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[Interceptors/Threats] Add Legacy prefix to existing interceptor and threat class names - #121
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📒 Files selected for processing (15)
Assets/Scripts/Agents/Agent.cs(1 hunks)Assets/Scripts/IADS/IADS.cs(1 hunks)Assets/Scripts/IADS/Vessel.cs(0 hunks)Assets/Scripts/IADS/Vessel.cs.meta(0 hunks)Assets/Scripts/Interceptors/CarrierInterceptorLegacy.cs(1 hunks)Assets/Scripts/Interceptors/MissileInterceptor.cs(0 hunks)Assets/Scripts/Interceptors/MissileInterceptorLegacy.cs(1 hunks)Assets/Scripts/Managers/SimManager.cs(1 hunks)Assets/Scripts/Threats/FixedWingThreatLegacy.cs(1 hunks)Assets/Scripts/Threats/RotaryWingThreatLegacy.cs(1 hunks)Assets/Scripts/Threats/Threat.cs(1 hunks)Assets/Tests/EditMode/IADSClusterCleanupTests.cs(1 hunks)Assets/Tests/EditMode/ThreatAssignmentTests.cs(4 hunks)Assets/Tests/EditMode/ThreatTests.cs(2 hunks)Assets/Tests/EditMode/TransformationTests.cs(3 hunks)
💤 Files with no reviewable changes (3)
- Assets/Scripts/IADS/Vessel.cs
- Assets/Scripts/IADS/Vessel.cs.meta
- Assets/Scripts/Interceptors/MissileInterceptor.cs
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🧬 Code graph analysis (10)
Assets/Scripts/Threats/RotaryWingThreatLegacy.cs (2)
Assets/Scripts/Managers/SimManager.cs (1)
Threat(432-474)Assets/Scripts/Threats/Threat.cs (1)
Threat(5-181)
Assets/Scripts/Interceptors/CarrierInterceptorLegacy.cs (1)
Assets/Scripts/Managers/SimManager.cs (1)
Interceptor(374-428)
Assets/Scripts/Interceptors/MissileInterceptorLegacy.cs (2)
Assets/Scripts/Managers/SimManager.cs (1)
Interceptor(374-428)Assets/Scripts/Interceptors/MissileInterceptor.cs (1)
MissileInterceptor(5-5)
Assets/Scripts/IADS/IADS.cs (1)
Assets/Scripts/Interceptors/CarrierInterceptorLegacy.cs (1)
CarrierInterceptorLegacy(7-71)
Assets/Scripts/Threats/FixedWingThreatLegacy.cs (2)
Assets/Scripts/Managers/SimManager.cs (1)
Threat(432-474)Assets/Scripts/Threats/Threat.cs (1)
Threat(5-181)
Assets/Scripts/Agents/Agent.cs (2)
Assets/Scripts/Managers/SimManager.cs (1)
Agent(356-370)Assets/Scripts/Threats/Threat.cs (1)
Agent(85-102)
Assets/Scripts/Managers/SimManager.cs (1)
Assets/Scripts/Agents/Agent.cs (1)
DummyAgentLegacy(444-464)
Assets/Tests/EditMode/TransformationTests.cs (2)
Assets/Scripts/Agents/Agent.cs (1)
DummyAgentLegacy(444-464)Assets/Tests/TestBase.cs (1)
InvokePrivateMethod(22-25)
Assets/Scripts/Threats/Threat.cs (1)
Assets/Scripts/Agents/Agent.cs (1)
DummyAgentLegacy(444-464)
Assets/Tests/EditMode/ThreatAssignmentTests.cs (2)
Assets/Scripts/Threats/RotaryWingThreatLegacy.cs (1)
RotaryWingThreatLegacy(5-74)Assets/Scripts/Interceptors/MissileInterceptorLegacy.cs (1)
MissileInterceptorLegacy(1-1)
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🔇 Additional comments (12)
Assets/Scripts/IADS/IADS.cs (1)
400-400: LGTM! Type check updated consistently.The type check correctly references
CarrierInterceptorLegacyto exclude carrier interceptors from automatic reassignment when a threat is hit.Assets/Scripts/Managers/SimManager.cs (1)
363-363: LGTM! Component type updated correctly.The component addition now references
DummyAgentLegacy, consistent with the class rename in Agent.cs.Assets/Scripts/Threats/Threat.cs (1)
176-176: LGTM! Component retrieval updated correctly.The type parameter for
GetComponentInParent<DummyAgentLegacy>()correctly references the renamed class.Assets/Scripts/Interceptors/MissileInterceptorLegacy.cs (1)
1-1: LGTM! Legacy variant introduced.The empty
MissileInterceptorLegacyclass is introduced as part of the migration to hierarchical interceptors. This allows both Legacy and new implementations to coexist during the transition.Assets/Scripts/Agents/Agent.cs (1)
444-444: LGTM! Class renamed to Legacy variant.The class name update from
DummyAgenttoDummyAgentLegacyis consistent with the broader refactoring, and all references in other files (SimManager.cs, Threat.cs) have been updated accordingly.Assets/Tests/EditMode/IADSClusterCleanupTests.cs (1)
101-101: LGTM! Test updated to reference Legacy type.The cast to
CarrierInterceptorLegacycorrectly reflects the renamed class, maintaining test coverage for carrier interceptor behavior.Assets/Scripts/Interceptors/CarrierInterceptorLegacy.cs (1)
7-7: LGTM! Class renamed consistently.The class name update to
CarrierInterceptorLegacyis correctly applied, with all references in IADS.cs and test files updated accordingly. The submunition-spawning behavior remains unchanged.Assets/Scripts/Threats/RotaryWingThreatLegacy.cs (1)
5-5: LGTM! Threat class renamed consistently.The class name update to
RotaryWingThreatLegacyaligns with the broader migration pattern. The waypoint navigation and evasion logic remain unchanged.Assets/Tests/EditMode/TransformationTests.cs (1)
11-11: LGTM! Consistent type renames.All references to
DummyAgenthave been correctly updated toDummyAgentLegacyacross all three test methods.Also applies to: 18-18, 43-43, 49-49, 73-73, 80-80
Assets/Tests/EditMode/ThreatTests.cs (1)
9-10: LGTM! Consistent Legacy type migration.All references to
FixedWingThreatandRotaryWingThreathave been correctly updated to their Legacy counterparts, including field declarations, type checks, and casts. The refactoring is complete and consistent throughout the test file.Also applies to: 85-86, 91-92
Assets/Tests/EditMode/ThreatAssignmentTests.cs (1)
18-18: LGTM! Complete Legacy type migration.All threat and interceptor type references have been consistently updated to their Legacy counterparts (
RotaryWingThreatLegacyandMissileInterceptorLegacy) across all four test methods. The refactoring is thorough and maintains test integrity.Also applies to: 33-35, 54-62, 122-129
Assets/Scripts/Threats/FixedWingThreatLegacy.cs (1)
5-5: LGTM! Clean class rename with all references properly updated.The rename from
FixedWingThreattoFixedWingThreatLegacyis complete and consistent. The prefab GUIDs have been correctly updated, theAgentTypePrefabMapmapping is intact (using the prefab name "FixedWingThreat" which doesn't require changes), and tests have been updated accordingly. No remaining references to the old class name exist in the codebase.
| Rigidbody agentRb = agent.gameObject.AddComponent<Rigidbody>(); | ||
| agent.transform.position = new Vector3(0, 0, 0); | ||
| agentRb.linearVelocity = new Vector3(0, 0, 0); | ||
| InvokePrivateMethod(agent, "Start"); |
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Inconsistent test initialization across test methods.
The Target_At_Boresight (lines 15, 22) and Target_At_Elevation (lines 77, 84) tests both call InvokePrivateMethod to invoke Start() on both agent and target, but Target_At_Starboard (lines 40-53) has no Start() invocations at all. This inconsistency could lead to different initialization states and potentially affect test reliability.
Apply this diff to add the missing Start() invocations to Target_At_Starboard:
var agent = new GameObject("Agent").AddComponent<DummyAgentLegacy>();
Rigidbody agentRb = agent.gameObject.AddComponent<Rigidbody>();
agent.transform.position = new Vector3(0, 0, 0);
agentRb.linearVelocity = new Vector3(0, 0, 0);
+ InvokePrivateMethod(agent, "Start");
// Create target
var target = new GameObject("Target").AddComponent<DummyAgentLegacy>();
target.SetPosition(new Vector3(20, 0, 0));
Rigidbody targetRb = target.gameObject.AddComponent<Rigidbody>();
targetRb.linearVelocity = new Vector3(0, 0, 20);
+ InvokePrivateMethod(target, "Start");Also applies to: 22-22, 40-53, 77-77, 84-84
🤖 Prompt for AI Agents
In Assets/Tests/EditMode/TransformationTests.cs around lines 15-15, 22-22,
40-53, 77-77 and 84-84, the Start() invocations for the agent and target are
inconsistent across tests; add the missing InvokePrivateMethod(agent, "Start");
and InvokePrivateMethod(target, "Start"); calls into the Target_At_Starboard
test (and ensure both Start() calls exist in the same relative locations as in
Target_At_Boresight and Target_At_Elevation) so each test performs identical
initialization before assertions.
[All] Implement fully hierarchical defense strategy * [Agent] Add agent-related interfaces and base implementations (#95) * [Interceptor/Threat] Add interceptor and threat interfaces (#96) * [Algorithm] Add algorithm interfaces and base implementations (#97) * [Movements] Implement all aerial and ground-based movements (#99) * [Gemini] Disable Gemini pull request summary (#142) * [Sensor] Add sensor interface and ideal sensor implementation (#100) * [Chore] Clean up private properties (#101) * [Evasion] Implement evasion behaviors (#102) * [Agent] Add agent-related interfaces and base implementations (#95) * [Interceptor/Threat] Add interceptor and threat interfaces (#96) * [Algorithm] Add algorithm interfaces and base implementations (#97) * [Movements] Implement all aerial and ground-based movements (#99) * [Sensor] Add sensor interface and ideal sensor implementation (#100) * [Chore] Clean up private properties (#101) * [Evasion] Implement evasion behaviors (#102) * [Attack Behavior] Implement direct attack behavior (#103) * [Controller] Add controller interface and implementations (#105) * [Predictor/Planner] Clean up predictor and planner classes (#108) * [Clustering] Change clustering algorithms to act on hierarchical objects (#111) * [Utils] Clean up coordinates classes and tests (#112) * [Assignment] Refactor assignment algorithms (#113) * [Accessor] Use init accessor for read-only fields (#116) * [Interceptors/Threats] Add Legacy prefix to existing interceptor and threat class names (#121) * [Interceptors/Threats] Implement all interceptor and threat types (#122) * [Proto/Configs] Add launcher types to proto definition and simulation configs (#123) * [IADS] Clean up IADS and simulation manager (#124) * [UI] Remove swarm status dialog and tactical panel (#125) * [All] Remove all legacy code (#127) * [Prefabs] Add prefabs for launchers (#128) * [Release] Adjust minimum distance in proximity release (#129) * [Configs] Add simulation configuration with 2 launchers (#130) * [Simulation] Destroy terminated game objects (#132) * [UI] Draw gizmos for agents (#133) * [UI] Fix summary text label sizes (#134) * [Clustering] Implement recursive clustering within hierarchy (#139) * [UI] Clean up UI scripts (#140) * [Reassignment] Assign new targets to excess interceptors (#141) * [Evasion] Fix threat evasion of interceptors (#143) * [Reassignment] Use capacity remaining to reassign interceptors (#144) * [Agent] Add IsPursuable property (#145) * [Reassignment] Implement threat reassignment (#146) * [Escape] Add escape detectors (#147) * [Escape] Check for escaping targets (#148) * [Movement] Fix missile movement to avoid the ground (#149) * [Reassignment] Fix relaunching multiple carrier interceptors (#150) * [Unity] Fix serializable fields and references (#152) * [Docs] Update docs with hierarchical strategy (#153) * [Utils] Sample from normal distribution (#154) * [Proto] Add run configuration proto (#155) * [Visualization] Fix visualizing simulation monitor logs (#157) * [Tools] Build standalone player (#158) * [Manager] Add run manager to handle run configurations (#159) * [Tools] Refactor common simulation-related constants and utilities (#160) * [Tools] Add metric and aggregator classes (#161) * [Tools] Process the aggregated logs of a simulation run (#162) * [Docs] Update documentation with run configuration and logging (#163) * [Tests] Remove unused Rigidbody variables from unit tests (#166) * [Agent] Add target model API in Agent interface (#167) * [Logging] Emit more detailed events (#168) * [Metrics] Consider only missile interceptors in metrics (#169) * [Logging] Remove logging from CP-SAT solver (#171) * [Tools] Add script to animate telemetry log (#172) * [Docs] Remove unnecessary docs image files (#174) * [Interceptor] Rename IsPursuable to IsPursuer (#175) * [UI] Reimplement tactical panel (#176) * [UI] Add camera to follow and rotate around interceptors or threats (#177) * [Configs] Add configuration for 5 swarms and 1000 UCAVs (#179) * [Agent] Cache the agent transform (#180) * [Agent] Clean up finding relative transformations (#181) * [Configs] Exclude 5_swarms_1000_ucav configuration from CI (#182) * [Agents] Fix collisions with terminated agents (#184) * [Controls] Implement vector proportional navigation (#186) * [Reassignment] Find subhierarchicals with at least one active target (#187)
As title. This PR is a simple rename in preparation for the implementation of the hierarchical interceptors and threats.