asteroids-genetic/src/world.rs

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3.8 KiB
Rust
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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 {
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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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}
impl World {
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pub fn simulate(brain: Option<NN>) -> Self {
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Self {
player: Player::simulate(brain),
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score: 1.,
asteroids: vec![
Asteroid::new_to(vec2(0., 0.), 1.5, AsteroidSize::Large),
Asteroid::new(AsteroidSize::Large),
Asteroid::new(AsteroidSize::Large),
Asteroid::new(AsteroidSize::Large),
Asteroid::new(AsteroidSize::Large),
],
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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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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 {
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 {
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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if self.player.check_player_collision(asteroid) {
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self.over = true;
self.fitness =
(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);
// if self.asteroids.iter().fold(0, |acc, x| {
// acc + match x.size {
// AsteroidSize::Large => 4,
// AsteroidSize::Medium => 2,
// AsteroidSize::Small => 1,
// }
// }) < self.max_asteroids
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// || self.player.lifespan % 200 == 0
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// {
if self.player.lifespan % 200 == 0 {
self.asteroids
.push(Asteroid::new_to(self.player.pos, 1.5, 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(
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&format!(
"{}",
(self.score / self.player.shots as f32).powi(2) * self.player.lifespan as f32
),
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self.player.pos.x - 20.,
self.player.pos.y - 20.,
12.,
WHITE,
);
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}
}