 火力单元自带探测能力。</summary>
|
||
private static List<DetectionSource> BuildDetectionSources(ScenarioConfig config)
|
||
{
|
||
var sources = new List<DetectionSource>();
|
||
foreach (var eq in config.Equipment)
|
||
{
|
||
// 只要有任何探测字段非 null 且 > 0,就是有效探测源(无论是否独立探测设备)
|
||
bool hasDetection = (eq.RadarRange ?? 0) > 0 || (eq.EORange ?? 0) > 0 || (eq.IRRange ?? 0) > 0;
|
||
if (!hasDetection) continue;
|
||
int qty = Math.Max(1, eq.Quantity);
|
||
for (int i = 0; i < qty; i++)
|
||
{
|
||
sources.Add(new DetectionSource
|
||
{
|
||
Position = new Algorithms.Vector3((float)eq.PositionX + i * 50, (float)eq.PositionY, (float)eq.PositionZ),
|
||
RadarRange = (float)(eq.RadarRange ?? 0f),
|
||
EORange = (float)(eq.EORange ?? 0f),
|
||
IRRange = (float)(eq.IRRange ?? 0f),
|
||
Accuracy = (float)(eq.DetectionAccuracy ?? 0f),
|
||
// 3D 球冠几何:缺失时退化为无限制(等价 2D),保证存量数据平滑过渡
|
||
MinElevation = (float)(eq.MinElevation ?? float.MaxValue),
|
||
MaxElevation = (float)(eq.MaxElevation ?? float.MaxValue),
|
||
MinDetectAlt = (float)(eq.MinDetectAlt ?? float.MaxValue),
|
||
MaxDetectAlt = (float)(eq.MaxDetectAlt ?? float.MaxValue),
|
||
});
|
||
}
|
||
}
|
||
return sources;
|
||
}
|
||
|
||
private static List<DroneWave> BuildDroneWaves(ScenarioConfig config)
|
||
{
|
||
var groups = new List<DroneWave>();
|
||
foreach (var t in config.Targets)
|
||
{
|
||
var route = config.Routes.FirstOrDefault(r => r.WaveId == t.WaveId);
|
||
var wps = config.WaypointGroups.GetValueOrDefault(t.WaveId, new List<Waypoint>());
|
||
groups.Add(new DroneWave
|
||
{
|
||
WaveId = t.WaveId,
|
||
Target = t,
|
||
Route = route ?? new RoutePlan(),
|
||
Waypoints = wps,
|
||
});
|
||
}
|
||
return groups;
|
||
}
|
||
|
||
private List<EntitySnapshot> CollectSnapshots()
|
||
{
|
||
_snapshotPool.Clear();
|
||
for (int i = 0; i < _drones.Count; i++)
|
||
{
|
||
var d = _drones[i];
|
||
float vx = d.PosX - d.PrevX, vy = d.PosY - d.PrevY, vz = d.PosZ - d.PrevZ;
|
||
_snapshotPool.Add(new EntitySnapshot { EntityId = d.Id, EntityType = Models.EntityType.Drone, PosX = d.PosX, PosY = d.PosY, PosZ = d.PosZ, VelX = vx, VelY = vy, VelZ = vz, DamageStage = (int)_damageModel.GetDamageStage(1 - d.Hp), Hp = d.Hp });
|
||
}
|
||
for (int i = 0; i < _munitions.Count; i++)
|
||
{
|
||
var m = _munitions[i];
|
||
var (vx, vy, vz) = m.Velocity;
|
||
_snapshotPool.Add(new EntitySnapshot { EntityId = m.Id, EntityType = Models.EntityType.Munition, PosX = m.PosX, PosY = m.PosY, PosZ = m.PosZ, VelX = vx, VelY = vy, VelZ = vz });
|
||
}
|
||
for (int i = 0; i < _platforms.Count; i++)
|
||
{
|
||
var p = _platforms[i];
|
||
var (vx, vy, vz) = p.CurrentVelocity;
|
||
_snapshotPool.Add(new EntitySnapshot { EntityId = p.Id, EntityType = Models.EntityType.Platform, PosX = p.PosX, PosY = p.PosY, PosZ = p.PosZ, VelX = vx, VelY = vy, VelZ = vz, PlatformStateStr = p.State.ToString() });
|
||
}
|
||
for (int i = 0; i < _detectionEntities.Count; i++)
|
||
{
|
||
var d = _detectionEntities[i];
|
||
_snapshotPool.Add(new EntitySnapshot { EntityId = d.Id, EntityType = Models.EntityType.DetectionEquip, PosX = d.PosX, PosY = d.PosY, PosZ = d.PosZ });
|
||
}
|
||
for (int i = 0; i < _clouds.Count; i++)
|
||
{
|
||
var c = _clouds[i];
|
||
_snapshotPool.Add(new EntitySnapshot { EntityId = c.Id, EntityType = Models.EntityType.Cloud, PosX = c.PosX, PosY = c.PosY, PosZ = c.PosZ, CloudRadius = c.Radius, CloudOpacity = c.Dispersion.Particles.Opacity, CloudPhase = c.Phase, CloudElapsed = c.Elapsed });
|
||
}
|
||
return _snapshotPool;
|
||
}
|
||
}
|
||
}
|