コード例 #1
0
    // Checks current inventory and belief to determine the number of casualties to deliver
    private int RequestCasualtyDelivery(int currentInventory)
    {
        Belief_Casualty_Delivery b = thisSoaActor.Find <Belief_Casualty_Delivery>(soa.Belief.BeliefType.CASUALTY_DELIVERY, thisSoaActor.unique_id);

        if (b != null)
        {
            if (b.getGreedy() || b.getMultiplicity() < 0)
            {
                // Greedy behavior, deliver all of current inventory.  No information to update
                // Negative multiplicity is also greedy
                return(currentInventory);
            }
            else
            {
                // Only deliver min of currentInventory and multiplicity
                int quantityToDeliver = (currentInventory < b.getMultiplicity()) ? currentInventory : b.getMultiplicity();

                // Update the belief if we are delivering anything
                if (quantityToDeliver > 0)
                {
                    Belief_Casualty_Delivery newBelief = new Belief_Casualty_Delivery(
                        b.getRequest_time(), b.getActor_id(),
                        b.getGreedy(), b.getMultiplicity() - quantityToDeliver);
                    thisSoaActor.addBeliefToBeliefDictionary(newBelief);
                }

                // Return the quantity to deliver
                return(quantityToDeliver);
            }
        }
        else
        {
            // No entry exists, default to greedy behavior.
            return(currentInventory);
        }
    }
コード例 #2
0
ファイル: SoaSensor.cs プロジェクト: mhaque3/soa_unity
    // Cone beam antenna pattern
    public bool CheckSensorFootprint(GameObject target)
    {
        // Re-evaluate boresight if sensor is gimbaled (balloon)
        if (soaActor.type == (int)SoaActor.ActorType.BALLOON)
        {
            // Get the belief dictionary and SPOI Belief
            Belief_SPOI b = soaActor.Find <Belief_SPOI>(soa.Belief.BeliefType.SPOI, soaActor.unique_id);
            if (b != null)
            {
                // Extract SPOI (x,y,z) in sim coordinates [km]
                Vector3 spoi_km = new Vector3(
                    b.getPos_x(),
                    b.getPos_y(),
                    b.getPos_z());

                // Update the sensor boresight vector
                boresightUnitVector.x = spoi_km.x - transform.position.x / SimControl.KmToUnity; // [km]
                boresightUnitVector.y = spoi_km.y - soaActor.simAltitude_km;                     // [km]
                boresightUnitVector.z = spoi_km.z - transform.position.z / SimControl.KmToUnity; // [km]
                boresightUnitVector.Normalize();
            }
        }

        // Compute relative vector
        SoaActor targetActor = target.GetComponent <SoaActor>();
        Vector3  sensorToTargetUnitVector;

        sensorToTargetUnitVector.x = (target.transform.position.x - transform.position.x) / SimControl.KmToUnity; // [km]
        sensorToTargetUnitVector.y = targetActor.simAltitude_km - soaActor.simAltitude_km;                        // [km]
        sensorToTargetUnitVector.z = (target.transform.position.z - transform.position.z) / SimControl.KmToUnity; // [km]
        sensorToTargetUnitVector.Normalize();

        // Compute target cone angle relative to boresight
        double coneAngleDeg = (180.0f / Mathf.PI) * Mathf.Acos(
            sensorToTargetUnitVector.x * boresightUnitVector.x +
            sensorToTargetUnitVector.y * boresightUnitVector.y +
            sensorToTargetUnitVector.z * boresightUnitVector.z);

        // Check if target is within beamwidthDeg/2 of boresight
        return(coneAngleDeg <= (beamwidthDeg / 2));
    }