/** * this method is called by the 'Create' function, and it fills in the buoys into the correct * pattern */ protected final void addBuoys(Debrief.Wrappers.BuoyPatternWrapper pattern) { WorldLocation origin = getKingpin(); // note that as we calculate the LH angle double lh_orient_rads = MWC.Algorithms.Conversions.Degs2Rads(_orientation2); double rh_orient_rads = MWC.Algorithms.Conversions.Degs2Rads(_orientation1); double spacing_degs = MWC.Algorithms.Conversions.Nm2Degs(_spacing); // how many bouys in each leg? // an even number means we don't have one at the tip, which becomes a special case int num_buoys = getNumberOfBuoys().intValue(); boolean even_num = false; if ((num_buoys % 2) == 0) { even_num = true; } // sort out how many there are in each leg int num_in_leg = num_buoys / 2; // sort out the direction double this_orient = rh_orient_rads; int buoy_counter = 0; // remember that we are looking at the first buoy boolean first_buoy = true; // do the first leg for (int i = 0; i < num_in_leg; i++) { // create the new symbol Debrief.Wrappers.LabelWrapper lw = new Debrief.Wrappers.LabelWrapper("W" + (buoy_counter + 1), origin, java.awt.Color.red); buoy_counter++; // get the parent to do the formatting this.formatSymbol(lw, pattern); // if this is the first buoy, mark it as the kingping if (first_buoy) { lw.setSymbolType("Kingpin"); first_buoy = false; } // create the step to use to get to the next buoy WorldVector thisStep = new MWC.GenericData.WorldVector(this_orient, spacing_degs, 0.0); // place buoy origin = origin.add(thisStep); } // if we have an even number, we need to move forward 1/2 distance for one more step before we // change direction if (even_num) { // calculate the size of this small step double reverse_rh_rads = MWC.Algorithms.Conversions.Degs2Rads(_orientation1 + 180.0); WorldVector short_hop = new WorldVector(reverse_rh_rads, spacing_degs / 2, 0.0); // move the origin forward origin = origin.add(short_hop); // calculate the size of this small step short_hop = new WorldVector(lh_orient_rads, spacing_degs / 2, 0.0); // move the origin forward origin = origin.add(short_hop); } else { // drop a buoy at the current point Debrief.Wrappers.LabelWrapper lw = new Debrief.Wrappers.LabelWrapper("W" + (buoy_counter + 1), origin, java.awt.Color.red); buoy_counter++; // move to the correct location for the next point WorldVector short_hop = new WorldVector(lh_orient_rads, spacing_degs, 0.0); // move the origin forward origin = origin.add(short_hop); // get the parent to do the formatting this.formatSymbol(lw, pattern); } // now travel back down the reverse side // sort out the direction this_orient = lh_orient_rads; // do the first leg for (int i = 0; i < num_in_leg; i++) { // create the new symbol Debrief.Wrappers.LabelWrapper lw = new Debrief.Wrappers.LabelWrapper("W" + (buoy_counter + 1), origin, java.awt.Color.red); buoy_counter++; // get the parent to do the formatting this.formatSymbol(lw, pattern); // create the step to use to get to the next buoy WorldVector thisStep = new MWC.GenericData.WorldVector(this_orient, spacing_degs, 0.0); // start moving down the return leg // move buoy origin = origin.add(thisStep); } }
// TODO FIX-TEST public void NtestLaunch() { final double rngToHim = 5000; final double crseToHim = 45; final WorldLocation origin = new WorldLocation(0, 0, 0); final WorldLocation hisLoc = origin.add( new WorldVector( MWC.Algorithms.Conversions.Degs2Rads(crseToHim), MWC.Algorithms.Conversions.Yds2Degs(rngToHim), 0)); final Status blueStat = new Status(13, 0); blueStat.setLocation(origin); blueStat.setCourse(0); blueStat.setSpeed(new WorldSpeed(4, WorldSpeed.M_sec)); final Status redStat = new Status(blueStat); redStat.setLocation(hisLoc); // setup a couple of targets final ASSET.Models.Vessels.SSN ssn = new ASSET.Models.Vessels.SSN(1); ssn.setName("ssn"); ssn.setMovementChars( SSMovementCharacteristics.generateDebug("scrap", 1, 1, 0, 20, 1, 300, 1, 1, 10, 100)); ssn.setCategory( new ASSET.Participants.Category( Category.Force.BLUE, Category.Environment.SUBSURFACE, Category.Type.SUBMARINE)); ssn.setStatus(blueStat); final ASSET.Models.Sensor.Initial.OpticSensor periscope = new ASSET.Models.Sensor.Initial.OpticSensor(12); ssn.addSensor(periscope); RadiatedCharacteristics rc = new RadiatedCharacteristics(); rc.add(EnvironmentType.VISUAL, new Optic(12, new WorldDistance(12, WorldDistance.METRES))); ssn.setRadiatedChars(rc); final ASSET.Models.Vessels.Surface su = new ASSET.Models.Vessels.Surface(4); su.setName("su"); su.setMovementChars( SurfaceMovementCharacteristics.generateDebug("scrap", 1, 1, 0.001, 14, 1, 299)); su.setCategory( new ASSET.Participants.Category( Category.Force.RED, Category.Environment.SURFACE, Category.Type.CARRIER)); su.setStatus(redStat); rc = new RadiatedCharacteristics(); rc.add(EnvironmentType.VISUAL, new Optic(12, new WorldDistance(12, WorldDistance.METRES))); su.setRadiatedChars(rc); /** create the scenario */ final CoreScenario scenario = new CoreScenario(); scenario.setScenarioStepTime(10000); scenario.setTime(0); scenario.setName("Testing weapon launch"); // get somebody to listen to the tracks final ASSET.Scenario.Observers.Recording.DebriefReplayObserver debrief_writer = new ASSET.Scenario.Observers.Recording.DebriefReplayObserver( "�test_reports", null, true, "test observer", true); debrief_writer.setup(scenario); // DON'T BOTHER RECORDING JUST YET! debrief_writer.setActive(false); /** now the behaviours */ final Trail trailRed = new Trail(new WorldDistance(2000, WorldDistance.YARDS)); final TargetType getRed = new TargetType(); getRed.addTargetType(Category.Force.RED); trailRed.setTargetType(getRed); final LaunchWeapon launchWeapon = new LaunchWeapon(); launchWeapon.setTargetType(getRed); launchWeapon.setLaunchRange(new WorldDistance(4000, WorldDistance.YARDS)); launchWeapon.setCoolOffTime(new Duration(Duration.DAYS, 3)); // 24 hr cool off time launchWeapon.setLaunchType(launchBehaviour); final Waterfall blueWaterfall = new Waterfall(); blueWaterfall.insertAtFoot(trailRed); blueWaterfall.insertAtHead(launchWeapon); ssn.setDecisionModel(blueWaterfall); scenario.addParticipant(1, ssn); scenario.addParticipant(4, su); // move forward a while boolean found = false; double lastRange = -1; double thisRange = -1; int counter = 0; while (!found && counter <= 100000) { scenario.step(); final WorldVector sep = ssn.getStatus().getLocation().subtract(su.getStatus().getLocation()); thisRange = MWC.Algorithms.Conversions.Degs2Yds(sep.getRange()); if (lastRange == -1) { lastRange = thisRange; } if (ssn.getActivity().equals(LaunchWeapon.LAUNCH_MESSAGE)) { found = true; System.out.println("LAUNCHED"); } else { lastRange = thisRange; } // just do "MAD" check to ensure we don't go on for ever counter++; } // check we didn't time out assertTrue(" we just ran to end of loop (no fire)", counter < 100000); // check we launched at the right point final double launchYds = launchWeapon.getLaunchRange().getValueIn(WorldDistance.YARDS); assertTrue("didn't fire too soon", lastRange > launchYds); assertTrue( "didn't fire too late, got:" + launchYds + " but wanted:" + thisRange, thisRange <= launchYds); // so, we've launched the weapon - see how many participants are in the scenario assertEquals("New participant created", 3, scenario.getListOfParticipants().length); // find the weapon // final ParticipantType torpedo = // scenario.getThisParticipant(scenario.getListOfParticipants()[0].intValue()); // check if the torpedo gets to the target while (scenario.getListOfParticipants().length == 3) { scenario.step(); } // check that the torpedo destroys the SU, and they are both removed assertEquals("surface participant destroyed", 1, scenario.getListOfParticipants().length); // move a bit further just to give us some more blue track for (int ii = 0; ii < 20; ii++) { scenario.step(); } }
public final void testAdd() { final WorldLocation ww = w1.add(wv1); assertTrue(w4.equals(ww)); }
/** * decide the course of action to take, or return null to no be used * * @param status the current status of the participant * @param detections the current list of detections for this participant * @param time the time this decision was made */ public DemandedStatus decide( final Status status, ASSET.Models.Movement.MovementCharacteristics chars, DemandedStatus demStatus, final DetectionList detections, final ASSET.Scenario.ScenarioActivityMonitor monitor, final long time) { // produce a steady-state demanded course - so we continue // what we're doing during the weapons launch DemandedStatus res = null; // clear the activity flag String activity = "Not in trail"; // is it time to fire another yet? if ((_lastLaunch == -1) || (time > _lastLaunch + _coolOffTime.getValueIn(Duration.MILLISECONDS))) { // do we have any detections? if (detections != null) { // get bearing to first detection final int len = detections.size(); if (len > 0) { for (int i = 0; i < len; i++) { final ASSET.Models.Detection.DetectionEvent de = detections.getDetection(i); final Float brg = de.getBearing(); if (brg != null) { // do we have a target type? if (_myTarget != null) { // is this of our target type final ASSET.Participants.Category thisTarget = de.getTargetType(); if (_myTarget.matches(thisTarget)) { // do we have range? if (de.getRange() != null) { // work out distance from us to the target, not from the sensor to the target WorldLocation sensorLocation = de.getSensorLocation(); // Work out the estimated target location WorldVector sensorToTarget = new WorldVector( MWC.Algorithms.Conversions.Degs2Rads(de.getBearing().doubleValue()), de.getRange().getValueIn(WorldDistance.DEGS), 0); WorldLocation targetLocation = sensorLocation.add(sensorToTarget); // how are are we from the target location WorldVector meToTarget = status.getLocation().subtract(targetLocation); double yds_to_target = MWC.Algorithms.Conversions.Degs2Yds(meToTarget.getRange()); double brg_to_target_degs = MWC.Algorithms.Conversions.Rads2Degs(meToTarget.getBearing()); // is it within range? if (yds_to_target < _launchRange.getValueIn(WorldDistance.YARDS)) { // continue in steady state res = new SimpleDemandedStatus(time, status); // remember the launch time _lastLaunch = time; // start the launch steps launchWeapon(de, monitor, status, brg_to_target_degs, time); activity = LaunchWeapon.LAUNCH_MESSAGE; // ok, drop out, we don't need to launch any more weapons return res; } } } } } // if we know the bearing } // looping through the detections } // if we have any detections } // if the detections object was received } // whether it's time to launch another else { // } super.setLastActivity(activity); // always return null, since we continue in steady state return res; }