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

47 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
// The assignment class is an interface for assigning a threat to each missile.
public interface IAssignment {
// Assignment item type.
// The first element corresponds to the missile index, and the second element
// corresponds to the threat index.
public struct AssignmentItem {
public int MissileIndex;
public int ThreatIndex;
public AssignmentItem(int missileIndex, int threatIndex) {
MissileIndex = missileIndex;
ThreatIndex = threatIndex;
}
}
// A list containing the missile-target assignments.
// Assign a target to each missile that has not been assigned a target yet.
public abstract IEnumerable<AssignmentItem> 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> GetActiveThreatIndices(List<Agent> threats) {
List<int> activeThreatIndices = new List<int>();
for (int threatIndex = 0; threatIndex < threats.Count; threatIndex++) {
if (!threats[threatIndex].IsHit()) {
activeThreatIndices.Add(threatIndex);
}
}
return activeThreatIndices;
}
}