using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; /// /// Manages the simulation by handling missiles, targets, and their assignments. /// Implements the Singleton pattern to ensure only one instance exists. /// public class SimManager : MonoBehaviour { /// /// Singleton instance of SimManager. /// public static SimManager Instance { get; private set; } /// /// Configuration settings for the simulation. /// [SerializeField] public SimulationConfig simulationConfig; private List _missiles = new List(); private List _unassignedTargets = new List(); private List _targets = new List(); private float _elapsedSimulationTime = 0f; private float endTime = 100f; // Set an appropriate end time private bool simulationRunning = false; private IAssignment _assignmentScheme; /// /// Gets the elapsed simulation time. /// /// The elapsed time in seconds. public double GetElapsedSimulationTime() { return _elapsedSimulationTime; } void Awake() { // Ensure only one instance of SimManager exists if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } void Start() { // Slow down time by simulationConfig.timeScale if (Instance == this) { Time.timeScale = simulationConfig.timeScale; Time.fixedDeltaTime = Time.timeScale * 0.02f; Time.maximumDeltaTime = Time.timeScale * 0.15f; InitializeSimulation(); simulationRunning = true; } } private void InitializeSimulation() { List missiles = new List(); // Create missiles based on config foreach (var swarmConfig in simulationConfig.missile_swarm_configs) { for (int i = 0; i < swarmConfig.num_agents; i++) { var missile = CreateMissile(swarmConfig.agent_config); } } List targets = new List(); // Create targets based on config foreach (var swarmConfig in simulationConfig.target_swarm_configs) { for (int i = 0; i < swarmConfig.num_agents; i++) { var target = CreateTarget(swarmConfig.agent_config); } } _assignmentScheme = new ThreatAssignment(); } public void AssignMissilesToTargets() { AssignMissilesToTargets(_missiles); } public void RegisterTargetMiss(Target target) { _unassignedTargets.Add(target); } /// /// Assigns the specified list of missiles to available targets based on the assignment scheme. /// /// The list of missiles to assign. public void AssignMissilesToTargets(List missilesToAssign) { // Convert Missile and Target lists to Agent lists List missileAgents = new List(missilesToAssign.ConvertAll(m => m as Agent)); // Convert Target list to Agent list, excluding already assigned targets List targetAgents = _unassignedTargets.ToList(); // Perform the assignment IEnumerable assignments = _assignmentScheme.Assign(missileAgents, targetAgents); // Apply the assignments to the missiles foreach (var assignment in assignments) { if (assignment.MissileIndex < missilesToAssign.Count) { Missile missile = missilesToAssign[assignment.MissileIndex]; Target target = _unassignedTargets[assignment.TargetIndex]; missile.AssignTarget(target); Debug.Log($"Missile {missile.name} assigned to target {target.name}"); } } // TODO this whole function should be optimized _unassignedTargets.RemoveAll( target => missilesToAssign.Any(missile => missile.GetAssignedTarget() == target)); } /// /// Creates a missile based on the provided configuration. /// /// Configuration settings for the missile. /// The created Missile instance, or null if creation failed. public Missile CreateMissile(AgentConfig config) { string prefabName = config.missile_type switch { MissileType.HYDRA_70 => "Hydra70", MissileType.MICROMISSILE => "Micromissile", _ => "Hydra70" }; GameObject missileObject = CreateAgent(config, prefabName); if (missileObject == null) return null; // Missile-specific logic switch (config.dynamic_config.sensor_config.type) { case SensorType.IDEAL: missileObject.AddComponent(); break; default: Debug.LogError($"Sensor type '{config.dynamic_config.sensor_config.type}' not found."); break; } // Missile missile = missileObject.GetComponent(); // if (missile == null) // { // Debug.LogError($"Missile component not found on prefab '{prefabName}'."); // Destroy(missileObject); // return null; // } // missile.SetAgentConfig(config); _missiles.Add(missileObject.GetComponent()); // Assign a unique and simple target ID int missileId = _missiles.Count; missileObject.name = $"{config.missile_type}_Missile_{missileId}"; return missileObject.GetComponent(); } /// /// Creates a target based on the provided configuration. /// /// Configuration settings for the target. /// The created Target instance, or null if creation failed. private Target CreateTarget(AgentConfig config) { string prefabName = config.target_type switch { TargetType.DRONE => "DroneTarget", TargetType.MISSILE => "MissileTarget", _ => throw new System.ArgumentException($"Unsupported target type: {config.target_type}") }; GameObject targetObject = CreateAgent(config, prefabName); if (targetObject == null) return null; // Target target = targetObject.GetComponent(); // if (target == null) // { // Debug.LogError($"Target component not found on prefab '{config.prefabName}'."); // Destroy(targetObject); // return null; // } // target.SetAgentConfig(config); _targets.Add(targetObject.GetComponent()); _unassignedTargets.Add(targetObject.GetComponent()); // Assign a unique and simple target ID int targetId = _targets.Count; targetObject.name = $"{config.target_type}_Target_{targetId}"; return targetObject.GetComponent(); } /// /// Creates an agent (missile or target) based on the provided configuration and prefab name. /// /// Configuration settings for the agent. /// Name of the prefab to instantiate. /// The created GameObject instance, or null if creation failed. public GameObject CreateAgent(AgentConfig config, string prefabName) { GameObject prefab = Resources.Load($"Prefabs/{prefabName}"); if (prefab == null) { Debug.LogError($"Prefab '{prefabName}' not found in Resources/Prefabs folder."); return null; } Vector3 noiseOffset = Utilities.GenerateRandomNoise(config.standard_deviation.position); Vector3 noisyPosition = config.initial_state.position + noiseOffset; GameObject agentObject = Instantiate(prefab, noisyPosition, Quaternion.Euler(config.initial_state.rotation)); Rigidbody agentRigidbody = agentObject.GetComponent(); Vector3 velocityNoise = Utilities.GenerateRandomNoise(config.standard_deviation.velocity); Vector3 noisyVelocity = config.initial_state.velocity + velocityNoise; agentRigidbody.velocity = noisyVelocity; agentObject.GetComponent().SetAgentConfig(config); return agentObject; } private void RestartSimulation() { // Reset simulation time _elapsedSimulationTime = 0f; simulationRunning = true; // Clear existing missiles and targets foreach (var missile in _missiles) { if (missile != null) { Destroy(missile.gameObject); } } foreach (var target in _targets) { if (target != null) { Destroy(target.gameObject); } } _missiles.Clear(); _targets.Clear(); _unassignedTargets.Clear(); InitializeSimulation(); } void Update() { // Check if all missiles have terminated bool allMissilesTerminated = true; foreach (var missile in _missiles) { if (missile != null && !missile.IsHit() && !missile.IsMiss()) { allMissilesTerminated = false; break; } } // If all missiles have terminated, restart the simulation if (allMissilesTerminated) { RestartSimulation(); } if (simulationRunning && _elapsedSimulationTime < endTime) { _elapsedSimulationTime += Time.deltaTime; } else if (_elapsedSimulationTime >= endTime) { simulationRunning = false; Debug.Log("Simulation completed."); } } }