WIP IADS and Vessel structure
parent
10bdd5db16
commit
d0ef6c3fc4
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@ -0,0 +1,39 @@
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections;
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using System;
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// Integrated Air Defense System
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public class IADS : MonoBehaviour
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{
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public enum TargetStatus {
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UNASSIGNED,
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ASSIGNED,
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HIT,
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DEGRADED,
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DESTROYED
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}
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// Look up target status by unique target ID
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public Dictionary<string, TargetStatus> _targetStatusDictionary;
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private List<Target> _targets;
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private List<Missile> _missiles;
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private List<Vessel> _vessels;
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public delegate void RegisterNewTargetDelegate(Target target);
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public event RegisterNewTargetDelegate OnRegisterNewTarget;
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void Start()
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{
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_targets = new List<Target>();
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}
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public void RegisterNewTarget(Target target) {
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_targets.Add(target);
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OnRegisterNewTarget?.Invoke(target);
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}
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}
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@ -0,0 +1,33 @@
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using UnityEngine;
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using System.Collections.Generic;
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public class Vessel : MonoBehaviour
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{
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[SerializeField]
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private List<Missile> missileInventory = new List<Missile>();
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public void AddMissile(Missile missile)
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{
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if (missile != null)
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{
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missileInventory.Add(missile);
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}
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}
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public void RemoveMissile(Missile missile)
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{
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missileInventory.Remove(missile);
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}
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public List<Missile> GetMissileInventory()
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{
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return new List<Missile>(missileInventory);
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}
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public int GetMissileCount()
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{
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return missileInventory.Count;
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}
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// Additional methods can be added here as needed
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}
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@ -0,0 +1,11 @@
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@ -14,37 +14,37 @@ MonoBehaviour:
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timeScale: 0.2
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missile_swarm_configs:
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- num_agents: 10
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- num_agents: 20
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agent_config:
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missile_type: 0
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target_type: 0
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initial_state:
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submunitions_config:
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num_submunitions: 10
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num_submunitions: 7
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launch_config:
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launch_time: 2
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launch_time: 1.5
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agent_config:
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missile_type: 1
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initial_state:
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