60 lines
2.0 KiB
C#
60 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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// The assignment class is an interface for assigning a target to each missile.
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public abstract class Assignment
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{
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// Assignment item type.
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// The first element corresponds to the missile index, and the second element
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// corresponds to the target index.
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public struct AssignmentItem
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{
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public int MissileIndex;
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public int TargetIndex;
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public AssignmentItem(int missileIndex, int targetIndex)
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{
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MissileIndex = missileIndex;
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TargetIndex = targetIndex;
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}
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}
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// A list containing the missile-target assignments.
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protected LinkedList<AssignmentItem> missileToTargetAssignments = new LinkedList<AssignmentItem>();
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// Return the missile-target assignments.
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public IEnumerable<AssignmentItem> Assignments => missileToTargetAssignments;
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// Assign a target to each missile that has not been assigned a target yet.
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public abstract void Assign(List<Agent> missiles, List<Agent> targets);
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// Get the list of assignable missile indices.
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protected static List<int> GetAssignableMissileIndices(List<Agent> missiles)
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{
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List<int> assignableMissileIndices = new List<int>();
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for (int missileIndex = 0; missileIndex < missiles.Count; missileIndex++)
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{
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if (missiles[missileIndex].IsAssignable())
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{
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assignableMissileIndices.Add(missileIndex);
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}
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}
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return assignableMissileIndices;
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}
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// Get the list of active target indices.
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protected static List<int> GetActiveTargetIndices(List<Agent> targets)
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{
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List<int> activeTargetIndices = new List<int>();
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for (int targetIndex = 0; targetIndex < targets.Count; targetIndex++)
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{
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if (!targets[targetIndex].IsHit())
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{
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activeTargetIndices.Add(targetIndex);
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}
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}
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return activeTargetIndices;
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}
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}
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