void PlaneState::updateState(const Basic::Component* const actor) { const Simulation::AirVehicle* airVehicle = dynamic_cast<const Simulation::AirVehicle*>(actor); setAlive(false); if (airVehicle != nullptr && airVehicle->isActive()) { setAltitude(airVehicle->getAltitude()); setAlive(airVehicle->getMode() == Simulation::Player::ACTIVE); setHeading(airVehicle->getHeading()); setPitch(airVehicle->getPitch()); setRoll(airVehicle->getRoll()); osg::Vec3d angularVels = airVehicle->getAngularVelocities(); setRollRate(angularVels.x()); setPitchRate(angularVels.y()); setYawRate(angularVels.z()); setTracking(false); setTargetTrack(MAX_TRACKS); // 0 is a valid target track, use MAX_TRACKS to // signal "no tgt track" setSpeed(airVehicle->getCalibratedAirspeed()); setNumEngines(airVehicle->getNumberOfEngines()); setIncomingMissile(false); setMissileFired(false); // determine if we have a missile to fire #if 1 const Simulation::StoresMgr* stores = airVehicle->getStoresManagement(); if (stores == nullptr || stores->getNextMissile() == nullptr) { // either we have no SMS, or we have no more missile setMissileFired(true); } else { // we have an sms, and we have a missile available // loop through player list and attempt to find out if one of our missiles is active // if there is an active missile, then for the time being, we do not have a missile to fire const Simulation::Simulation* sim = airVehicle->getSimulation(); const Basic::PairStream* players = sim->getPlayers(); bool finished = false; for (const Basic::List::Item* item = players->getFirstItem(); item != nullptr && !finished; item = item->getNext()) { // Get the pointer to the target player const Basic::Pair* pair = static_cast<const Basic::Pair*>(item->getValue()); const Simulation::Player* player = static_cast<const Simulation::Player*>(pair->object()); if (player->isMajorType(Simulation::Player::WEAPON) && (player->isActive() || player->isMode(Simulation::Player::PRE_RELEASE)) && (player->getSide() == airVehicle->getSide())) { // our side has a weapon on-the-way/in-the-air; setMissileFired(true); finished=true; } } } #else // this state class has no way to determine whether we've fired a missile other than checking to see if sms is out of missiles to fire. // which means, it will fire all its missiles at first target. const Simulation::StoresMgr* stores = airVehicle->getStoresManagement(); if (stores != 0) { const Simulation::Missile* wpn = stores->getNextMissile(); if (!wpn) setMissileFired(true); } else { // we have no SMS, we can't fire a missile; setMissileFired(true); } #endif //const Basic::String* playerName = airVehicle->getName(); // DH - DOES NOT COMPILE WITH CONST -- ???? Simulation::AirVehicle* airVehicleX = const_cast<Simulation::AirVehicle*>(airVehicle); const Basic::Pair* sensorPair = airVehicleX->getSensorByType(typeid(Simulation::Radar)); if (sensorPair != nullptr) { const Simulation::Radar* radar = static_cast<const Simulation::Radar*>(sensorPair->object()); if (radar != nullptr) { const Simulation::TrackManager* trackManager = radar->getTrackManager(); Basic::safe_ptr<Simulation::Track> trackList[50]; unsigned int nTracks = trackManager->getTrackList(trackList, 50); for (int trackIndex = nTracks -1; trackIndex >= 0; trackIndex--) { setHeadingToTracked(trackIndex, trackList[trackIndex]->getRelAzimuth()); setPitchToTracked(trackIndex, trackList[trackIndex]->getElevation()); setDistanceToTracked(trackIndex, trackList[trackIndex]->getRange()); // do we have a live "target track"? (shootlist is 1-based) if (getTargetTrack()==MAX_TRACKS && (trackList[trackIndex]->getShootListIndex() == 1) && trackList[trackIndex]->getTarget()->isActive() ) { setTargetTrack(trackIndex); } setTracking(true); setNumTracks(nTracks); // hack to implement "missile warning" if (isIncomingMissile() == false) { // is this track a weapon, and if so, is it targeting me? Simulation::Player* target = trackList[trackIndex]->getTarget(); Simulation::Weapon* weapon = dynamic_cast<Simulation::Weapon*> (target); if (weapon!=nullptr && !weapon->isDead()) { Simulation::Player* wpntgt = weapon->getTargetPlayer(); if (wpntgt == airVehicle) { setIncomingMissile(true); } } } } } } const Simulation::OnboardComputer* oc = airVehicle->getOnboardComputer(); if (oc != nullptr) { const Simulation::TrackManager* rtm = oc->getTrackManagerByType(typeid(Simulation::RwrTrkMgr)); if(rtm !=nullptr) { Basic::safe_ptr<Simulation::Track> trackList[50]; unsigned int nTracks = rtm->getTrackList(trackList, 50); int newTracks = 0; for (unsigned int trackIndex = 0; trackIndex < nTracks; trackIndex++) { Simulation::Player* target = trackList[trackIndex]->getTarget(); bool alreadyTracked = false; for (unsigned int currTracks = 0; currTracks>getNumTracks(); currTracks++) { // tracks are the same if the associated players are the same if(trackList[currTracks]->getTarget()==target) { alreadyTracked = true; break; } } if (!alreadyTracked && (getNumTracks() + newTracks) < MAX_TRACKS) { int newTrackIndex = getNumTracks() + newTracks; newTracks++; setHeadingToTracked(newTrackIndex, trackList[trackIndex]->getRelAzimuth()); setPitchToTracked(newTrackIndex, trackList[trackIndex]->getElevation()); setDistanceToTracked(newTrackIndex, trackList[trackIndex]->getRange()); setTracking(true); // update numTracks to new sum of radar + rwr tracks setNumTracks(getNumTracks()+newTracks); } // do we have a live "target track"? (shootlist is 1-based) if (getTargetTrack()==MAX_TRACKS && (trackList[trackIndex]->getShootListIndex() == 1) && trackList[trackIndex]->getTarget()->isActive() ) { setTargetTrack(trackIndex); } // hack to implement "missile warning" if (isIncomingMissile() == false) { // is this track a weapon, and if so, is it targeting me? Simulation::Weapon* weapon = dynamic_cast<Simulation::Weapon*> (target); if (weapon!=nullptr && !weapon->isDead()) { Simulation::Player* wpntgt = weapon->getTargetPlayer(); if (wpntgt == airVehicle) { setIncomingMissile(true); } } } } } } } BaseClass::updateState(actor); }
//------------------------------------------------------------------------------ // weaponFireMsgFactory() -- (Output support) Weapon fire message factory //------------------------------------------------------------------------------ bool Nib::weaponFireMsgFactory(const LCreal) { bool ok = true; //std::cout << "NetIO::weaponFireMsgFactory() HERE!!" << std::endl; // Get our NetIO NetIO* disIO = (NetIO*)(getNetIO()); //Simulation* sim = disIO->getSimulation(); // Set the NIB mode so that we don't do this again. setMode(Simulation::Player::ACTIVE); // Our NIB's player is a weapon that just became active Simulation::Weapon* mPlayer = (Simulation::Weapon*)(getPlayer()); // Ok, we have the weapon, now get the firing and target players Simulation::Player* tPlayer = mPlayer->getTargetPlayer(); Simulation::Player* fPlayer = mPlayer->getLaunchVehicle(); if (fPlayer == 0) return false; // --- // PDU header // --- FirePDU pdu; pdu.header.protocolVersion = disIO->getVersion(); pdu.header.exerciseIdentifier = disIO->getExerciseID(); pdu.header.PDUType = NetIO::PDU_FIRE; pdu.header.protocolFamily = NetIO::PDU_FAMILY_WARFARE; pdu.header.timeStamp = disIO->timeStamp(); pdu.header.length = sizeof(FirePDU); // --- // Set the PDU data with the firing (launcher) player's id // --- pdu.firingEntityID.ID = fPlayer->getID(); pdu.firingEntityID.simulationID.siteIdentification = disIO->getSiteID(); pdu.firingEntityID.simulationID.applicationIdentification = disIO->getApplicationID(); // --- // Set the PDU data with the munition's ID // --- pdu.munitionID.ID = mPlayer->getID(); pdu.munitionID.simulationID.siteIdentification = disIO->getSiteID(); pdu.munitionID.simulationID.applicationIdentification = disIO->getApplicationID(); // --- // Set the PDU data with the target's ID // --- { bool tOk = false; if (tPlayer != 0) { pdu.targetEntityID.ID = tPlayer->getID(); if (tPlayer->isLocalPlayer()) { // Local player, use our site/app/exerc IDs pdu.targetEntityID.simulationID.siteIdentification = disIO->getSiteID(); pdu.targetEntityID.simulationID.applicationIdentification = disIO->getApplicationID(); tOk = true; } else { const Nib* fNIB = dynamic_cast<const Nib*>( tPlayer->getNib() ); if (fNIB != 0) { // Networked player, use it's NIB's IDs pdu.targetEntityID.simulationID.siteIdentification = fNIB->getSiteID(); pdu.targetEntityID.simulationID.applicationIdentification = fNIB->getApplicationID(); tOk = true; } } } if (!tOk) { // Networked player, use it's NIB's IDs pdu.targetEntityID.ID = 0; pdu.targetEntityID.simulationID.siteIdentification = 0; pdu.targetEntityID.simulationID.applicationIdentification = 0; } } // --- // Event ID // --- pdu.eventID.simulationID.siteIdentification = disIO->getSiteID(); pdu.eventID.simulationID.applicationIdentification = disIO->getApplicationID(); pdu.eventID.eventNumber = mPlayer->getReleaseEventID(); // --- // Location & Velociy // --- // World Coordinates osg::Vec3d geocPos = mPlayer->getGeocPosition(); pdu.location.X_coord = geocPos[Basic::Nav::IX]; pdu.location.Y_coord = geocPos[Basic::Nav::IY]; pdu.location.Z_coord = geocPos[Basic::Nav::IZ]; // Velocity osg::Vec3d geocVel = mPlayer->getGeocVelocity(); pdu.velocity.component[0] = (float)geocVel[Basic::Nav::IX]; pdu.velocity.component[1] = (float)geocVel[Basic::Nav::IY]; pdu.velocity.component[2] = (float)geocVel[Basic::Nav::IZ]; // --- // Burst // --- pdu.burst.munision.kind = getEntityKind(); pdu.burst.munision.domain = getEntityDomain(); pdu.burst.munision.country = getEntityCountry(); pdu.burst.munision.category = getEntityCategory(); pdu.burst.munision.subcategory = getEntitySubcategory(); pdu.burst.munision.specific = getEntitySpecific(); pdu.burst.munision.extra = getEntityExtra(); pdu.burst.warhead = 0; pdu.burst.fuse = 0;; pdu.burst.quantity = 1; pdu.burst.rate = 0; // --- // Range and fire index // --- pdu.fireMissionIndex = 0; pdu.range = 0.0; //pdu.dumpData(); //std::cout << "NetIO::weaponFireMsgFactory() fired:"; //std::cout << "(" << pdu.firingEntityID.ID; //std::cout << "," << pdu.firingEntityID.simulationID.applicationIdentification ; //std::cout << "," << pdu.firingEntityID.simulationID.siteIdentification; //std::cout << ") munision:"; //std::cout << "(" << pdu.munitionID.ID; //std::cout << "," << pdu.munitionID.simulationID.applicationIdentification ; //std::cout << "," << pdu.munitionID.simulationID.siteIdentification; //std::cout << ")" << std::endl; if (Basic::NetHandler::isNotNetworkByteOrder()) pdu.swapBytes(); ok = disIO->sendData((char*)&pdu,sizeof(pdu)); return ok; }
//------------------------------------------------------------------------------ // munitionDetonationMsgFactory() -- (Output) Munition detonation message factory //------------------------------------------------------------------------------ bool Nib::munitionDetonationMsgFactory(const LCreal) { // Dummy weapon? const Simulation::Weapon* ww = dynamic_cast<const Simulation::Weapon*>( getPlayer() ); if (ww != 0) { if (ww->isDummy()) return true; } bool ok = true; //std::cout << "NetIO::munitionDetonationMsgFactory() HERE!!" << std::endl; // Get our NetIO NetIO* disIO = (NetIO*)(getNetIO()); // If our NIB's player just detonated, then it must be a weapon! Simulation::Weapon* mPlayer = dynamic_cast<Simulation::Weapon*>(getPlayer()); if (mPlayer == 0) return false; // Ok, we have the weapon, now get the firing and target players Simulation::Player* tPlayer = mPlayer->getTargetPlayer(); Simulation::Player* fPlayer = mPlayer->getLaunchVehicle(); if (fPlayer == 0) return false; // --- // PDU header // --- DetonationPDU pdu; pdu.header.protocolVersion = disIO->getVersion(); pdu.header.PDUType = NetIO::PDU_DETONATION; pdu.header.protocolFamily = NetIO::PDU_FAMILY_WARFARE; pdu.header.length = sizeof(DetonationPDU); pdu.header.exerciseIdentifier = disIO->getExerciseID(); pdu.header.timeStamp = disIO->timeStamp(); pdu.header.status = 0; pdu.header.padding = 0; // --- // Set the PDU data with the firing (launcher) player's id // --- pdu.firingEntityID.ID = fPlayer->getID(); pdu.firingEntityID.simulationID.siteIdentification = getSiteID(); pdu.firingEntityID.simulationID.applicationIdentification = getApplicationID(); // --- // Set the PDU data with the munition's ID // --- pdu.munitionID.ID = mPlayer->getID(); pdu.munitionID.simulationID.siteIdentification = getSiteID(); pdu.munitionID.simulationID.applicationIdentification = getApplicationID(); // --- // Set the PDU data with the target's ID // --- { bool tOk = false; if (tPlayer != 0) { pdu.targetEntityID.ID = tPlayer->getID(); if (tPlayer->isLocalPlayer()) { // Local player, use our site/app/exerc IDs pdu.targetEntityID.simulationID.siteIdentification = getSiteID(); pdu.targetEntityID.simulationID.applicationIdentification = getApplicationID(); tOk = true; } else { // Networked player, use its NIB's IDs const Nib* fNIB = dynamic_cast<const Nib*>( tPlayer->getNib() ); if (fNIB != 0) { pdu.targetEntityID.simulationID.siteIdentification = fNIB->getSiteID(); pdu.targetEntityID.simulationID.applicationIdentification = fNIB->getApplicationID(); tOk = true; } } } if (!tOk) { pdu.targetEntityID.ID = 0; pdu.targetEntityID.simulationID.siteIdentification = 0; pdu.targetEntityID.simulationID.applicationIdentification = 0; } } // --- // Event ID // --- pdu.eventID.simulationID.siteIdentification = getSiteID(); pdu.eventID.simulationID.applicationIdentification = getApplicationID(); pdu.eventID.eventNumber = mPlayer->getReleaseEventID(); // --- // Location & Velocity // --- // World Coordinates osg::Vec3d geocPos = mPlayer->getGeocPosition(); pdu.location.X_coord = geocPos[Basic::Nav::IX]; pdu.location.Y_coord = geocPos[Basic::Nav::IY]; pdu.location.Z_coord = geocPos[Basic::Nav::IZ]; // Velocity osg::Vec3d geocVel = mPlayer->getGeocVelocity(); pdu.velocity.component[0] = (float)geocVel[Basic::Nav::IX]; pdu.velocity.component[1] = (float)geocVel[Basic::Nav::IY]; pdu.velocity.component[2] = (float)geocVel[Basic::Nav::IZ]; // --- // Burst // --- pdu.burst.munition.kind = getEntityKind(); pdu.burst.munition.domain = getEntityDomain(); pdu.burst.munition.country = getEntityCountry(); pdu.burst.munition.category = getEntityCategory(); pdu.burst.munition.subcategory = getEntitySubcategory(); pdu.burst.munition.specific = getEntitySpecific(); pdu.burst.munition.extra = getEntityExtra(); pdu.burst.warhead = 0; pdu.burst.fuse = 0;; pdu.burst.quantity = 1; pdu.burst.rate = 0; // --- // Location // --- osg::Vec3 lpos = mPlayer->getDetonationLocation(); pdu.locationInEntityCoordinates.component[0] = (float) lpos[0]; pdu.locationInEntityCoordinates.component[1] = (float) lpos[1]; pdu.locationInEntityCoordinates.component[2] = (float) lpos[2]; // --- // Results // --- pdu.detonationResult = (unsigned char)( mPlayer->getDetonationResults() ); pdu.numberOfArticulationParameters = 0; //std::cout << "NetIO::munitionDetonationMsgFactory() results: " << int(pdu.detonationResult) << std::endl; //pdu.dumpData(); // --- // Send the PDU // --- if (Basic::NetHandler::isNotNetworkByteOrder()) pdu.swapBytes(); ok = disIO->sendData((char*)&pdu,sizeof(pdu)); // Set the detonation message sent flag so that we don't do this again. setDetonationMessageSent(true); return ok; }