2022-10-08 19:47:47 +00:00
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use crate::{
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asteroids::{Asteroid, AsteroidSize},
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2022-10-09 20:11:24 +00:00
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nn::NN,
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2022-10-08 19:47:47 +00:00
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player::Player,
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};
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2022-10-08 15:27:05 +00:00
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use macroquad::{prelude::*, rand::gen_range};
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#[derive(Default)]
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pub struct World {
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pub player: Player,
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asteroids: Vec<Asteroid>,
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pub score: f32,
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pub over: bool,
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pub fitness: f32,
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}
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impl World {
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pub fn simulate(brain: Option<NN>) -> Self {
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Self {
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player: Player::simulate(brain),
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score: 1.,
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asteroids: vec![
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Asteroid::new_to(vec2(0., 0.), 1.5, AsteroidSize::Large),
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Asteroid::new(AsteroidSize::Large),
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Asteroid::new(AsteroidSize::Large),
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Asteroid::new(AsteroidSize::Large),
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Asteroid::new(AsteroidSize::Large),
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],
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..Default::default()
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}
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}
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2022-10-22 19:40:19 +00:00
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pub fn set_best(&mut self) {
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self.player.color = Some(RED);
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}
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2022-10-10 18:36:14 +00:00
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pub fn see_brain(&self) -> &NN {
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self.player.brain.as_ref().unwrap()
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}
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2023-01-08 20:09:10 +00:00
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pub fn export_brain(&self, path: &str) {
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let json = self.player.brain.as_ref().unwrap().export();
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std::fs::write(path, json).expect("Unable to write file");
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}
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pub fn update(&mut self) {
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let mut to_add: Vec<Asteroid> = Vec::new();
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for asteroid in &mut self.asteroids {
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asteroid.update();
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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 {
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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(
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asteroid.pos,
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asteroid.vel + rand,
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AsteroidSize::Medium,
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));
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to_add.push(Asteroid::new_from(
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asteroid.pos,
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asteroid.vel - rand,
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AsteroidSize::Medium,
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));
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}
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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(
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asteroid.pos,
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asteroid.vel + rand,
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AsteroidSize::Small,
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));
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to_add.push(Asteroid::new_from(
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asteroid.pos,
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asteroid.vel - rand,
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AsteroidSize::Small,
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));
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}
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_ => {}
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}
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}
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if self.player.check_player_collision(asteroid) {
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self.over = true;
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}
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}
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self.fitness =
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(self.score / self.player.shots as f32).powi(2) * self.player.lifespan as f32;
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self.player.update();
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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| {
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// acc + match x.size {
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// AsteroidSize::Large => 4,
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// AsteroidSize::Medium => 2,
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// AsteroidSize::Small => 1,
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// }
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// }) < self.max_asteroids
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// || self.player.lifespan % 200 == 0
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// {
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if self.player.lifespan % 200 == 0 {
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self.asteroids
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.push(Asteroid::new_to(self.player.pos, 1.5, AsteroidSize::Large));
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}
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}
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pub fn draw(&self) {
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self.player.draw();
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for asteroid in &self.asteroids {
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asteroid.draw();
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}
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draw_text(
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&format!("{:.2}", self.fitness),
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self.player.pos.x - 22.,
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self.player.pos.y - 20.,
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12.,
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WHITE,
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);
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}
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pub fn draw_stats(&self, width: f32, height: f32) {
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draw_rectangle_lines(-width * 0.5, -height * 0.5, width, height, 2., WHITE);
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let scale = 2.5;
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let offset = vec2(-width * 0.3, -height * 0.1);
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let p1 = scale * vec2(0., -20.) + offset;
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let p2 = scale * vec2(-12.667, 18.) + offset;
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let p3 = scale * vec2(12.667, 18.) + offset;
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let p4 = scale * vec2(-10., 10.) + offset;
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let p5 = scale * vec2(10., 10.) + offset;
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let p6 = scale * vec2(0., 25.) + offset;
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let p7 = scale * vec2(-6., 10.) + offset;
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let p8 = scale * vec2(6., 10.) + offset;
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draw_line(p1.x, p1.y, p2.x, p2.y, 2., WHITE);
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draw_line(p1.x, p1.y, p3.x, p3.y, 2., WHITE);
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draw_line(p4.x, p4.y, p5.x, p5.y, 2., WHITE);
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if self.player.outputs[2] > 0. && (gen_range(0., 1.) < 0.4 || self.over) {
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draw_triangle_lines(p6, p7, p8, 2., WHITE);
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}
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let l1 = scale * vec2(30., 0.) + offset;
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let l2 = scale * vec2(25., -5.) + offset;
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let l3 = scale * vec2(25., 5.) + offset;
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if self.player.outputs[0] > 0. {
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draw_line(l1.x, l1.y, l2.x, l2.y, 2., WHITE);
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draw_line(l1.x, l1.y, l3.x, l3.y, 2., WHITE);
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}
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let l1 = -scale * vec2(30., 0.) + offset;
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let l2 = -scale * vec2(25., -5.) + offset;
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let l3 = -scale * vec2(25., 5.) + offset;
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if self.player.outputs[1] > 0. {
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draw_line(l1.x, l1.y, l2.x, l2.y, 2., WHITE);
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draw_line(l1.x, l1.y, l3.x, l3.y, 2., WHITE);
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}
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let l1 = -scale * vec2(0., 35.) + offset;
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if self.player.outputs[3] > 0. {
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draw_circle(l1.x, l1.y, 5., WHITE);
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draw_circle(l1.x, l1.y, 3.5, BLACK);
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}
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draw_text(
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if self.over { "DEAD" } else { "ALIVE" },
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-width * 0.5 + 20.,
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70.,
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24.,
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if self.over { RED } else { GREEN },
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);
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draw_text(
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&format!("Hits: {}", self.score),
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-width * 0.5 + 20.,
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90.,
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24.,
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WHITE,
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);
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draw_text(
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&format!("Fired: {}", self.player.shots),
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-width * 0.5 + 20.,
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110.,
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24.,
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WHITE,
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);
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draw_text(
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&format!("Fitness: {:.2}", self.fitness),
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-width * 0.5 + 20.,
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130.,
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24.,
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WHITE,
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);
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}
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}
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