asteroids-genetic/src/world.rs

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use crate::{
asteroids::{Asteroid, AsteroidSize},
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nn::NN,
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player::Player,
};
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use macroquad::{prelude::*, rand::gen_range};
#[derive(Default)]
pub struct World {
player: Player,
asteroids: Vec<Asteroid>,
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pub score: u32,
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pub over: bool,
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max_asteroids: usize,
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pub fitness: f32,
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}
impl World {
pub fn new() -> Self {
Self {
player: Player::new(),
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max_asteroids: 28,
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..Default::default()
}
}
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pub fn simulate(brain: Option<NN>) -> Self {
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Self {
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player: Player::simulate(brain, 28),
max_asteroids: 28,
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..Default::default()
}
}
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pub fn set_best(&mut self) {
self.player.color = Some(RED);
}
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pub fn see_brain(&self) -> &NN {
self.player.brain.as_ref().unwrap()
}
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// fn calc_fitness(&mut self) {
// println!(
// "{} {} {}",
// self.score as f32,
// self.player.lifespan as f32 * 0.001,
// if self.player.shots > 0 {
// self.score as f32 / self.player.shots as f32 * 5.
// } else {
// 0.
// }
// );
// }
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pub fn update(&mut self) {
self.player.update();
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// if self.player.lifespan > 150 {
// self.fitness = 1.
// / ((self.player.pos * vec2(2. / screen_width(), 2. / screen_height()))
// .distance_squared(vec2(0., -1.))
// + self.player.vel.length_squared()
// * self.player.vel.length_squared()
// * 0.00006830134554
// + 1.);
// self.over = true;
// }
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let mut to_add: Vec<Asteroid> = Vec::new();
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for asteroid in &mut self.asteroids {
asteroid.update();
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if self.player.check_player_collision(asteroid) {
self.over = true;
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self.fitness = (self.score as f32 + 1.)
* if self.player.shots > 0 {
(self.score as f32 / self.player.shots as f32)
* (self.score as f32 / self.player.shots as f32)
} else {
1.
}
* self.player.lifespan as f32;
// self.fitness = self.player.lifespan as f32 * self.player.lifespan as f32 * 0.001;
// println!("{} {} {}", self.score, self.player.lifespan, self.fitness);
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}
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if self.player.check_bullet_collisions(asteroid) {
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self.score += 1;
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match asteroid.size {
AsteroidSize::Large => {
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let rand = vec2(gen_range(-0.8, 0.8), gen_range(-0.8, 0.8));
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to_add.push(Asteroid::new_from(
asteroid.pos,
asteroid.vel + rand,
AsteroidSize::Medium,
));
to_add.push(Asteroid::new_from(
asteroid.pos,
asteroid.vel - rand,
AsteroidSize::Medium,
));
}
AsteroidSize::Medium => {
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let rand = vec2(gen_range(-0.6, 0.6), gen_range(-0.6, 0.6));
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to_add.push(Asteroid::new_from(
asteroid.pos,
asteroid.vel + rand,
AsteroidSize::Small,
));
to_add.push(Asteroid::new_from(
asteroid.pos,
asteroid.vel - rand,
AsteroidSize::Small,
));
}
_ => {}
}
}
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}
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self.asteroids.append(&mut to_add);
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self.asteroids.retain(|asteroid| asteroid.alive);
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if self.asteroids.iter().fold(0, |acc, x| {
acc + match x.size {
AsteroidSize::Large => 4,
AsteroidSize::Medium => 2,
AsteroidSize::Small => 1,
}
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}) < self.max_asteroids
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{
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self.asteroids.push(Asteroid::new(AsteroidSize::Large));
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}
}
pub fn draw(&self) {
self.player.draw();
for asteroid in &self.asteroids {
asteroid.draw();
}
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// draw_text(
// &format!("Score {}", self.score),
// 20. - screen_width() * 0.5,
// 30. - screen_height() * 0.5,
// 32.,
// WHITE,
// );
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}
}