47 lines
1.6 KiB
C#
47 lines
1.6 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 threat to each missile.
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public interface IAssignment {
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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 threat index.
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public struct AssignmentItem {
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public int MissileIndex;
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public int ThreatIndex;
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public AssignmentItem(int missileIndex, int threatIndex) {
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MissileIndex = missileIndex;
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ThreatIndex = threatIndex;
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}
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}
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// A list containing the missile-target assignments.
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// Assign a target to each missile that has not been assigned a target yet.
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public abstract IEnumerable<AssignmentItem> 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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List<int> assignableMissileIndices = new List<int>();
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for (int missileIndex = 0; missileIndex < missiles.Count; missileIndex++) {
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if (missiles[missileIndex].IsAssignable()) {
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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> GetActiveThreatIndices(List<Agent> threats) {
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List<int> activeThreatIndices = new List<int>();
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for (int threatIndex = 0; threatIndex < threats.Count; threatIndex++) {
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if (!threats[threatIndex].IsHit()) {
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activeThreatIndices.Add(threatIndex);
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}
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}
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return activeThreatIndices;
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}
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}
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