Accept multiple asteroids and shot-time input
This commit is contained in:
		
							parent
							
								
									36da3483ae
								
							
						
					
					
						commit
						e63fbf74ba
					
				
							
								
								
									
										150
									
								
								src/player.rs
								
								
								
								
							
							
						
						
									
										150
									
								
								src/player.rs
								
								
								
								
							| 
						 | 
				
			
			@ -7,6 +7,10 @@ use crate::{
 | 
			
		|||
    nn::{ActivationFunc, NN},
 | 
			
		||||
    HEIGHT, WIDTH,
 | 
			
		||||
};
 | 
			
		||||
const NUM_KEYS: usize = 4;
 | 
			
		||||
const INPUTS_PER_ASTEROID: usize = 4;
 | 
			
		||||
const NUM_ASTEROIDS: usize = 1;
 | 
			
		||||
const INPUTS_FOR_SHIP: usize = 2;
 | 
			
		||||
#[derive(Default)]
 | 
			
		||||
pub struct Player {
 | 
			
		||||
    pub pos: Vec2,
 | 
			
		||||
| 
						 | 
				
			
			@ -16,11 +20,9 @@ pub struct Player {
 | 
			
		|||
    rot: f32,
 | 
			
		||||
    drag: f32,
 | 
			
		||||
    bullets: Vec<Bullet>,
 | 
			
		||||
    asteroid: Option<Asteroid>,
 | 
			
		||||
    asteroids: Vec<Option<Asteroid>>,
 | 
			
		||||
    inputs: Vec<f32>,
 | 
			
		||||
    pub outputs: Vec<f32>,
 | 
			
		||||
    // asteroid_data: Vec<(f32, f32, f32)>,
 | 
			
		||||
    raycasts: Vec<f32>,
 | 
			
		||||
    last_shot: u32,
 | 
			
		||||
    shot_interval: u32,
 | 
			
		||||
    pub brain: Option<NN>,
 | 
			
		||||
| 
						 | 
				
			
			@ -40,9 +42,15 @@ impl Player {
 | 
			
		|||
                Some(mut c) => {
 | 
			
		||||
                    c.retain(|&x| x != 0);
 | 
			
		||||
                    // Number of inputs
 | 
			
		||||
                    c.insert(0, 5);
 | 
			
		||||
                    c.insert(
 | 
			
		||||
                        0,
 | 
			
		||||
                        (INPUTS_PER_ASTEROID * NUM_ASTEROIDS)
 | 
			
		||||
                            + INPUTS_FOR_SHIP
 | 
			
		||||
                    );
 | 
			
		||||
                    // Number of outputs
 | 
			
		||||
                    c.push(4);
 | 
			
		||||
                    c.push(
 | 
			
		||||
                        NUM_KEYS
 | 
			
		||||
                    );
 | 
			
		||||
                    Some(NN::new(c, mut_rate.unwrap(), activ.unwrap()))
 | 
			
		||||
                }
 | 
			
		||||
                _ => None,
 | 
			
		||||
| 
						 | 
				
			
			@ -55,51 +63,17 @@ impl Player {
 | 
			
		|||
            shot_interval: 18,
 | 
			
		||||
            alive: true,
 | 
			
		||||
            shots: 4,
 | 
			
		||||
            outputs: vec![0.; 4],
 | 
			
		||||
            raycasts: vec![0.; 8],
 | 
			
		||||
            // 4 outputs
 | 
			
		||||
            outputs: vec![0.; NUM_KEYS],
 | 
			
		||||
 | 
			
		||||
            ..Default::default()
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn check_player_collision(&mut self, asteroid: &Asteroid) -> bool {
 | 
			
		||||
        // To give more near asteroids data:
 | 
			
		||||
        // Save the asteroid to our asteroids
 | 
			
		||||
        self.asteroids.push(Some(asteroid.clone()));
 | 
			
		||||
 | 
			
		||||
        // self.asteroid_data.push((
 | 
			
		||||
        //     ((asteroid.pos - self.pos).length() - asteroid.radius) / WIDTH,
 | 
			
		||||
        //     self.dir.angle_between(asteroid.pos - self.pos),
 | 
			
		||||
        //     (asteroid.vel - self.vel).length(),
 | 
			
		||||
        // ));
 | 
			
		||||
 | 
			
		||||
        // Single asteroid data:
 | 
			
		||||
        if self.asteroid.is_none()
 | 
			
		||||
            || (asteroid.pos).distance_squared(self.pos)
 | 
			
		||||
                < self
 | 
			
		||||
                    .asteroid
 | 
			
		||||
                    .as_ref()
 | 
			
		||||
                    .unwrap()
 | 
			
		||||
                    .pos
 | 
			
		||||
                    .distance_squared(self.pos)
 | 
			
		||||
        {
 | 
			
		||||
            self.asteroid = Some(asteroid.clone());
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        // Try raycasting below:
 | 
			
		||||
 | 
			
		||||
        // let v = asteroid.pos - self.pos;
 | 
			
		||||
        // for i in 0..4 {
 | 
			
		||||
        //     let dir = Vec2::from_angle(PI / 4. * i as f32).rotate(self.dir);
 | 
			
		||||
        //     let cross = v.perp_dot(dir);
 | 
			
		||||
        //     let dot = v.dot(dir);
 | 
			
		||||
        //     if cross.abs() <= asteroid.radius {
 | 
			
		||||
        //         self.raycasts[if dot >= 0. { i } else { i + 4 }] = *partial_max(
 | 
			
		||||
        //             &self.raycasts[if dot >= 0. { i } else { i + 4 }],
 | 
			
		||||
        //             &(100.
 | 
			
		||||
        //                 / (dot.abs() - (asteroid.radius * asteroid.radius - cross * cross).sqrt())),
 | 
			
		||||
        //         )
 | 
			
		||||
        //         .unwrap();
 | 
			
		||||
        //     }
 | 
			
		||||
        // }
 | 
			
		||||
        if asteroid.check_collision(self.pos, 8.) || self.lifespan > 3600 && self.brain.is_some() {
 | 
			
		||||
            self.alive = false;
 | 
			
		||||
            return true;
 | 
			
		||||
| 
						 | 
				
			
			@ -107,12 +81,28 @@ impl Player {
 | 
			
		|||
        false
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn consider_asteroids(pos: Vec2, asteroids: &mut Vec<Option<Asteroid>>) {
 | 
			
		||||
        // Consider the closest asteroids first
 | 
			
		||||
        asteroids.sort_by_key(|ast| match ast {
 | 
			
		||||
            None => i32::MAX,
 | 
			
		||||
            Some(ast) => (dist_wrapping(ast.pos, pos, ast.radius) * 100.) as i32,
 | 
			
		||||
        });
 | 
			
		||||
        // Cull if there are too may asteroids
 | 
			
		||||
        *asteroids = asteroids.iter().cloned().take(NUM_ASTEROIDS).collect();
 | 
			
		||||
        // Insert if there are not enought asteroids
 | 
			
		||||
        if asteroids.len() < NUM_ASTEROIDS {
 | 
			
		||||
            for _ in 0..NUM_ASTEROIDS - asteroids.len() {
 | 
			
		||||
                asteroids.push(None);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        assert_eq!(asteroids.len(), NUM_ASTEROIDS);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn check_bullet_collisions(&mut self, asteroid: &mut Asteroid) -> bool {
 | 
			
		||||
        for bullet in &mut self.bullets {
 | 
			
		||||
            if asteroid.check_collision(bullet.pos, 0.) {
 | 
			
		||||
                asteroid.alive = false;
 | 
			
		||||
                bullet.alive = false;
 | 
			
		||||
                self.asteroid = None;
 | 
			
		||||
                return true;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			@ -125,32 +115,34 @@ impl Player {
 | 
			
		|||
        self.acc = 0.;
 | 
			
		||||
        self.outputs = vec![0.; 4];
 | 
			
		||||
        let mut keys = vec![false; 4];
 | 
			
		||||
        if let Some(ast) = self.asteroid.as_ref() {
 | 
			
		||||
            self.inputs = vec![
 | 
			
		||||
                (ast.pos - self.pos).length() / HEIGHT,
 | 
			
		||||
        self.inputs = vec![];
 | 
			
		||||
        // Insert all the asteroid data
 | 
			
		||||
        Self::consider_asteroids(self.pos, &mut self.asteroids);
 | 
			
		||||
        for ast in &self.asteroids {
 | 
			
		||||
            if let Some(ast) = ast {
 | 
			
		||||
                self.inputs.extend_from_slice(&[
 | 
			
		||||
                    // Distance to asteroid
 | 
			
		||||
                    dist_wrapping(ast.pos, self.pos, ast.radius),
 | 
			
		||||
                    // Angle to asteroid
 | 
			
		||||
                    self.dir.angle_between(ast.pos - self.pos),
 | 
			
		||||
                    // Asteroid velocity x
 | 
			
		||||
                    (ast.vel - self.vel).x * 0.6,
 | 
			
		||||
                    // Asteroid velocity y
 | 
			
		||||
                    (ast.vel - self.vel).y * 0.6,
 | 
			
		||||
                self.rot / TAU as f32,
 | 
			
		||||
                // self.vel.x / 8.,
 | 
			
		||||
                // self.vel.y / 8.,
 | 
			
		||||
                // self.rot / TAU as f32,
 | 
			
		||||
            ];
 | 
			
		||||
            // self.inputs.append(self.raycasts.as_mut());
 | 
			
		||||
 | 
			
		||||
            // self.asteroid_data
 | 
			
		||||
            //     .sort_by(|a, b| a.0.partial_cmp(&b.0).unwrap());
 | 
			
		||||
            // self.asteroid_data.resize(1, (0., 0., 0.));
 | 
			
		||||
            // inputs.append(
 | 
			
		||||
            //     &mut self
 | 
			
		||||
            //         .asteroid_data
 | 
			
		||||
            //         .iter()
 | 
			
		||||
            //         .map(|(d, a, h)| vec![*d, *a, *h])
 | 
			
		||||
            //         .flatten()
 | 
			
		||||
            //         .collect::<Vec<_>>(),
 | 
			
		||||
            // );
 | 
			
		||||
 | 
			
		||||
                ]);
 | 
			
		||||
            } else {
 | 
			
		||||
                self.inputs.extend_from_slice(&[0., 0., 0., 0.]);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        assert_eq!(self.inputs.len(), NUM_ASTEROIDS * INPUTS_PER_ASTEROID);
 | 
			
		||||
        // Insert the ship data
 | 
			
		||||
        self.inputs.push(self.rot / TAU as f32);
 | 
			
		||||
        self.inputs.push(
 | 
			
		||||
            (self.shot_interval as f32 - self.last_shot as f32).max(0.) / self.shot_interval as f32,
 | 
			
		||||
        );
 | 
			
		||||
        // Run the brain
 | 
			
		||||
        if let Some(brain) = &self.brain {
 | 
			
		||||
            assert_eq!(self.inputs.len(), brain.config[0] - 1);
 | 
			
		||||
            self.outputs = brain.feed_forward(&self.inputs);
 | 
			
		||||
            keys = self
 | 
			
		||||
                .outputs
 | 
			
		||||
| 
						 | 
				
			
			@ -164,7 +156,6 @@ impl Player {
 | 
			
		|||
                })
 | 
			
		||||
                .collect();
 | 
			
		||||
        }
 | 
			
		||||
        }
 | 
			
		||||
        if keys[0] || self.brain.is_none() && is_key_down(KeyCode::Right) {
 | 
			
		||||
            // RIGHT
 | 
			
		||||
            self.rot = (self.rot + 0.1 + TAU as f32) % TAU as f32;
 | 
			
		||||
| 
						 | 
				
			
			@ -205,9 +196,7 @@ impl Player {
 | 
			
		|||
        }
 | 
			
		||||
        self.bullets
 | 
			
		||||
            .retain(|b| b.alive && b.pos.x.abs() * 2. < WIDTH && b.pos.y.abs() * 2. < HEIGHT);
 | 
			
		||||
        self.asteroid = None;
 | 
			
		||||
        // self.asteroid_data.clear();
 | 
			
		||||
        // self.raycasts = vec![0.; 8];
 | 
			
		||||
        self.asteroids = vec![];
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    pub fn draw(&self, color: Color, debug: bool) {
 | 
			
		||||
| 
						 | 
				
			
			@ -226,7 +215,10 @@ impl Player {
 | 
			
		|||
            draw_triangle_lines(p6, p7, p8, 2., color);
 | 
			
		||||
        }
 | 
			
		||||
        if debug {
 | 
			
		||||
            if let Some(ast) = self.asteroid.as_ref() {
 | 
			
		||||
            let mut debug_asteroids = self.asteroids.clone();
 | 
			
		||||
            Self::consider_asteroids(self.pos, &mut debug_asteroids);
 | 
			
		||||
            for asteroid in &debug_asteroids {
 | 
			
		||||
                if let Some(ast) = asteroid {
 | 
			
		||||
                    draw_circle_lines(ast.pos.x, ast.pos.y, ast.radius, 1., RED);
 | 
			
		||||
                    // let p = self.pos
 | 
			
		||||
                    //     + self.dir.rotate(Vec2::from_angle(self.asteroid_data[0].1))
 | 
			
		||||
| 
						 | 
				
			
			@ -234,6 +226,7 @@ impl Player {
 | 
			
		|||
                    //         * WIDTH;
 | 
			
		||||
                    draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Draw raycasts
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -276,3 +269,18 @@ impl Bullet {
 | 
			
		|||
        draw_circle(self.pos.x, self.pos.y, 2., Color::new(c.r, c.g, c.b, 0.9));
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Distance in a toroidal space:
 | 
			
		||||
// https://blog.demofox.org/2017/10/01/calculating-the-distance-between-points-in-wrap-around-toroidal-space/
 | 
			
		||||
fn dist_wrapping(a: Vec2, b: Vec2, r: f32) -> f32 {
 | 
			
		||||
    let mut dx = (a.x - b.x).abs();
 | 
			
		||||
    let mut dy = (a.y - b.y).abs();
 | 
			
		||||
 | 
			
		||||
    if dx > (WIDTH as f32 / 2.) {
 | 
			
		||||
        dx = WIDTH as f32 - dx;
 | 
			
		||||
    }
 | 
			
		||||
    if dy > (HEIGHT as f32 / 2.) {
 | 
			
		||||
        dy = HEIGHT as f32 - dy;
 | 
			
		||||
    }
 | 
			
		||||
    ((dx * dx + dy * dy).sqrt() - r) / (WIDTH * WIDTH + HEIGHT * HEIGHT).sqrt()
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue