begin populate WIP missile threat + minor logging convienences

This commit is contained in:
turtlebasket
2024-09-26 13:03:51 -07:00
parent 3a0a27c4a7
commit b31e0312da
9 changed files with 636 additions and 15 deletions

View File

@@ -42,7 +42,7 @@ public abstract class Agent : MonoBehaviour {
public void SetFlightPhase(FlightPhase flightPhase) {
Debug.Log(
$"Setting flight phase to {flightPhase} at time {SimManager.Instance.GetElapsedSimulationTime()}");
$"Setting {name} flight phase to {flightPhase} at time {SimManager.Instance.GetElapsedSimulationTime()}");
_timeInPhase = 0;
_flightPhase = flightPhase;
}

View File

@@ -112,7 +112,7 @@ public class TargetConfig {
[JsonConverter(typeof(StringEnumConverter))]
public enum InterceptorType { HYDRA_70, MICROMISSILE }
[JsonConverter(typeof(StringEnumConverter))]
public enum ThreatType { DRONE, ANTISHIP_MISSILE }
public enum ThreatType { DRONE, MISSILE }
[JsonConverter(typeof(StringEnumConverter))]
public enum ConfigColor { BLUE, GREEN, RED }
[JsonConverter(typeof(StringEnumConverter))]

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -118,6 +119,10 @@ public class SimManager : MonoBehaviour {
foreach (var swarmConfig in simulationConfig.threat_swarm_configs) {
for (int i = 0; i < swarmConfig.num_agents; i++) {
var threat = CreateThreat(swarmConfig.agent_config);
if (threat == null) {
Debug.LogError($"Failed to create threat: {swarmConfig.agent_config}");
continue;
}
threat.OnAgentHit += RegisterThreatHit;
threat.OnAgentMiss += RegisterThreatMiss;
}
@@ -226,12 +231,14 @@ public class SimManager : MonoBehaviour {
/// <returns>The created Threat instance, or null if creation failed.</returns>
private Threat CreateThreat(AgentConfig config) {
string prefabName = config.threat_type switch {
ThreatType.DRONE => "Drone", ThreatType.ANTISHIP_MISSILE => "AntishipMissile",
ThreatType.DRONE => "Drone", ThreatType.MISSILE => "MissileThreat",
_ => throw new System.ArgumentException($"Unsupported threat type: {config.threat_type}")
};
GameObject threatObject = CreateAgent(config, prefabName);
if (threatObject == null)
if (threatObject == null) {
Debug.LogError($"Failed to create threat for {prefabName}.");
return null;
}
_threats.Add(threatObject.GetComponent<Threat>());
_activeThreats.Add(threatObject.GetComponent<Threat>());

View File

@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AntishipMissile : MonoBehaviour {
// Start is called before the first frame update
void Start() {}
// Update is called once per frame
void Update() {}
}

View File

@@ -0,0 +1,107 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Base class for missile targets. Uses same set of flight phases as base Hydra-70.
/// </summary>
public class MissileThreat : Threat
{
protected float boostAcceleration = 20;
protected float midcourseAcceleration = 5;
protected override void UpdateReady(double deltaTime)
{
// if in ready phase, just set to boost phase immediately
SetFlightPhase(FlightPhase.BOOST);
}
protected override void UpdateBoost(double deltaTime)
{
// The interceptor only accelerates along its roll axis (forward in Unity)
Vector3 rollAxis = transform.forward;
// Calculate boost acceleration
float boostAcceleration =
(float)(_staticConfig.boostConfig.boostAcceleration * Constants.kGravity);
Vector3 accelerationInput = boostAcceleration * rollAxis;
// Calculate the total acceleration
Vector3 acceleration = CalculateAcceleration(accelerationInput);
// Apply the acceleration force
GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
}
protected override void UpdateMidCourse(double deltaTime)
{
Vector3 accelerationInput = Vector3.zero;
// Calculate and set the total acceleration
Vector3 acceleration = CalculateAcceleration(accelerationInput);
GetComponent<Rigidbody>().AddForce(acceleration, ForceMode.Acceleration);
}
protected Vector3 CalculateAcceleration(Vector3 accelerationInput,
bool compensateForGravity = false)
{
Vector3 gravity = Physics.gravity;
if (compensateForGravity)
{
Vector3 gravityProjection = CalculateGravityProjectionOnPitchAndYaw();
accelerationInput -= gravityProjection;
}
float airDrag = CalculateDrag();
float liftInducedDrag = CalculateLiftInducedDrag(accelerationInput);
float dragAcceleration = -(airDrag + liftInducedDrag);
// Project the drag acceleration onto the forward direction
Vector3 dragAccelerationAlongRoll = dragAcceleration * transform.forward;
_dragAcceleration = dragAccelerationAlongRoll;
return accelerationInput + gravity + dragAccelerationAlongRoll;
}
protected float CalculateMaxAcceleration()
{
float maxReferenceAcceleration =
(float)(_staticConfig.accelerationConfig.maxReferenceAcceleration * Constants.kGravity);
float referenceSpeed = _staticConfig.accelerationConfig.referenceSpeed;
return Mathf.Pow(GetComponent<Rigidbody>().linearVelocity.magnitude / referenceSpeed, 2) *
maxReferenceAcceleration;
}
protected Vector3 CalculateGravityProjectionOnPitchAndYaw()
{
Vector3 gravity = Physics.gravity;
Vector3 pitchAxis = transform.right;
Vector3 yawAxis = transform.up;
// Project the gravity onto the pitch and yaw axes
float gravityProjectionPitchCoefficient = Vector3.Dot(gravity, pitchAxis);
float gravityProjectionYawCoefficient = Vector3.Dot(gravity, yawAxis);
// Return the sum of the projections
return gravityProjectionPitchCoefficient * pitchAxis +
gravityProjectionYawCoefficient * yawAxis;
}
private float CalculateDrag()
{
float dragCoefficient = _staticConfig.liftDragConfig.dragCoefficient;
float crossSectionalArea = _staticConfig.bodyConfig.crossSectionalArea;
float mass = _staticConfig.bodyConfig.mass;
float dynamicPressure = (float)GetDynamicPressure();
float dragForce = dragCoefficient * dynamicPressure * crossSectionalArea;
return dragForce / mass;
}
private float CalculateLiftInducedDrag(Vector3 accelerationInput)
{
float liftAcceleration =
(accelerationInput - Vector3.Dot(accelerationInput, transform.up) * transform.up).magnitude;
float liftDragRatio = _staticConfig.liftDragConfig.liftDragRatio;
return Mathf.Abs(liftAcceleration / liftDragRatio);
}
}