Refactor "Target" -> "Threat"

This commit is contained in:
Daniel Lovell
2024-09-24 19:24:50 -07:00
parent 4293bfec94
commit 17af733afb
21 changed files with 112 additions and 222 deletions

View File

@@ -2,18 +2,18 @@ using System;
using System.Collections.Generic;
using UnityEngine;
// The assignment class is an interface for assigning a target to each missile.
// The assignment class is an interface for assigning a threat to each missile.
public interface IAssignment {
// Assignment item type.
// The first element corresponds to the missile index, and the second element
// corresponds to the target index.
// corresponds to the threat index.
public struct AssignmentItem {
public int MissileIndex;
public int TargetIndex;
public int ThreatIndex;
public AssignmentItem(int missileIndex, int targetIndex) {
public AssignmentItem(int missileIndex, int threatIndex) {
MissileIndex = missileIndex;
TargetIndex = targetIndex;
ThreatIndex = threatIndex;
}
}
@@ -34,13 +34,13 @@ public interface IAssignment {
}
// Get the list of active target indices.
protected static List<int> GetActiveTargetIndices(List<Agent> targets) {
List<int> activeTargetIndices = new List<int>();
for (int targetIndex = 0; targetIndex < targets.Count; targetIndex++) {
if (!targets[targetIndex].IsHit()) {
activeTargetIndices.Add(targetIndex);
protected static List<int> GetActiveThreatIndices(List<Agent> threats) {
List<int> activeThreatIndices = new List<int>();
for (int threatIndex = 0; threatIndex < threats.Count; threatIndex++) {
if (!threats[threatIndex].IsHit()) {
activeThreatIndices.Add(threatIndex);
}
}
return activeTargetIndices;
return activeThreatIndices;
}
}

View File

@@ -17,19 +17,19 @@ public class RoundRobinAssignment : IAssignment {
return assignments;
}
List<int> activeTargetIndices = IAssignment.GetActiveTargetIndices(targets);
if (activeTargetIndices.Count == 0) {
List<int> activeThreatIndices = IAssignment.GetActiveThreatIndices(targets);
if (activeThreatIndices.Count == 0) {
return assignments;
}
foreach (int missileIndex in assignableMissileIndices) {
int nextActiveTargetIndex = activeTargetIndices.FindIndex(index => index > prevTargetIndex);
int nextActiveTargetIndex = activeThreatIndices.FindIndex(index => index > prevTargetIndex);
if (nextActiveTargetIndex == -1) {
nextActiveTargetIndex = 0;
}
int nextTargetIndex = activeTargetIndices[nextActiveTargetIndex];
int nextTargetIndex = activeThreatIndices[nextActiveTargetIndex];
assignments.Add(new IAssignment.AssignmentItem(missileIndex, nextTargetIndex));
prevTargetIndex = nextTargetIndex;
}

View File

@@ -16,14 +16,14 @@ public class ThreatAssignment : IAssignment {
return assignments;
}
List<int> activeTargetIndices = IAssignment.GetActiveTargetIndices(targets);
if (activeTargetIndices.Count == 0) {
List<int> activeThreatIndices = IAssignment.GetActiveThreatIndices(targets);
if (activeThreatIndices.Count == 0) {
return assignments;
}
Vector3 positionToDefend = Vector3.zero;
List<ThreatInfo> threatInfos =
CalculateThreatLevels(targets, activeTargetIndices, positionToDefend);
CalculateThreatLevels(targets, activeThreatIndices, positionToDefend);
foreach (int missileIndex in assignableMissileIndices) {
if (missiles[missileIndex].HasAssignedTarget())
@@ -54,11 +54,11 @@ public class ThreatAssignment : IAssignment {
return assignments;
}
private List<ThreatInfo> CalculateThreatLevels(List<Agent> targets, List<int> activeTargetIndices,
private List<ThreatInfo> CalculateThreatLevels(List<Agent> targets, List<int> activeThreatIndices,
Vector3 missilesMeanPosition) {
List<ThreatInfo> threatInfos = new List<ThreatInfo>();
foreach (int targetIndex in activeTargetIndices) {
foreach (int targetIndex in activeThreatIndices) {
Agent target = targets[targetIndex];
float distanceToMean = Vector3.Distance(target.transform.position, missilesMeanPosition);
float velocityMagnitude = target.GetVelocity().magnitude;