using ThreatSource.Missile; using ThreatSource.Simulation; using ThreatSource.Utils; using ThreatSource.Jammable; using ThreatSource.Jammer; using ThreatSource.Sensor; using ThreatSource.Equipment; using ThreatSource.Guidance; using ThreatSource.Indicator; using ThreatSource.Data; using AirTransmission; using System.Diagnostics; using System.Collections.Generic; using System.Linq; namespace ThreatSource.Tools.MissileSimulation { /// /// 综合导弹模拟器 - 支持6种不同类型的导弹模拟 /// public class ComprehensiveMissileSimulator { // 定义仿真结束事件 public event EventHandler? SimulationEnded; private ConsoleTraceListener consoleListener; private EventTypeFilter logLevelFilter; private readonly SimulationManager simulationManager; private readonly ThreatSourceFactory _threatSourceFactory; private readonly ThreatSourceDataManager _dataManager; private readonly Dictionary missiles; private readonly Dictionary targets; private readonly Dictionary indicators; private readonly Dictionary jammers; private readonly Dictionary missileActiveStatus; public double TimeStep { get; set; } = 0.02; // 时间步长,单位:秒,默认为低精度 // 导弹-干扰映射表 private Dictionary> missileJammingMap; // 当前选中的导弹ID public string SelectedMissileId { get; private set; } private List<(JammingType Type, string DisplayName, string JammerId, string Mode, string Target)> activeJammings; /// /// 获取当前选中导弹的显示名称 /// public string SelectedMissileDisplayName { get { switch (SelectedMissileId) { case "LSGM_1": return "激光半主动制导导弹"; case "LBRM_1": return "激光驾束制导导弹"; case "TSM_1": return "末敏子弹药"; case "ICGM_1": return "红外指令制导导弹"; case "ITGM_1": return "红外成像末制导导弹"; case "MMWG_1": return "毫米波末制导导弹"; default: return "未知导弹"; } } } /// /// 初始化综合导弹模拟器 /// public ComprehensiveMissileSimulator() { // Initialize filter and listener first this.logLevelFilter = new EventTypeFilter(SourceLevels.Verbose); // Default to Verbose this.consoleListener = new ConsoleTraceListener(); this.consoleListener.Filter = this.logLevelFilter; // Clear any existing ConsoleTraceListeners and add our controlled instance for (int i = Trace.Listeners.Count - 1; i >= 0; i--) { if (Trace.Listeners[i] is ConsoleTraceListener) { Trace.Listeners.RemoveAt(i); } } Trace.Listeners.Add(this.consoleListener); simulationManager = new SimulationManager(); _dataManager = new ThreatSourceDataManager("../ThreatSource/data"); _threatSourceFactory = new ThreatSourceFactory(_dataManager, simulationManager); missiles = []; targets = []; indicators = []; jammers = []; missileActiveStatus = []; missileJammingMap = []; SelectedMissileId = ""; this.activeJammings = new List<(JammingType Type, string DisplayName, string JammerId, string Mode, string Target)>(); // 初始化导弹-干扰映射 InitializeMissileJammingMap(); InitializeSimulation(); } public SourceLevels CurrentLogLevel => logLevelFilter?.EventType ?? SourceLevels.Off; public void SetLogLevel(SourceLevels level) { if (logLevelFilter != null) { logLevelFilter.EventType = level; Console.WriteLine($"[Simulator] 日志输出级别已设置为: {level}"); } else { Console.WriteLine("[Simulator] Error: Log level filter not initialized."); } } /// /// 初始化导弹-干扰映射关系 /// private void InitializeMissileJammingMap() { missileJammingMap = new Dictionary>(); // 激光驾束导弹 missileJammingMap["LBRM_1"] = [ (JammingType.Laser, "激光干扰", "LaserJammer_Designator", "阻塞", "驾束仪"), (JammingType.SmokeGrenade, "烟幕弹", "SG_1", "遮蔽", "驾束仪") ]; // 激光半主动制导导弹 missileJammingMap["LSGM_1"] = [ (JammingType.Laser, "激光干扰(指示器)", "LaserJammer_Designator", "阻塞", "指示器"), (JammingType.Laser, "激光干扰(导弹)", "LaserJammer_Missile", "阻塞", "导弹"), (JammingType.LaserDecoy, "激光诱偏目标", "LDY_1", "欺骗", "导弹"), (JammingType.SmokeGrenade, "烟幕弹", "SG_1", "遮蔽", "两者") ]; // 红外指令制导导弹 missileJammingMap["ICGM_1"] = [ (JammingType.Infrared, "红外干扰", "InfraredJammer_Designator", "阻塞", "指示器"), (JammingType.SmokeGrenade, "烟幕弹", "SG_2", "遮蔽", "指示器") ]; // 红外成像末制导导弹 missileJammingMap["ITGM_1"] = [ (JammingType.Infrared, "红外干扰", "InfraredJammer_Missile", "阻塞", "导弹"), (JammingType.SmokeGrenade, "红外烟幕弹", "SG_2", "遮蔽", "导弹") ]; // 毫米波末制导导弹 missileJammingMap["MMWG_1"] = [ (JammingType.MillimeterWave, "毫米波干扰", "MillimeterWaveJammer_Missile", "阻塞", "导弹"), (JammingType.SmokeGrenade, "烟幕弹", "SG_3", "遮蔽", "导弹") ]; // 末敏子弹药 missileJammingMap["TSM_1"] = [ (JammingType.Laser, "激光干扰", "LaserJammer_Submunition", "阻塞", "子弹药"), (JammingType.Infrared, "红外干扰", "InfraredJammer_Submunition", "阻塞", "子弹药"), (JammingType.MillimeterWave, "毫米波干扰", "MillimeterWaveJammer_Submunition", "阻塞", "子弹药"), (JammingType.MillimeterWave, "毫米波假信号", "MillimeterWaveCompensationJammer_Submunition", "欺骗", "子弹药"), (JammingType.SmokeGrenade, "烟幕弹", "SG_4", "遮蔽", "子弹药") ]; } /// /// 初始化仿真环境 /// private void InitializeSimulation() { // 添加天气 AddWeathers(); // 添加目标(坦克) AddTankTarget(); // 添加各种类型的导弹 AddLaserSemiActiveMissile(); AddLaserBeamRiderMissile(); AddTerminalSensitiveMissile(); AddInfraredCommandMissile(); AddInfraredImagingMissile(); AddMillimeterWaveMissile(); // 添加各种传感器和指示器 AddIndicators(); // 添加烟幕弹 AddSmokeGrenade(); // 添加激光诱偏目标 AddLaserDecoy(); // 添加各类型干扰器 AddJammers(); // 打印所有注册的干扰器 PrintAllJammers(); } /// /// 添加天气 /// private void AddWeathers() { // 创建雨天天气并设置为当前天气 var rainWeather = _threatSourceFactory.CreateWeather("sunny"); simulationManager.SetWeather(rainWeather); Console.WriteLine("已添加并设置晴天天气环境"); } /// /// 添加目标 /// private void AddTankTarget() { var motionParameters = new KinematicState { Position = new Vector3D(0, 1.2, 0), Orientation = new Orientation(0.0, 0.0, 0.0), Speed = 1.0 }; string targetId = "Tank_1"; var target = _threatSourceFactory.CreateTarget(targetId, "mbt_001", motionParameters); targets[targetId] = target; simulationManager.RegisterEntity(targetId, target); Console.WriteLine($"添加目标 {targetId},位置:{motionParameters.Position}"); } /// /// 添加激光诱偏目标 /// private void AddLaserDecoy() { var motionParameters = new KinematicState { Position = new Vector3D(0, 0, 50), Orientation = new Orientation(Math.PI/2, 0.0, 0.0), Speed = 0.0 }; string laserDecoyId = "LDY_1"; if (_threatSourceFactory.CreateJammer(laserDecoyId, "laser_decoy", motionParameters, "Tank_1") is LaserDecoy laserDecoy) { simulationManager.RegisterEntity(laserDecoyId, laserDecoy); jammers[laserDecoyId] = laserDecoy as BaseJammer; Console.WriteLine($"注册激光诱偏目标 {laserDecoyId}"); } } /// /// 添加烟幕弹 /// private void AddSmokeGrenade() { var motionParameters = new KinematicState { Position = new Vector3D(50, 5, 0), Orientation = new Orientation(Math.PI/2, 0.0, 0.0), Speed = 0.0 }; string smokeGrenadeId = "SG_1"; var smokeGrenade = _threatSourceFactory.CreateJammer(smokeGrenadeId, "surround", motionParameters, "Tank_1"); if (smokeGrenade is BaseJammer jammer1) { simulationManager.RegisterEntity(smokeGrenadeId, jammer1); jammers[smokeGrenadeId] = jammer1; Console.WriteLine($"注册烟幕弹 {smokeGrenadeId}"); } smokeGrenadeId = "SG_2"; smokeGrenade = _threatSourceFactory.CreateJammer(smokeGrenadeId, "infrared", motionParameters, "Tank_1"); if (smokeGrenade is BaseJammer jammer2) { simulationManager.RegisterEntity(smokeGrenadeId, jammer2); jammers[smokeGrenadeId] = jammer2; Console.WriteLine($"注册烟幕弹 {smokeGrenadeId}"); } smokeGrenadeId = "SG_3"; smokeGrenade = _threatSourceFactory.CreateJammer(smokeGrenadeId, "mmw", motionParameters, "Tank_1"); if (smokeGrenade is BaseJammer jammer3) { simulationManager.RegisterEntity(smokeGrenadeId, jammer3); jammers[smokeGrenadeId] = jammer3; Console.WriteLine($"注册烟幕弹 {smokeGrenadeId}"); } var motionParametersTop = new KinematicState { Position = new Vector3D(0, 10, 0), Orientation = new Orientation(0, Math.PI/2, 0.0), Speed = 0.0 }; smokeGrenadeId = "SG_4"; smokeGrenade = _threatSourceFactory.CreateJammer(smokeGrenadeId, "top", motionParametersTop, "Tank_1"); if (smokeGrenade is BaseJammer jammer4) { simulationManager.RegisterEntity(smokeGrenadeId, jammer4); jammers[smokeGrenadeId] = jammer4; Console.WriteLine($"注册烟幕弹 {smokeGrenadeId}"); } } /// /// 添加激光半主动制导导弹 /// private void AddLaserSemiActiveMissile() { var motionParameters = new KinematicState { Position = new Vector3D(10000, 10, 10), Orientation = new Orientation(Math.PI/2, Math.PI/12, 0), Speed = 500 }; string missileId = "LSGM_1"; var missile = _threatSourceFactory.CreateMissile(missileId, "lsgm_001", "Tank_1", motionParameters); missiles[missileId] = missile; simulationManager.RegisterEntity(missileId, missile); Console.WriteLine($"注册激光半主动制导导弹 {missileId}"); } /// /// 添加激光驾束制导导弹 /// private void AddLaserBeamRiderMissile() { var motionParameters = new KinematicState { Position = new Vector3D(2000, 1, 10), Orientation = new Orientation(Math.PI/2, 0.1, 0.0), Speed = 10 }; string missileId = "LBRM_1"; var missile = _threatSourceFactory.CreateMissile(missileId, "hj10", "Tank_1", motionParameters); missiles[missileId] = missile; simulationManager.RegisterEntity(missileId, missile); Console.WriteLine($"注册激光驾束制导导弹 {missileId}"); } /// /// 添加末敏弹 /// private void AddTerminalSensitiveMissile() { var motionParameters = new KinematicState { Position = new Vector3D(3000, 0, 20), Orientation = new Orientation(Math.PI/2, 0.0, 0.0), Speed = 800 }; string missileId = "TSM_1"; var missile = _threatSourceFactory.CreateMissile(missileId, "tsm_001", "Tank_1", motionParameters); missiles[missileId] = missile; simulationManager.RegisterEntity(missileId, missile); Console.WriteLine($"注册末敏弹 {missileId}"); } /// /// 添加红外指令制导导弹 /// private void AddInfraredCommandMissile() { var motionParameters = new KinematicState { Position = new Vector3D(2000, 1, 20), Orientation = new Orientation(Math.PI/2, 0.15, 0), Speed = 10 }; string missileId = "ICGM_1"; var missile = _threatSourceFactory.CreateMissile(missileId, "irc_001", "Tank_1", motionParameters); missiles[missileId] = missile; simulationManager.RegisterEntity(missileId, missile); Console.WriteLine($"注册红外指令制导导弹 {missileId}"); } /// /// 添加红外成像末制导导弹 /// private void AddInfraredImagingMissile() { var motionParameters = new KinematicState { Position = new Vector3D(2000, 1, 0), Orientation = new Orientation(Math.PI/2, 0.2, 0), Speed = 10 }; string missileId = "ITGM_1"; var missile = _threatSourceFactory.CreateMissile(missileId, "itg_001", "Tank_1", motionParameters); missiles[missileId] = missile; simulationManager.RegisterEntity(missileId, missile); Console.WriteLine($"注册红外成像末制导导弹 {missileId}"); } /// /// 添加毫米波末制导导弹 /// private void AddMillimeterWaveMissile() { var motionParameters = new KinematicState { Position = new Vector3D(2000, 1, 20), Orientation = new Orientation(Math.PI/2, 0.2, 0), Speed = 10 }; string missileId = "MMWG_1"; var missile = _threatSourceFactory.CreateMissile(missileId, "mmw_001", "Tank_1", motionParameters); missiles[missileId] = missile; simulationManager.RegisterEntity(missileId, missile); Console.WriteLine($"注册毫米波末制导导弹 {missileId}"); } /// /// 添加传感器和指示器 /// private void AddIndicators() { // 添加激光目标指示器 string laserDesignatorId = "LD_1"; var laserDesignatorLaunchParams = new KinematicState { Position = new Vector3D(2100, 1, 100), Orientation = new Orientation(Math.PI/2, 0.01, 0), Speed = 0 }; var laserDesignator = _threatSourceFactory.CreateIndicator(laserDesignatorId, "ld_001", "Tank_1", "LSGM_1", laserDesignatorLaunchParams); indicators[laserDesignatorId] = (SimulationElement)laserDesignator; simulationManager.RegisterEntity(laserDesignatorId, laserDesignator); Console.WriteLine($"注册激光目标指示器 {laserDesignatorId}"); // 添加激光驾束仪 string laserBeamRiderId = "LBR_1"; var laserBeamRiderLaunchParams = new KinematicState { Position = new Vector3D(2100, 1, 10), Orientation = new Orientation(Math.PI/2, 0, 0), Speed = 0 }; var laserBeamRider = _threatSourceFactory.CreateIndicator(laserBeamRiderId, "br_001", "Tank_1", "LBRM_1", laserBeamRiderLaunchParams); indicators[laserBeamRiderId] = (SimulationElement)laserBeamRider; simulationManager.RegisterEntity(laserBeamRiderId, laserBeamRider); Console.WriteLine($"注册激光驾束仪 {laserBeamRiderId}"); // 添加红外测角仪 string infraredTrackerId = "IT_1"; var infraredTrackerLaunchParams = new KinematicState { Position = new Vector3D(2100, 1, 0), Orientation = new Orientation(Math.PI/2, 0, 0), Speed = 0 }; var infraredTracker = _threatSourceFactory.CreateIndicator(infraredTrackerId, "ir_001", "Tank_1", "ITGM_1", infraredTrackerLaunchParams); indicators[infraredTrackerId] = (SimulationElement)infraredTracker; simulationManager.RegisterEntity(infraredTrackerId, infraredTracker); Console.WriteLine($"注册红外测角仪 {infraredTrackerId}"); } /// /// 添加各类型干扰器 /// private void AddJammers() { // 添加激光干扰器 - 指向指示器 var laserJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = CalculateOrientationToEntity(indicators["LD_1"]), // 朝向激光指示器 Speed = 0.0 }; string laserJammerId = "LaserJammer_Designator"; var laserJammer = _threatSourceFactory.CreateJammer(laserJammerId, "laser_blocking", laserJammerParams, "Tank_1"); if (laserJammer is BaseJammer jammer4) { simulationManager.RegisterEntity(laserJammerId, laserJammer); jammers[laserJammerId] = jammer4; Console.WriteLine($"注册激光干扰器(指向指示器) {laserJammerId}"); } // 添加激光干扰器 - 指向导弹 laserJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = CalculateOrientationToEntity(missiles["LSGM_1"]), // 朝向激光半主动导弹 Speed = 0.0 }; laserJammerId = "LaserJammer_Missile"; laserJammer = _threatSourceFactory.CreateJammer(laserJammerId, "laser_blocking", laserJammerParams, "Tank_1"); if (laserJammer is BaseJammer jammer5) { simulationManager.RegisterEntity(laserJammerId, laserJammer); jammers[laserJammerId] = jammer5; Console.WriteLine($"注册激光干扰器(指向导弹) {laserJammerId}"); } // 添加红外干扰器 - 指向指示器 var irJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = CalculateOrientationToEntity(indicators["IT_1"]), // 朝向红外指示器 Speed = 0.0 }; string irJammerId = "InfraredJammer_Designator"; var irJammer = _threatSourceFactory.CreateJammer(irJammerId, "infrared_blocking", irJammerParams, "Tank_1"); if (irJammer is BaseJammer jammer6) { simulationManager.RegisterEntity(irJammerId, irJammer); jammers[irJammerId] = jammer6; Console.WriteLine($"注册红外干扰器(指向指示器) {irJammerId}"); } // 添加红外干扰器 - 指向导弹 irJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = CalculateOrientationToEntity(missiles["ITGM_1"]), // 朝向红外成像导弹 Speed = 0.0 }; irJammerId = "InfraredJammer_Missile"; irJammer = _threatSourceFactory.CreateJammer(irJammerId, "infrared_blocking", irJammerParams, "Tank_1"); if (irJammer is BaseJammer jammer7) { simulationManager.RegisterEntity(irJammerId, irJammer); jammers[irJammerId] = jammer7; Console.WriteLine($"注册红外干扰器(指向导弹) {irJammerId}"); } // 添加毫米波干扰器 - 指向导弹 var mmwJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = CalculateOrientationToEntity(missiles["MMWG_1"]), // 朝向毫米波导弹 Speed = 0.0 }; string mmwJammerId = "MillimeterWaveJammer_Missile"; var mmwJammer = _threatSourceFactory.CreateJammer(mmwJammerId, "mmw_blocking", mmwJammerParams, "Tank_1"); if (mmwJammer is BaseJammer jammer8) { simulationManager.RegisterEntity(mmwJammerId, mmwJammer); jammers[mmwJammerId] = jammer8; Console.WriteLine($"注册毫米波干扰器(指向导弹) {mmwJammerId}"); } // 添加激光干扰器 - 指向子弹药 laserJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = new Orientation(0, Math.PI/2, 0), // 朝向垂直向上 Speed = 0.0 }; laserJammerId = "LaserJammer_Submunition"; laserJammer = _threatSourceFactory.CreateJammer(laserJammerId, "laser_top_blocking", laserJammerParams, "Tank_1"); if (laserJammer is BaseJammer jammer9) { simulationManager.RegisterEntity(laserJammerId, laserJammer); jammers[laserJammerId] = jammer9; Console.WriteLine($"注册激光干扰器(垂直向上) {laserJammerId}"); } // 添加红外干扰器 - 指向子弹药 irJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = new Orientation(0, Math.PI/2, 0), // 朝向垂直向上 Speed = 0.0 }; irJammerId = "InfraredJammer_Submunition"; irJammer = _threatSourceFactory.CreateJammer(irJammerId, "infrared_top_blocking", irJammerParams, "Tank_1"); if (irJammer is BaseJammer jammer10) { simulationManager.RegisterEntity(irJammerId, irJammer); jammers[irJammerId] = jammer10; Console.WriteLine($"注册红外干扰器(垂直向上) {irJammerId}"); } // 添加毫米波干扰器 - 指向子弹药 mmwJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = new Orientation(0, Math.PI/2, 0), // 朝向垂直向上 Speed = 0.0 }; mmwJammerId = "MillimeterWaveJammer_Submunition"; mmwJammer = _threatSourceFactory.CreateJammer(mmwJammerId, "mmw_top_blocking", mmwJammerParams, "Tank_1"); if (mmwJammer is BaseJammer jammer11) { simulationManager.RegisterEntity(mmwJammerId, mmwJammer); jammers[mmwJammerId] = jammer11; Console.WriteLine($"注册毫米波干扰器(垂直向上) {mmwJammerId}"); } // 添加毫米波补偿干扰器 - 指向导弹 mmwJammerParams = new KinematicState { Position = new Vector3D(0, 0, 0), Orientation = new Orientation(0, Math.PI/2, 0), // 朝向垂直向上 Speed = 0.0 }; string mmwCompensationJammerId = "MillimeterWaveCompensationJammer_Submunition"; var mmwCompensationJammer = _threatSourceFactory.CreateJammer(mmwCompensationJammerId, "mmw_compensation", mmwJammerParams, "Tank_1"); if (mmwCompensationJammer is BaseJammer jammer12) { simulationManager.RegisterEntity(mmwCompensationJammerId, mmwCompensationJammer); jammers[mmwCompensationJammerId] = jammer12; Console.WriteLine($"注册毫米波补偿干扰器(垂直向上) {mmwCompensationJammerId}"); } } /// /// 计算朝向实体的方向 /// private Orientation CalculateOrientationToEntity(SimulationElement target) { // 使用CalculateDirectionToTarget获取归一化方向向量 Vector3D direction = CalculateDirectionToTarget(new Vector3D(0, 0, 0), target.KState.Position); // 创建朝向目标的方向 return Orientation.FromVector(direction); } /// /// 选择要激活的导弹 /// public void SelectMissile(string missileId) { if (!missiles.ContainsKey(missileId)) { Console.WriteLine($"错误:找不到导弹 {missileId}"); return; } // 先停用所有导弹、传感器、干扰器 foreach (var id in missiles.Keys) { missileActiveStatus[id] = false; missiles[id].Deactivate(); } foreach (var indicator in indicators.Values) { indicator.Deactivate(); } foreach (var jammer in jammers.Values) { jammer.Deactivate(); } // 激活选中的导弹 missileActiveStatus[missileId] = true; missiles[missileId].Activate(); SelectedMissileId = missileId; Console.WriteLine($"已选择导弹:{missileId} ({SelectedMissileDisplayName})"); // 确保所有目标都处于激活状态 foreach (var target in targets.Values) { target.Activate(); Console.WriteLine($"确保目标 {target.Id} 处于激活状态"); } // 激活相关的传感器和指示器 ActivateRelatedIndicators(missileId); // 打印所有注册的组件 PrintSimulationRegisteredComponents(); } /// /// 激活与导弹相关的传感器、指示器、干扰器 /// private void ActivateRelatedIndicators(string missileId) { // 根据导弹类型激活相应的传感器 switch (missileId) { case "LSGM_1": // 激光半主动制导导弹 if (indicators.ContainsKey("LD_1")) { indicators["LD_1"].Activate(); } Console.WriteLine($"干扰器数量 {jammers.Count}"); break; case "LBRM_1": // 激光驾束制导导弹 if (indicators.ContainsKey("LBR_1")) { indicators["LBR_1"].Activate(); } break; case "ICGM_1": // 红外指令制导导弹 if (indicators.ContainsKey("IT_1")) { indicators["IT_1"].Activate(); } break; } } /// /// 获取当前选中导弹可用的干扰选项 /// public (JammingType Type, string DisplayName, string JammerId, string Mode, string Target)[] GetAvailableJammingOptions() { if (string.IsNullOrEmpty(SelectedMissileId) || !missileJammingMap.ContainsKey(SelectedMissileId)) { return Array.Empty<(JammingType, string, string, string, string)>(); } return missileJammingMap[SelectedMissileId].ToArray(); } /// /// 应用干扰 /// public void ApplyJamming(JammingType type, string displayName, string jammerId, string mode, string target) { // 检查并激活干扰器 if (jammers.ContainsKey(jammerId)) { var jammerToActivate = jammers[jammerId]; jammerToActivate.Activate(); Console.WriteLine($"激活干扰器并开始干扰: {jammerId}: {displayName} (模式: {mode}, 作用: {target})"); // Add to activeJammings list if not already present var jammingTuple = (Type: type, DisplayName: displayName, JammerId: jammerId, Mode: mode, Target: target); if (!this.activeJammings.Any(j => j.JammerId == jammerId && j.Type == type)) // Simple check to avoid duplicates { this.activeJammings.Add(jammingTuple); } } else { Console.WriteLine($"警告:找不到干扰器 {jammerId}..."); PrintAllJammers(); } // 根据干扰目标对象应用干扰 ApplyJammingToTargets(type, displayName, mode, target); } /// /// 打印所有注册的干扰器信息 /// private void PrintAllJammers() { Console.WriteLine("\n所有注册的干扰器:"); if (jammers.Count == 0) { Console.WriteLine("没有任何干扰器被注册!"); return; } foreach (var jammer in jammers) { Console.WriteLine($"- {jammer.Key}: 类型={jammer.Value.GetType().Name}, 激活状态={jammer.Value.IsActive}"); if (jammer.Value.IsActive) { Console.WriteLine($" 状态: {jammer.Value.GetStatus()}"); } } } /// /// 根据目标类型应用干扰 /// private void ApplyJammingToTargets(JammingType type, string displayName, string mode, string target) { // 根据target决定干扰作用对象 switch (target.ToLower()) { case "指示器": ApplyJammingToIndicators(type, mode); break; case "导弹": ApplyJammingToMissiles(type, mode); break; case "两者": ApplyJammingToIndicators(type, mode); ApplyJammingToMissiles(type, mode); break; case "子弹药": ApplyJammingToMissiles(type, mode); break; } } /// /// 应用干扰到指示器 /// private void ApplyJammingToIndicators(JammingType type, string mode) { foreach (var indicator in indicators.Values.Where(i => i.IsActive)) { Console.WriteLine($"应用{mode}干扰到指示器 {indicator.Id}"); try { // 根据干扰类型选择合适的干扰器ID string jammerId = string.Empty; switch (type) { case JammingType.Laser: jammerId = "LaserJammer_Designator"; break; case JammingType.Infrared: jammerId = "InfraredJammer_Designator"; break; case JammingType.MillimeterWave: jammerId = "MillimeterWaveJammer_Missile"; // 假设这个也可以用于指示器 break; case JammingType.SmokeGrenade: if (indicator.Id.Contains("LD")) jammerId = "SG_1"; // 激光烟幕 else if (indicator.Id.Contains("IR")) jammerId = "SG_2"; // 红外烟幕 else jammerId = "SG_3"; // 默认烟幕 break; case JammingType.LaserDecoy: jammerId = "LDY_1"; break; } if (!string.IsNullOrEmpty(jammerId) && jammers.ContainsKey(jammerId)) { var jammer = jammers[jammerId]; // 创建干扰参数 JammingParameters jammingParams = new JammingParameters { Type = type, Mode = mode.Equals("阻塞") ? JammingMode.Blocking : mode.Equals("欺骗") ? JammingMode.Deception : mode.Equals("噪声") ? JammingMode.Noise : JammingMode.Blocking, JammerId = jammerId, SourceId = jammer.Id, Power = 800, // 设置合适功率 Direction = CalculateDirectionToTarget(jammer.KState.Position, indicator.KState.Position), SourcePosition = jammer.KState.Position, StartTime = DateTime.UtcNow, Duration = 600 // 10分钟 }; // 找到指示器的实际实现类 if (indicator is IJammable jammableIndicator) { // 调用IJammable接口的ApplyJamming方法 jammableIndicator.ApplyJamming(jammingParams); Console.WriteLine($"成功应用干扰到指示器 {indicator.Id},干扰源: {jammerId}"); } else { Console.WriteLine($"警告: 指示器 {indicator.Id} 不支持IJammable接口"); } } else { Console.WriteLine($"警告: 找不到合适的干扰器ID: {jammerId}"); } } catch (Exception ex) { Console.WriteLine($"对指示器 {indicator.Id} 应用干扰时出错: {ex.Message}"); } } } /// /// 应用干扰到导弹 /// private void ApplyJammingToMissiles(JammingType type, string mode) { foreach (var missile in missiles.Values.Where(m => m.IsActive)) { Console.WriteLine($"应用{mode}干扰到导弹 {missile.Id}"); try { // 根据干扰类型和导弹类型选择合适的干扰器ID string jammerId = string.Empty; switch (type) { case JammingType.Laser: jammerId = "LaserJammer_Missile"; break; case JammingType.Infrared: jammerId = "InfraredJammer_Missile"; break; case JammingType.MillimeterWave: if (missile.Id.Contains("TSM")) jammerId = "MillimeterWaveJammer_Submunition"; // 针对子弹药 else jammerId = "MillimeterWaveJammer_Missile"; break; case JammingType.SmokeGrenade: if (missile.Id.Contains("ITGM") || missile.Id.Contains("ICGM")) jammerId = "SG_2"; // 红外烟幕用于红外导弹 else if (missile.Id.Contains("TSM")) jammerId = "SG_3"; // 顶部烟幕用于子弹药 else jammerId = "SG_1"; // 默认烟幕 break; case JammingType.LaserDecoy: jammerId = "LDY_1"; break; } if (!string.IsNullOrEmpty(jammerId) && jammers.ContainsKey(jammerId)) { var jammer = jammers[jammerId]; // 创建干扰参数 JammingParameters jammingParams = new JammingParameters { Type = type, Mode = mode.Equals("阻塞") ? JammingMode.Blocking : mode.Equals("欺骗") ? JammingMode.Deception : mode.Equals("噪声") ? JammingMode.Noise : JammingMode.Blocking, JammerId = jammerId, SourceId = jammer.Id, Power = 1000, // 设置高功率 Direction = CalculateDirectionToTarget(jammer.KState.Position, missile.KState.Position), SourcePosition = jammer.KState.Position, StartTime = DateTime.UtcNow, Duration = 600 // 10分钟 }; // 判断导弹是否实现了IJammable接口 if (missile is IJammable jammableMissile) { // 调用IJammable接口的ApplyJamming方法 jammableMissile.ApplyJamming(jammingParams); Console.WriteLine($"成功应用干扰到导弹 {missile.Id},干扰源: {jammerId}"); } else { Console.WriteLine($"警告: 导弹 {missile.Id} 不支持IJammable接口"); } } else { Console.WriteLine($"警告: 找不到合适的干扰器ID: {jammerId}"); } } catch (Exception ex) { Console.WriteLine($"对导弹 {missile.Id} 应用干扰时出错: {ex.Message}"); } } } /// /// 计算从源位置到目标位置的方向向量 /// private Vector3D CalculateDirectionToTarget(Vector3D sourcePosition, Vector3D targetPosition) { Vector3D direction = targetPosition - sourcePosition; return direction.Normalize(); } /// /// 清除干扰 /// public void ClearJamming(JammingType type, string displayName, string jammerId) { if (jammers.ContainsKey(jammerId)) { jammers[jammerId].Deactivate(); Console.WriteLine($"关闭干扰器 {jammerId}: {displayName}"); // Remove from activeJammings list this.activeJammings.RemoveAll(j => j.JammerId == jammerId && j.Type == type); } } /// /// 应用干扰 (原有方法,保留向后兼容) /// public void ApplyJamming(JammingType type, string category) { switch (type) { case JammingType.SmokeGrenade: if (category == "水平烟幕弹") { jammers["SG_1"].Activate(); } else if (category == "红外烟幕弹") { jammers["SG_2"].Activate(); } else if (category == "顶部烟幕弹") { jammers["SG_3"].Activate(); } break; case JammingType.LaserDecoy: jammers["LDY_1"].Activate(); break; } } /// /// 清除干扰 (原有方法,保留向后兼容) /// public void ClearJamming(JammingType type, string category) { var jammingParams = new JammingParameters { Type = type, Power = 0, Duration = 0, Direction = new Vector3D(1, 0, 0), SourcePosition = new Vector3D(0, 0, 0) }; // 保留原有实现... } /// /// 开始模拟 /// public void Start() { Console.WriteLine("开始综合导弹模拟..."); // 确保所有激活的导弹和传感器都处于正确状态 foreach (var missile in missiles.Values) { if (missileActiveStatus[missile.Id]) { missile.Fire(); } } // 打印仿真开始前的组件状态 PrintSimulationRegisteredComponents(); // 启动仿真系统 simulationManager.StartSimulation(this.TimeStep); while (simulationManager.State == SimulationState.Running) { // 让仿真管理器统一处理所有实体的更新 simulationManager.Update(this.TimeStep); // 检查是否还有活跃的导弹 var activeMissiles = simulationManager.GetEntitiesByType() .Where(m => m.IsActive); if (!activeMissiles.Any()) { simulationManager.StopSimulation(); SimulationEnded?.Invoke(this, EventArgs.Empty); ResetSimulation(); break; } // 打印状态 PrintSimulationStatus(); Thread.Sleep((int)(TimeStep * 1000)); } } /// /// 打印当前模拟状态 /// private void PrintSimulationStatus() { // 获取当前仿真时间 double simulationTime = simulationManager.CurrentTime; var weather = simulationManager.CurrentWeather; Console.WriteLine($"\n========== 模拟状态 (时间: {simulationTime:F1}s)=========="); // 天气状态 Console.WriteLine("\n--- 天气状态 ---"); if (weather != null) { Console.WriteLine($"天气类型: {weather.Type}"); Console.WriteLine($"温度: {weather.Temperature:F1}°C, 湿度: {weather.RelativeHumidity:F1}%"); Console.WriteLine($"风速: {weather.WindSpeed:F1} m/s, 方向: ({weather.WindDirection:F1}°)"); Console.WriteLine($"雨量: {weather.Precipitation:F1} mm"); Console.WriteLine($"能见度: {weather.Visibility:F1} m"); } // 导弹状态 Console.WriteLine("\n--- 导弹状态 ---"); var activeMissiles = simulationManager.GetEntitiesByType() .Where(m => m.IsActive) .ToList(); if (activeMissiles.Any()) { foreach (var missile in activeMissiles) { // 直接调用导弹的GetStatus方法 Console.WriteLine(missile.GetStatus()); } } else { Console.WriteLine("没有激活的导弹"); } // 目标状态 Console.WriteLine("\n--- 目标状态 ---"); var activeTargets = targets.Values.Where(t => t.IsActive).ToList(); if (activeTargets.Any()) { foreach (var target in activeTargets) { // 调用目标的GetStatus方法 Console.WriteLine(target.GetStatus()); } } else { Console.WriteLine("没有激活的目标"); } // 传感器状态 Console.WriteLine("\n--- 指示器状态 ---"); var activeIndicators = indicators.Values.Where(i => i.IsActive).ToList(); if (activeIndicators.Any()) { foreach (var indicator in activeIndicators) { // 调用指示器的GetStatus方法 Console.WriteLine(indicator.GetStatus()); } } else { Console.WriteLine("没有激活的指示器"); } // 干扰器状态 Console.WriteLine("\n--- 干扰器状态 ---"); var activeJammers = jammers.Values.Where(j => j.IsActive).ToList(); if (activeJammers.Any()) { foreach (var jammer in activeJammers) { // 调用干扰器的GetStatus方法 Console.WriteLine(jammer.GetStatus()); // 如果正在干扰,显示更多详细信息 if (jammer.IsJamming) { try { var runningState = jammer.GetRunningState(); if (runningState.CurrentParameters != null) { var jammingParams = runningState.CurrentParameters; // 计算已干扰时间和剩余时间 var jammingTimeSeconds = (DateTime.UtcNow.Ticks - jammingParams.StartTime.Ticks) / TimeSpan.TicksPerSecond; Console.WriteLine($"- 已干扰时间: {jammingTimeSeconds:F1} 秒"); if (jammingParams.Duration.HasValue) { var remainingTime = jammingParams.Duration.Value - jammingTimeSeconds; if (remainingTime > 0) Console.WriteLine($"- 剩余时间: {remainingTime:F1} 秒"); else Console.WriteLine("- 干扰即将结束"); } } } catch (Exception ex) { Console.WriteLine($" 获取干扰器详细状态出错: {ex.Message}"); } } } } else { Console.WriteLine("没有激活的干扰器"); } Console.WriteLine("\n========================================"); } /// /// 停止模拟 /// public void Stop() { simulationManager.StopSimulation(); Console.WriteLine("模拟结束"); } /// /// 暂停模拟 /// public void Pause() { simulationManager.PauseSimulation(); Console.WriteLine("模拟暂停"); } /// /// 恢复模拟 /// public void Resume() { simulationManager.ResumeSimulation(); Console.WriteLine("模拟恢复"); } /// /// 重置仿真状态 /// public void ResetSimulation() { // 获取所有活跃的导弹 var activeMissiles = simulationManager.GetEntitiesByType(); foreach (var missile in activeMissiles) { // 获取导弹的初始属性 var motionParameters = missile.GetType().GetField("motionParameters", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.GetValue(missile) as KinematicState; if (motionParameters != null) { // 重置导弹位置和状态 missile.KState.Position = motionParameters.Position; missile.KState.Velocity = Vector3D.Zero; } missile.Deactivate(); } // 重置所有传感器状态 var activeIndicators = simulationManager.GetEntitiesByType() .Where(e => indicators.ContainsValue(e)); foreach (var indicator in activeIndicators) { indicator.Deactivate(); } // 重置所有目标状态 var activeTargets = simulationManager.GetEntitiesByType(); foreach (var target in activeTargets) { var initialPosition = target.KState.Position; target.Deactivate(); target.KState.Position = initialPosition; target.Activate(); } // 重置导弹激活状态 missileActiveStatus.Clear(); foreach (var missile in missiles.Values) { missileActiveStatus[missile.Id] = false; } Console.WriteLine("仿真状态已重置"); } /// /// 打印所有注册到仿真管理器中的组件 /// public void PrintSimulationRegisteredComponents() { Console.WriteLine("\n========== 仿真管理器中的注册组件 =========="); var allEntities = simulationManager.GetAllEntities(); foreach (var entity in allEntities) { if (entity is SimulationElement simElement) { Console.WriteLine($"{simElement.Id} ({entity.GetType().Name})"); } else { Console.WriteLine($"未知组件 ({entity.GetType().Name})"); } } Console.WriteLine($"总计: {allEntities.Count()} 个组件"); } /// /// 获取当前活动的传感器列表 /// public (string Id, string Name, bool IsActive)[] GetActiveIndicators() { return indicators.Select(s => ( s.Value.Id, GetIndicatorDisplayName(s.Value), s.Value.IsActive )).ToArray(); } /// /// 获取传感器的显示名称 /// private string GetIndicatorDisplayName(SimulationElement indicator) { return indicator switch { LaserDesignator _ => "激光目标指示器", LaserBeamRider _ => "激光驾束仪", InfraredTracker _ => "红外测角仪", _ => indicator.Id }; } /// /// 切换传感器的激活状态 /// public void ToggleIndicator(string indicatorId) { if (indicators.TryGetValue(indicatorId, out var indicator)) { if (indicator.IsActive) indicator.Deactivate(); else indicator.Activate(); Console.WriteLine($"指示器 {GetIndicatorDisplayName(indicator)} 已{(indicator.IsActive ? "激活" : "停用")}"); } } /// /// 切换天气 /// /// 天气类型 public void SwitchWeather(string weatherType) { // 创建新的天气实例 var newWeather = _threatSourceFactory.CreateWeather(weatherType); // 设置为当前天气 simulationManager.SetWeather(newWeather); // 打印天气详情 Console.WriteLine($"已切换到 {weatherType} 天气环境"); Console.WriteLine($"温度: {newWeather.Temperature}°C"); Console.WriteLine($"湿度: {newWeather.RelativeHumidity}%"); Console.WriteLine($"能见度: {newWeather.Visibility}公里"); Console.WriteLine($"风速: {newWeather.WindSpeed}米/秒"); Console.WriteLine($"风向: {newWeather.WindDirection}°"); } public string GetActiveJammingDescription() { if (this.activeJammings == null || !this.activeJammings.Any()) { return "(无干扰)"; } return $"(已激活: {this.activeJammings.First().DisplayName})"; } public List<(JammingType Type, string DisplayName, string JammerId, string Mode, string Target)> GetCurrentlyActiveJammings() { // Return a new list to prevent external modification of the internal list return new List<(JammingType Type, string DisplayName, string JammerId, string Mode, string Target)>(this.activeJammings); } } }