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

94 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
// The threat assignment class assigns missiles to the targets based
// on the threat level of the targets.
public class ThreatAssignment : IAssignment
{
// Assign a target to each missile that has not been assigned a target yet.
public IEnumerable<IAssignment.AssignmentItem> Assign(List<Agent> missiles, List<Agent> targets)
{
List<IAssignment.AssignmentItem> assignments = new List<IAssignment.AssignmentItem>();
List<int> assignableMissileIndices = IAssignment.GetAssignableMissileIndices(missiles);
if (assignableMissileIndices.Count == 0)
{
return assignments;
}
List<int> activeTargetIndices = IAssignment.GetActiveTargetIndices(targets);
if (activeTargetIndices.Count == 0)
{
return assignments;
}
Vector3 positionToDefend = Vector3.zero;
List<ThreatInfo> threatInfos = CalculateThreatLevels(targets, activeTargetIndices, positionToDefend);
foreach (int missileIndex in assignableMissileIndices)
{
if (missiles[missileIndex].HasAssignedTarget()) continue;
if (threatInfos.Count == 0) break;
// Find the optimal target for this missile based on distance and threat
ThreatInfo optimalTarget = null;
float optimalScore = float.MinValue;
foreach (ThreatInfo threat in threatInfos)
{
float distance = Vector3.Distance(missiles[missileIndex].transform.position, targets[threat.TargetIndex].transform.position);
float score = threat.ThreatLevel / distance; // Balance threat level with proximity
if (score > optimalScore)
{
optimalScore = score;
optimalTarget = threat;
}
}
if (optimalTarget != null)
{
assignments.Add(new IAssignment.AssignmentItem(missileIndex, optimalTarget.TargetIndex));
threatInfos.Remove(optimalTarget);
}
}
return assignments;
}
private List<ThreatInfo> CalculateThreatLevels(List<Agent> targets, List<int> activeTargetIndices, Vector3 missilesMeanPosition)
{
List<ThreatInfo> threatInfos = new List<ThreatInfo>();
foreach (int targetIndex in activeTargetIndices)
{
Agent target = targets[targetIndex];
float distanceToMean = Vector3.Distance(target.transform.position, missilesMeanPosition);
float velocityMagnitude = target.GetVelocity().magnitude;
// Calculate threat level based on proximity and velocity
float threatLevel = (1 / distanceToMean) * velocityMagnitude;
threatInfos.Add(new ThreatInfo(targetIndex, threatLevel));
}
// Sort threats in descending order
return threatInfos.OrderByDescending(t => t.ThreatLevel).ToList();
}
private class ThreatInfo
{
public int TargetIndex { get; }
public float ThreatLevel { get; }
public ThreatInfo(int targetIndex, float threatLevel)
{
TargetIndex = targetIndex;
ThreatLevel = threatLevel;
}
}
}