asteroids-genetic/src/player.rs

277 lines
8.8 KiB
Rust

use std::{f32::consts::PI, f64::consts::TAU};
use macroquad::{prelude::*, rand::gen_range};
use crate::{
asteroids::Asteroid,
nn::{ActivationFunc, NN},
HEIGHT, WIDTH,
};
#[derive(Default)]
pub struct Player {
pub pos: Vec2,
vel: Vec2,
acc: f32,
pub dir: Vec2,
rot: f32,
drag: f32,
bullets: Vec<Bullet>,
asteroid: Option<Asteroid>,
inputs: Vec<f32>,
pub outputs: Vec<f32>,
// asteroid_data: Vec<(f32, f32, f32)>,
last_shot: u8,
shot_interval: u8,
pub brain: Option<NN>,
alive: bool,
pub lifespan: u32,
pub shots: u32,
}
impl Player {
pub fn new(
config: Option<Vec<usize>>,
mut_rate: Option<f32>,
activ: Option<ActivationFunc>,
) -> Self {
Self {
brain: match config {
Some(mut c) => {
c.retain(|&x| x != 0);
c.insert(0, 5);
c.push(4);
Some(NN::new(c, mut_rate.unwrap(), activ.unwrap()))
}
_ => None,
},
dir: vec2(0., -1.),
rot: 1.5 * PI,
// Change scaling when passing inputs if this is changed
drag: 0.001,
shot_interval: 18,
alive: true,
shots: 4,
outputs: vec![0.; 4],
..Default::default()
}
}
pub fn check_player_collision(&mut self, asteroid: &Asteroid) -> bool {
// To give more near asteroids data:
// 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 }],
// &(1. / (dot.abs()
// - (asteroid.radius * asteroid.radius - cross * cross).sqrt())),
// )
// .unwrap();
// }
// }
if asteroid.check_collision(self.pos, 8.) || self.lifespan > 4000 && self.brain.is_some() {
self.alive = false;
return true;
}
false
}
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;
}
}
false
}
pub fn update(&mut self) {
self.lifespan += 1;
self.last_shot += 1;
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.dir.angle_between(ast.pos - self.pos),
(ast.vel - self.vel).x * 0.6,
(ast.vel - self.vel).y * 0.6,
self.rot / TAU as f32,
];
// 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<_>>(),
// );
if let Some(brain) = &self.brain {
self.outputs = brain.feed_forward(&self.inputs);
keys = self
.outputs
.iter()
.map(|&x| {
x > if brain.activ_func == ActivationFunc::Sigmoid {
0.85
} else {
0.
}
})
.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;
self.dir = vec2(self.rot.cos(), self.rot.sin());
}
if keys[1] || self.brain.is_none() && is_key_down(KeyCode::Left) {
// LEFT
self.rot = (self.rot - 0.1 + TAU as f32) % TAU as f32;
self.dir = vec2(self.rot.cos(), self.rot.sin());
}
if keys[2] || self.brain.is_none() && is_key_down(KeyCode::Up) {
// THROTTLE
self.acc = 0.14;
}
if keys[3] || self.brain.is_none() && is_key_down(KeyCode::Space) {
if self.last_shot > self.shot_interval {
self.last_shot = 0;
self.shots += 1;
self.bullets.push(Bullet {
pos: self.pos + self.dir * 20.,
vel: self.dir * 8.5 + self.vel,
alive: true,
});
}
}
// if is_key_pressed(KeyCode::D) {
// self.debug = !self.debug;
// }
// if is_key_pressed(KeyCode::S) {
// self.debug = false;
// }
self.vel += self.acc * self.dir - self.drag * self.vel.length() * self.vel;
self.pos += self.vel;
if self.pos.x.abs() > WIDTH * 0.5 + 10. {
self.pos.x *= -1.;
}
if self.pos.y.abs() > HEIGHT * 0.5 + 10. {
self.pos.y *= -1.;
}
for bullet in &mut self.bullets {
bullet.update();
}
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();
}
pub fn draw(&self, color: Color, debug: bool) {
let p1 = self.pos + self.dir * 20.;
let p2 = self.pos + self.dir.rotate(vec2(-18., -12.667));
let p3 = self.pos + self.dir.rotate(vec2(-18., 12.667));
let p4 = self.pos + self.dir.rotate(vec2(-10., -10.));
let p5 = self.pos + self.dir.rotate(vec2(-10., 10.));
let p6 = self.pos + self.dir * -25.;
let p7 = self.pos + self.dir.rotate(vec2(-10., -6.));
let p8 = self.pos + self.dir.rotate(vec2(-10., 6.));
draw_line(p1.x, p1.y, p2.x, p2.y, 2., color);
draw_line(p1.x, p1.y, p3.x, p3.y, 2., color);
draw_line(p4.x, p4.y, p5.x, p5.y, 2., color);
if self.acc > 0. && gen_range(0., 1.) < 0.4 {
draw_triangle_lines(p6, p7, p8, 2., color);
}
if debug {
if let Some(ast) = self.asteroid.as_ref() {
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))
// * self.asteroid_data[0].0
// * WIDTH;
draw_line(self.pos.x, self.pos.y, ast.pos.x, ast.pos.y, 1., RED);
}
// Draw raycasts
// for (i, r) in self.raycasts.iter().enumerate() {
// let dir = Vec2::from_angle(PI / 4. * i as f32).rotate(self.dir);
// draw_line(
// self.pos.x,
// self.pos.y,
// self.pos.x + dir.x / r,
// self.pos.y + dir.y / r,
// 1.,
// GRAY,
// );
// }
}
for bullet in &self.bullets {
bullet.draw(color);
}
}
pub fn draw_brain(&self, width: f32, height: f32, bias: bool) {
if let Some(brain) = &self.brain {
brain.draw(width, height, &self.inputs, &self.outputs, bias);
}
}
}
struct Bullet {
pos: Vec2,
vel: Vec2,
alive: bool,
}
impl Bullet {
fn update(&mut self) {
self.pos += self.vel;
}
fn draw(&self, c: Color) {
draw_circle(self.pos.x, self.pos.y, 2., Color::new(c.r, c.g, c.b, 0.9));
}
}