IADS split out from SimManager

IADS handles the threattable and assigning targets
IADS now implements batched threat assignments
master
Daniel Lovell 2024-10-01 19:10:47 -07:00
parent 2d97112e51
commit 0c7d69d632
5 changed files with 306 additions and 98 deletions

View File

@ -98,6 +98,7 @@ Material:
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AddPrecomputedVelocity: 0
- _AlphaClip: 0
- _AlphaToMask: 0
- _Blend: 0
@ -135,8 +136,8 @@ Material:
- _WorkflowMode: 1
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 0, b: 0, a: 1}
- _Color: {r: 1, g: 0, b: 0, a: 1}
- _BaseColor: {r: 0.6679245, g: 0, b: 0, a: 1}
- _Color: {r: 0.66792446, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 0.9622642, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
m_BuildTextureStacks: []

View File

@ -13,7 +13,7 @@ OcclusionCullingSettings:
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 9
serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
@ -43,7 +43,6 @@ RenderSettings:
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 12
m_GIWorkflowMode: 1
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
@ -66,9 +65,6 @@ LightmapSettings:
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_FinalGather: 0
m_FinalGatherFiltering: 1
m_FinalGatherRayCount: 256
m_ReflectionCompression: 2
m_MixedBakeMode: 2
m_BakeBackend: 1
@ -207,9 +203,8 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 50643631}
m_Enabled: 1
serializedVersion: 10
serializedVersion: 11
m_Type: 1
m_Shape: 0
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 0.75
m_Range: 10
@ -259,8 +254,12 @@ Light:
m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ForceVisible: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
m_LightUnit: 1
m_LuxAtDistance: 1
m_EnableSpotReflector: 1
--- !u!4 &50643634
Transform:
m_ObjectHideFlags: 0
@ -349,6 +348,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -455,6 +457,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -561,6 +566,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -667,6 +675,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -863,6 +874,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -996,15 +1010,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@ -1103,6 +1119,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -1419,14 +1438,18 @@ MonoBehaviour:
m_ItemText: {fileID: 1985109736}
m_ItemImage: {fileID: 0}
m_Value: 0
m_MultiSelect: 0
m_Options:
m_Options:
- m_Text: Option A
m_Image: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
- m_Text: Option B
m_Image: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
- m_Text: Option C
m_Image: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_OnValueChanged:
m_PersistentCalls:
m_Calls: []
@ -1569,15 +1592,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@ -1703,15 +1728,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 0
m_isCullingEnabled: 0
@ -1749,6 +1776,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -1851,6 +1881,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -1933,9 +1966,8 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 396716023}
m_Enabled: 1
serializedVersion: 10
serializedVersion: 11
m_Type: 1
m_Shape: 0
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 0.75
m_Range: 10
@ -1985,8 +2017,12 @@ Light:
m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ForceVisible: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
m_LightUnit: 1
m_LuxAtDistance: 1
m_EnableSpotReflector: 1
--- !u!4 &396716026
Transform:
m_ObjectHideFlags: 0
@ -2075,6 +2111,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -2185,6 +2224,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -2298,9 +2340,8 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 566761696}
m_Enabled: 1
serializedVersion: 10
serializedVersion: 11
m_Type: 1
m_Shape: 0
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 0.75
m_Range: 10
@ -2350,8 +2391,12 @@ Light:
m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
m_UseBoundingSphereOverride: 0
m_UseViewFrustumForShadowCasterCull: 1
m_ForceVisible: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
m_LightUnit: 1
m_LuxAtDistance: 1
m_EnableSpotReflector: 1
--- !u!4 &566761699
Transform:
m_ObjectHideFlags: 0
@ -2474,15 +2519,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@ -3022,15 +3069,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 0
m_isCullingEnabled: 0
@ -3068,6 +3117,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -3268,15 +3320,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@ -3410,6 +3464,51 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1071150555}
m_CullTransparentMesh: 1
--- !u!1 &1134242713
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1134242715}
- component: {fileID: 1134242714}
m_Layer: 0
m_Name: IADS
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &1134242714
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1134242713}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a5899f1049cf3d64e8c06c1db772c879, type: 3}
m_Name:
m_EditorClassIdentifier:
_threatTable: []
--- !u!4 &1134242715
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1134242713}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1254435375
GameObject:
m_ObjectHideFlags: 0
@ -3478,6 +3577,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -3599,6 +3701,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -3732,15 +3837,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 0
m_isCullingEnabled: 0
@ -3778,6 +3885,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -4207,15 +4317,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@ -4389,6 +4501,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -4611,15 +4726,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 6e72656b
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 0
m_isCullingEnabled: 0
@ -4657,6 +4774,9 @@ MeshRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -4858,15 +4978,17 @@ MonoBehaviour:
m_lineSpacingMax: 0
m_paragraphSpacing: 0
m_charWidthMaxAdj: 0
m_enableWordWrapping: 1
m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4
m_overflowMode: 0
m_linkedTextComponent: {fileID: 0}
parentLinkedComponent: {fileID: 0}
m_enableKerning: 1
m_ActiveFontFeatures: 00000000
m_enableExtraPadding: 0
checkPaddingRequired: 0
m_isRichText: 1
m_EmojiFallbackSupport: 1
m_parseCtrlCharacters: 1
m_isOrthographic: 1
m_isCullingEnabled: 0
@ -5461,3 +5583,4 @@ SceneRoots:
- {fileID: 566761699}
- {fileID: 50643634}
- {fileID: 396716026}
- {fileID: 1134242715}

View File

@ -1,30 +1,146 @@
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
// Integrated Air Defense System
public class IADS : MonoBehaviour {
public enum TargetStatus { UNASSIGNED, ASSIGNED, HIT, DEGRADED, DESTROYED }
// Look up threat status by unique threat ID
public Dictionary<string, TargetStatus> _targetStatusDictionary;
public enum ThreatAssignmentStyle {
ONE_TIME,
CONTINUOUS
}
private List<Threat> _threats;
public static IADS Instance { get; private set; }
private IAssignment _assignmentScheme;
[SerializeField]
private List<ThreatData> _threatTable = new List<ThreatData>();
private Dictionary<Threat, ThreatData> _threatDataMap = new Dictionary<Threat, ThreatData>();
private List<Interceptor> _interceptors;
private List<Interceptor> _assignentQueue = new List<Interceptor>();
private List<Vessel> _vessels;
private void Awake() {
if (Instance == null) {
Instance = this;
} else {
Destroy(gameObject);
}
public delegate void RegisterNewThreatDelegate(Threat threat);
public event RegisterNewThreatDelegate OnRegisterNewThreat;
}
void Start() {
_threats = new List<Threat>();
private void Start() {
SimManager.Instance.OnSimulationEnded += RegisterSimulationEnded;
SimManager.Instance.OnNewThreat += RegisterNewThreat;
SimManager.Instance.OnNewInterceptor += RegisterNewInterceptor;
_assignmentScheme = new ThreatAssignment();
}
public void LateUpdate() {
if (_assignentQueue.Count > 0) {
AssignInterceptorsToThreats(_assignentQueue);
_assignentQueue.Clear();
}
}
public void RequestThreatAssignment(List<Interceptor> interceptors) {
_assignentQueue.AddRange(interceptors);
}
public void RequestThreatAssignment(Interceptor interceptor) {
_assignentQueue.Add(interceptor);
}
/// <summary>
/// Assigns the specified list of missiles to available targets based on the assignment scheme.
/// </summary>
/// <param name="missilesToAssign">The list of missiles to assign.</param>
public void AssignInterceptorsToThreats(List<Interceptor> missilesToAssign) {
// Perform the assignment
IEnumerable<IAssignment.AssignmentItem> assignments =
_assignmentScheme.Assign(missilesToAssign, _threatTable);
// Apply the assignments to the missiles
foreach (var assignment in assignments) {
assignment.Interceptor.AssignTarget(assignment.Threat);
_threatDataMap[assignment.Threat].AssignInterceptor(assignment.Interceptor);
Debug.Log($"Interceptor {assignment.Interceptor.name} assigned to threat {assignment.Threat.name}");
}
// Check if any interceptors were not assigned
List<Interceptor> unassignedInterceptors = missilesToAssign.Where(m => !m.HasAssignedTarget()).ToList();
if (unassignedInterceptors.Count > 0)
{
string unassignedIds = string.Join(", ", unassignedInterceptors.Select(m => m.name));
int totalInterceptors = missilesToAssign.Count;
int assignedInterceptors = totalInterceptors - unassignedInterceptors.Count;
Debug.LogWarning($"Warning: {unassignedInterceptors.Count} out of {totalInterceptors} interceptors were not assigned to any threat. " +
$"Unassigned interceptor IDs: {unassignedIds}. " +
$"Total interceptors: {totalInterceptors}, Assigned: {assignedInterceptors}, Unassigned: {unassignedInterceptors.Count}");
// Log information about the assignment scheme
Debug.Log($"Current Assignment Scheme: {_assignmentScheme.GetType().Name}");
}
}
public void RegisterNewThreat(Threat threat) {
_threats.Add(threat);
OnRegisterNewThreat?.Invoke(threat);
ThreatData threatData = new ThreatData(threat, threat.gameObject.name);
_threatTable.Add(threatData);
_threatDataMap.Add(threat, threatData);
// Subscribe to the threat's events
// TODO: If we do not want omniscient IADS, we
// need to model the IADS's sensors here.
threat.OnInterceptHit += RegisterThreatHit;
threat.OnInterceptMiss += RegisterThreatMiss;
}
public void RegisterNewInterceptor(Interceptor interceptor) {
// Placeholder
interceptor.OnInterceptMiss += RegisterInterceptorMiss;
interceptor.OnInterceptHit += RegisterInterceptorHit;
}
private void RegisterInterceptorHit(Interceptor interceptor, Threat threat) {
ThreatData threatData = _threatDataMap[threat];
if (threatData != null) {
threatData.RemoveInterceptor(interceptor);
MarkThreatDestroyed(threatData);
}
}
private void RegisterInterceptorMiss(Interceptor interceptor, Threat threat) {
// Remove the interceptor from the threat's assigned interceptors
_threatDataMap[threat].RemoveInterceptor(interceptor);
}
private void RegisterThreatHit(Interceptor interceptor, Threat threat) {
ThreatData threatData = _threatDataMap[threat];
if (threatData != null) {
threatData.RemoveInterceptor(interceptor);
MarkThreatDestroyed(threatData);
}
}
private void MarkThreatDestroyed(ThreatData threatData) {
if (threatData != null) {
threatData.MarkDestroyed();
}
}
private void RegisterThreatMiss(Interceptor interceptor, Threat threat) {
ThreatData threatData = _threatDataMap[threat];
threatData.RemoveInterceptor(interceptor);
}
private void RegisterSimulationEnded() {
_threatTable.Clear();
_threatDataMap.Clear();
_assignentQueue.Clear();
}
}

View File

@ -48,6 +48,6 @@ public class Hydra70 : Interceptor {
}
break;
}
SimManager.Instance.AssignInterceptorsToThreats(submunitions);
IADS.Instance.RequestThreatAssignment(submunitions);
}
}

View File

@ -21,9 +21,7 @@ public class SimManager : MonoBehaviour {
private List<Interceptor> _activeInterceptors = new List<Interceptor>();
[SerializeField]
private List<ThreatData> _threatTable = new List<ThreatData>();
private Dictionary<Threat, ThreatData> _threatDataMap = new Dictionary<Threat, ThreatData>();
private List<Interceptor> _interceptorObjects = new List<Interceptor>();
private List<Threat> _threatObjects = new List<Threat>();
@ -32,12 +30,19 @@ public class SimManager : MonoBehaviour {
private float endTime = 100f; // Set an appropriate end time
private bool simulationRunning = false;
private IAssignment _assignmentScheme;
public delegate void SimulationEventHandler();
public event SimulationEventHandler OnSimulationEnded;
public event SimulationEventHandler OnSimulationStarted;
public delegate void NewThreatEventHandler(Threat threat);
public event NewThreatEventHandler OnNewThreat;
public delegate void NewInterceptorEventHandler(Interceptor interceptor);
public event NewInterceptorEventHandler OnNewInterceptor;
/// <summary>
/// Gets the elapsed simulation time.
/// </summary>
@ -51,7 +56,7 @@ public class SimManager : MonoBehaviour {
}
public List<Threat> GetActiveThreats() {
return _threatTable.Where(threat => threat.Status != ThreatStatus.DESTROYED).Select(threat => threat.Threat).ToList();
return _threatObjects.Where(threat => !threat.IsHit()).ToList();
}
public List<Agent> GetActiveAgents() {
@ -111,7 +116,7 @@ public class SimManager : MonoBehaviour {
// Create missiles based on config
foreach (var swarmConfig in simulationConfig.interceptor_swarm_configs) {
for (int i = 0; i < swarmConfig.num_agents; i++) {
var interceptor = CreateInterceptor(swarmConfig.agent_config);
CreateInterceptor(swarmConfig.agent_config);
}
}
@ -119,11 +124,10 @@ public class SimManager : MonoBehaviour {
// Create targets based on config
foreach (var swarmConfig in simulationConfig.threat_swarm_configs) {
for (int i = 0; i < swarmConfig.num_agents; i++) {
var threat = CreateThreat(swarmConfig.agent_config);
CreateThreat(swarmConfig.agent_config);
}
}
_assignmentScheme = new ThreatAssignment();
// Invoke the simulation started event to let listeners
// know to invoke their own handler behavior
@ -131,7 +135,7 @@ public class SimManager : MonoBehaviour {
}
public void AssignInterceptorsToThreats() {
AssignInterceptorsToThreats(_interceptorObjects);
IADS.Instance.AssignInterceptorsToThreats(_interceptorObjects);
}
public void RegisterInterceptorHit(Interceptor interceptor, Threat threat) {
@ -144,57 +148,18 @@ public class SimManager : MonoBehaviour {
if (interceptor is Interceptor missileComponent) {
_activeInterceptors.Remove(missileComponent);
}
// Remove the interceptor from the threat's assigned interceptors
_threatDataMap[threat].RemoveInterceptor(interceptor);
}
public void RegisterThreatHit(Interceptor interceptor, Threat threat) {
ThreatData threatData = _threatDataMap[threat];
threatData.RemoveInterceptor(interceptor);
if (threatData != null) {
threatData.MarkDestroyed();
}
// Placeholder
}
public void RegisterThreatMiss(Interceptor interceptor, Threat threat) {
Debug.Log($"RegisterThreatMiss: Interceptor {interceptor.name} missed threat {threat.name}");
ThreatData threatData = _threatDataMap[threat];
threatData.RemoveInterceptor(interceptor);
// Placeholder
}
/// <summary>
/// Assigns the specified list of missiles to available targets based on the assignment scheme.
/// </summary>
/// <param name="missilesToAssign">The list of missiles to assign.</param>
public void AssignInterceptorsToThreats(List<Interceptor> missilesToAssign) {
// Perform the assignment
IEnumerable<IAssignment.AssignmentItem> assignments =
_assignmentScheme.Assign(missilesToAssign, _threatTable);
// Apply the assignments to the missiles
foreach (var assignment in assignments) {
assignment.Interceptor.AssignTarget(assignment.Threat);
_threatDataMap[assignment.Threat].AssignInterceptor(assignment.Interceptor);
Debug.Log($"Interceptor {assignment.Interceptor.name} assigned to threat {assignment.Threat.name}");
}
// Check if any interceptors were not assigned
List<Interceptor> unassignedInterceptors = missilesToAssign.Where(m => !m.HasAssignedTarget()).ToList();
if (unassignedInterceptors.Count > 0)
{
string unassignedIds = string.Join(", ", unassignedInterceptors.Select(m => m.name));
int totalInterceptors = missilesToAssign.Count;
int assignedInterceptors = totalInterceptors - unassignedInterceptors.Count;
Debug.LogWarning($"Warning: {unassignedInterceptors.Count} out of {totalInterceptors} interceptors were not assigned to any threat. " +
$"Unassigned interceptor IDs: {unassignedIds}. " +
$"Total interceptors: {totalInterceptors}, Assigned: {assignedInterceptors}, Unassigned: {unassignedInterceptors.Count}");
// Log information about the assignment scheme
Debug.Log($"Current Assignment Scheme: {_assignmentScheme.GetType().Name}");
}
}
/// <summary>
/// Creates a interceptor based on the provided configuration.
@ -224,13 +189,18 @@ public class SimManager : MonoBehaviour {
_interceptorObjects.Add(interceptor);
_activeInterceptors.Add(interceptor);
// Subscribe events
interceptor.OnInterceptHit += RegisterInterceptorHit;
interceptor.OnInterceptMiss += RegisterInterceptorMiss;
// Assign a unique and simple ID
int missileId = _interceptorObjects.Count;
interceptorObject.name = $"{config.interceptor_type}_Interceptor_{missileId}";
int interceptorId = _interceptorObjects.Count;
interceptorObject.name = $"{config.interceptor_type}_Interceptor_{interceptorId}";
// Let listeners know a new interceptor has been created
OnNewInterceptor?.Invoke(interceptor);
return interceptorObject.GetComponent<Interceptor>();
}
@ -250,18 +220,19 @@ public class SimManager : MonoBehaviour {
Threat threat = threatObject.GetComponent<Threat>();
// Assign a unique and simple ID
int targetId = _threatTable.Count;
int targetId = _threatObjects.Count;
threatObject.name = $"{config.threat_type}_Target_{targetId}";
ThreatData threatData = new ThreatData(threat, threatObject.name);
_threatDataMap.Add(threat, threatData);
_threatTable.Add(threatData);
_threatObjects.Add(threat);
// Subscribe events
threat.OnInterceptHit += RegisterThreatHit;
threat.OnInterceptMiss += RegisterThreatMiss;
// Let listeners know a new threat has been created
OnNewThreat?.Invoke(threat);
return threatObject.GetComponent<Threat>();
}
@ -311,7 +282,7 @@ public class SimManager : MonoBehaviour {
_elapsedSimulationTime = 0f;
simulationRunning = IsSimulationRunning();
// Clear existing missiles and targets
// Clear existing interceptors and threats
foreach (var interceptor in _interceptorObjects) {
if (interceptor != null) {
Destroy(interceptor.gameObject);
@ -327,9 +298,6 @@ public class SimManager : MonoBehaviour {
_interceptorObjects.Clear();
_activeInterceptors.Clear();
_threatObjects.Clear();
_threatTable.Clear();
StartSimulation();
}