Esempio n. 1
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    def execute(self, t, dt):
        StateAgent.execute(self, t, dt)

        # Check threat is detected
        if not self.beliefs.threat_state:
            return

        entity = self.beliefs.entity_state
        threat = self.beliefs.threat_state

        # Check if the threat heading is exactly reciprocal
        if ut.is_reciprocal(entity.heading, threat.heading):
            # Issue command to turn toward the threat aircraft
            threat_bearing = ut.relative_bearing(entity.x, entity.y,
                    threat.x, threat.y)
            if not ut.is_close(entity.desired_heading, threat_bearing,
                    abs_tol=1.0):
                # self.commands.append(SetHeadingCmd(threat_bearing))
                # TODO: extract GLoad, calculate based on desired displacement
                self.commands.append(SetHeadingGLoadCmd(psi_c=threat_bearing, gload_c=5))
        elif not ut.is_close(entity.desired_heading, threat.heading):
            # Issue command to turn to match the threat aircraft heading
            # self.commands.append(SetHeadingCmd(threat.heading))
            # TODO: extract GLoad, calculate based on desired displacement
            self.commands.append(SetHeadingGLoadCmd(psi_c=threat.heading, gload_c=5))

        # Adjust the entity speed to avoid overshooting
        if (entity.desired_v > threat.v and not
                ut.is_close(entity.desired_v, threat.v)):
            distance = ut.distance(entity.pos_2d(), threat.pos_2d())
            if ut.metres_to_nautical_miles(distance) <= \
                    self.NO_CLOSER_RANGE:
                # Issue command to match threat speed
                self.commands.append(SetSpeedCmd(threat.v))
Esempio n. 2
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    def process_state(self, t, dt):
        StateAgent.process_state(self, t, dt)

        if self.beliefs.threat_state:
            entity = self.beliefs.entity_state
            threat = self.beliefs.threat_state

            # Check whether threat is aligned with aircraft
            taa = ut.target_aspect_angle(entity.x, entity.y, threat.x,
                                         threat.y, threat.heading)
            bearing_to_entity = ut.relative_bearing(threat.x, threat.y,
                                                    entity.x, entity.y)
            bearing_offset = abs(threat.heading - bearing_to_entity)
            if bearing_offset > self.MAX_ALIGNMENT_DIFF:
                # Threat not aligned so don't proceed to next state
                return

            # Check whether at turn range from threat
            distance = ut.distance(entity.pos_2d(), threat.pos_2d())
            if ut.metres_to_nautical_miles(distance) <= self.TURN_RANGE:
                self.transition_request = FlyRelativeBearing
Esempio n. 3
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    def process_state(self, t, dt):
        StateAgent.process_state(self, t, dt)

        if self.beliefs.threat_state:
            entity = self.beliefs.entity_state
            threat = self.beliefs.threat_state
            distance = ut.distance(entity.pos_2d(), threat.pos_2d())

            # Check whether the conversion point has been reached
            if ut.metres_to_nautical_miles(distance) <= self.CONVERSION_RANGE:
                self.transition_request = Converting

            # Check if still closing with threat
            if self._last_range:
                if distance > self._last_range:
                    # Not closing with threat so return to default state
                    self.transition_request = PureIntercept
            self._last_range = distance

        else:
            # No threats detected so return to default state
            self.transition_request = PureIntercept