Refactor "Missile" -> "Interceptor"

This commit is contained in:
Daniel Lovell
2024-09-24 19:59:25 -07:00
parent bbb2dba1ed
commit a29efbb4ca
23 changed files with 155 additions and 158 deletions

View File

@@ -2,35 +2,35 @@ using System;
using System.Collections.Generic;
using UnityEngine;
// The assignment class is an interface for assigning a threat to each missile.
// The assignment class is an interface for assigning a threat to each interceptor.
public interface IAssignment {
// Assignment item type.
// The first element corresponds to the missile index, and the second element
// The first element corresponds to the interceptor index, and the second element
// corresponds to the threat index.
public struct AssignmentItem {
public int MissileIndex;
public int InterceptorIndex;
public int ThreatIndex;
public AssignmentItem(int missileIndex, int threatIndex) {
MissileIndex = missileIndex;
InterceptorIndex = missileIndex;
ThreatIndex = threatIndex;
}
}
// A list containing the missile-target assignments.
// A list containing the interceptor-target assignments.
// Assign a target to each missile that has not been assigned a target yet.
// Assign a target to each interceptor that has not been assigned a target yet.
public abstract IEnumerable<AssignmentItem> Assign(List<Agent> missiles, List<Agent> targets);
// Get the list of assignable missile indices.
protected static List<int> GetAssignableMissileIndices(List<Agent> missiles) {
List<int> assignableMissileIndices = new List<int>();
// Get the list of assignable interceptor indices.
protected static List<int> GetAssignableInterceptorIndices(List<Agent> missiles) {
List<int> assignableInterceptorIndices = new List<int>();
for (int missileIndex = 0; missileIndex < missiles.Count; missileIndex++) {
if (missiles[missileIndex].IsAssignable()) {
assignableMissileIndices.Add(missileIndex);
assignableInterceptorIndices.Add(missileIndex);
}
}
return assignableMissileIndices;
return assignableInterceptorIndices;
}
// Get the list of active target indices.

View File

@@ -9,11 +9,11 @@ public class RoundRobinAssignment : IAssignment {
// Previous target index that was assigned.
private int prevTargetIndex = -1;
// Assign a target to each missile that has not been assigned a target yet.
// Assign a target to each interceptor that has not been assigned a target yet.
public IEnumerable<IAssignment.AssignmentItem> Assign(List<Agent> missiles, List<Agent> targets) {
List<IAssignment.AssignmentItem> assignments = new List<IAssignment.AssignmentItem>();
List<int> assignableMissileIndices = IAssignment.GetAssignableMissileIndices(missiles);
if (assignableMissileIndices.Count == 0) {
List<int> assignableInterceptorIndices = IAssignment.GetAssignableInterceptorIndices(missiles);
if (assignableInterceptorIndices.Count == 0) {
return assignments;
}
@@ -22,7 +22,7 @@ public class RoundRobinAssignment : IAssignment {
return assignments;
}
foreach (int missileIndex in assignableMissileIndices) {
foreach (int missileIndex in assignableInterceptorIndices) {
int nextActiveTargetIndex = activeThreatIndices.FindIndex(index => index > prevTargetIndex);
if (nextActiveTargetIndex == -1) {

View File

@@ -7,12 +7,12 @@ using UnityEngine;
// The threat assignment class assigns missiles to the targets based
// on the threat level of the targets.
public class ThreatAssignment : IAssignment {
// Assign a target to each missile that has not been assigned a target yet.
// Assign a target to each interceptor that has not been assigned a target yet.
public IEnumerable<IAssignment.AssignmentItem> Assign(List<Agent> missiles, List<Agent> targets) {
List<IAssignment.AssignmentItem> assignments = new List<IAssignment.AssignmentItem>();
List<int> assignableMissileIndices = IAssignment.GetAssignableMissileIndices(missiles);
if (assignableMissileIndices.Count == 0) {
List<int> assignableInterceptorIndices = IAssignment.GetAssignableInterceptorIndices(missiles);
if (assignableInterceptorIndices.Count == 0) {
return assignments;
}
@@ -25,13 +25,13 @@ public class ThreatAssignment : IAssignment {
List<ThreatInfo> threatInfos =
CalculateThreatLevels(targets, activeThreatIndices, positionToDefend);
foreach (int missileIndex in assignableMissileIndices) {
foreach (int missileIndex in assignableInterceptorIndices) {
if (missiles[missileIndex].HasAssignedTarget())
continue;
if (threatInfos.Count == 0)
break;
// Find the optimal target for this missile based on distance and threat
// Find the optimal target for this interceptor based on distance and threat
ThreatInfo optimalTarget = null;
float optimalScore = float.MinValue;