micromissiles-unity/Assets/Scripts/Assignment/Assignment.cs

60 lines
2.0 KiB
C#

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