population
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91bc4e27a4
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@ -1,6 +1,7 @@
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mod asteroids;
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mod nn;
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mod player;
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mod population;
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mod world;
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use macroquad::prelude::*;
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@ -15,11 +16,8 @@ async fn main() {
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..Default::default()
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};
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set_camera(&cam);
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let mut world = World::new();
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// let mut world = World::new();
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let mut nn = NN::new(vec![1, 2, 1]);
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println!("{} {}", nn.weights[0], nn.weights[1]);
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nn.mutation();
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println!("{} {}", nn.weights[0], nn.weights[1]);
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loop {
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// clear_background(BLACK);
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@ -11,7 +11,7 @@ enum ActivationFunc {
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}
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pub struct NN {
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config: Vec<usize>,
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pub weights: Vec<DMatrix<f32>>,
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weights: Vec<DMatrix<f32>>,
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activ_func: ActivationFunc,
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mut_rate: f32,
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}
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@ -2,7 +2,7 @@ use std::{f32::consts::PI, path::Iter};
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use macroquad::{prelude::*, rand::gen_range};
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use crate::asteroids::Asteroid;
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use crate::{asteroids::Asteroid, nn::NN};
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#[derive(Default)]
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pub struct Player {
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pos: Vec2,
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@ -13,6 +13,7 @@ pub struct Player {
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bullets: Vec<Bullet>,
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last_shot: f32,
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shot_interval: f32,
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brain: Option<NN>,
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alive: bool,
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}
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@ -28,6 +29,12 @@ impl Player {
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}
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}
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pub fn simulate(brain: NN) -> Self {
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let mut p = Player::new();
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p.brain = Some(brain);
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p
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}
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pub fn check_player_collision(&mut self, asteroid: &mut Asteroid) -> bool {
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if asteroid.check_collision(self.pos, 8.) {
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self.alive = false;
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@ -0,0 +1,18 @@
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use crate::world::World;
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#[derive(Default)]
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struct Population {
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size: i32,
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gen: i32,
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worlds: Vec<World>,
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}
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impl Population {
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// pub fn new(size: i32) -> Self {
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// Self {
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// size: size,
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// worlds: vec![World::new(); size],
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// ..Default::default(),
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// }
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// }
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}
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@ -1,5 +1,6 @@
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use crate::{
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asteroids::{Asteroid, AsteroidSize},
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nn::NN,
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player::Player,
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};
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use macroquad::{prelude::*, rand::gen_range};
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@ -20,6 +21,13 @@ impl World {
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}
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}
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pub fn simulate(brain: NN) -> Self {
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Self {
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player: Player::simulate(brain),
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..Default::default()
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}
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}
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pub fn update(&mut self) {
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self.player.update();
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let mut to_add: Vec<Asteroid> = Vec::new();
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