micromissiles-unity/Assets/Scripts/SimManager.cs

229 lines
7.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SimManager : MonoBehaviour {
// Singleton instance
public static SimManager Instance { get; private set; }
[SerializeField]
public SimulationConfig simulationConfig;
private List<Missile> _missiles = new List<Missile>();
private List<Target> _unassignedTargets = new List<Target>();
private List<Target> _targets = new List<Target>();
private float _elapsedSimulationTime = 0f;
private float endTime = 100f; // Set an appropriate end time
private bool simulationRunning = false;
private IAssignment _assignmentScheme;
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<Missile> missiles = new List<Missile>();
// 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<Target> targets = new List<Target>();
// 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();
// Perform initial assignment
}
public void AssignMissilesToTargets() {
AssignMissilesToTargets(_missiles);
}
public void RegisterTargetMiss(Target target) {
_unassignedTargets.Add(target);
}
public void AssignMissilesToTargets(List<Missile> missilesToAssign) {
// Convert Missile and Target lists to Agent lists
List<Agent> missileAgents = new List<Agent>(missilesToAssign.ConvertAll(m => m as Agent));
// Convert Target list to Agent list, excluding already assigned targets
List<Agent> targetAgents = _unassignedTargets.ToList<Agent>();
// Perform the assignment
IEnumerable<IAssignment.AssignmentItem> 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($"Missile {missile.name} assigned to target {target.name}");
}
}
// TODO this whole function should be optimized
_unassignedTargets.RemoveAll(
target => missilesToAssign.Any(missile => missile.GetAssignedTarget() == target));
}
public Missile CreateMissile(AgentConfig config) {
string prefabName = config.missile_type switch { MissileType.HYDRA_70 => "Hydra70",
MissileType.MICROMISSILE => "Micromissile",
_ => "Hydra70" };
GameObject missileObject = CreateAgent(config, prefabName);
if (missileObject == null)
return null;
// Missile-specific logic
switch (config.dynamic_config.sensor_config.type) {
case SensorType.IDEAL:
missileObject.AddComponent<IdealSensor>();
break;
default:
Debug.LogError($"Sensor type '{config.dynamic_config.sensor_config.type}' not found.");
break;
}
// Missile missile = missileObject.GetComponent<Missile>();
// if (missile == null)
// {
// Debug.LogError($"Missile component not found on prefab '{prefabName}'.");
// Destroy(missileObject);
// return null;
// }
// missile.SetAgentConfig(config);
_missiles.Add(missileObject.GetComponent<Missile>());
// Assign a unique and simple target ID
int missileId = _missiles.Count;
missileObject.name = $"{config.missile_type}_Missile_{missileId}";
return missileObject.GetComponent<Missile>();
}
private Target CreateTarget(AgentConfig config) {
string prefabName = config.target_type switch {
TargetType.DRONE => "DroneTarget", TargetType.MISSILE => "MissileTarget",
_ => throw new System.ArgumentException($"Unsupported target type: {config.target_type}")
};
GameObject targetObject = CreateAgent(config, prefabName);
if (targetObject == null)
return null;
// Target target = targetObject.GetComponent<Target>();
// if (target == null)
// {
// Debug.LogError($"Target component not found on prefab '{config.prefabName}'.");
// Destroy(targetObject);
// return null;
// }
// target.SetAgentConfig(config);
_targets.Add(targetObject.GetComponent<Target>());
_unassignedTargets.Add(targetObject.GetComponent<Target>());
// Assign a unique and simple target ID
int targetId = _targets.Count;
targetObject.name = $"{config.target_type}_Target_{targetId}";
return targetObject.GetComponent<Target>();
}
public GameObject CreateAgent(AgentConfig config, string prefabName) {
GameObject prefab = Resources.Load<GameObject>($"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<Rigidbody>();
Vector3 velocityNoise = Utilities.GenerateRandomNoise(config.standard_deviation.velocity);
Vector3 noisyVelocity = config.initial_state.velocity + velocityNoise;
agentRigidbody.velocity = noisyVelocity;
agentObject.GetComponent<Agent>().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);
}
}
_missiles.Clear();
foreach (var target in _targets) {
if (target != null) {
Destroy(target.gameObject);
}
}
_targets.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.");
}
}
}