Beispiel #1
0
 public static Tower ConstructTower1(Tower tow)
 {
     Tower retour=(Tower)tow.MemberwiseClone ();
     retour.fitness = 0;
     mutation (retour);
     return retour;
 }
Beispiel #2
0
        public static Tower ConstructTower2(Tower parent1,Tower parent2)
        {
            int total = 50;
            int i = 0;
            Tower retour=(Tower)parent1.MemberwiseClone ();
            List<Arme> temp = new List<Arme> (parent1.weapons);
            parent1.weapons.Clear ();
            int random = 0;
            while (total>0&&temp.Count>0) {
                int decrement=0;
                random=UnityEngine.Random.Range(0,temp.Count);
                    if(temp[random].taille==(int)taille.grand){
                    decrement+=10;
                }else{
                    decrement+=5;
                }
                if(temp[random].Type==(int)type.laser){
                }else if (temp[random].Type==(int)type.minigun){
                }else{
                }
                total-=decrement;

                if(total>=0){
                    retour.weapons.Add(temp[random]);
                }
                temp.RemoveAt(random);

                i++;
            }

            total = 50;

            temp = new List<Arme> (parent2.weapons);
            while (total>0&&temp.Count>0) {
                int decrement=0;

                random=UnityEngine.Random.Range(0,temp.Count);
                if(temp[random].taille==(int)taille.grand){
                    decrement+=10;
                }else{
                    decrement+=5;
                }
                if(temp[random].Type==(int)type.laser){
                }else if (temp[random].Type==(int)type.minigun){
                }else{
                }

                if(retour.weapons.Exists(ar=>ar.pos.x==temp[random].pos.x&&ar.pos.y==temp[random].pos.y&&ar.pos.z==temp[random].pos.z)){
                        decrement=0;
                }
                total-=decrement;
                if(total>=0&&decrement!=0){
                    retour.weapons.Add(temp[random]);
                }
                temp.RemoveAt(random);

            }

            retour.fitness = 0;
            mutation (retour);
            return retour;
        }
Beispiel #3
0
        public static void mutation(Tower tow)
        {
            foreach (Arme ar in tow.weapons) {
                if (UnityEngine.Random.Range (0f, 1f) < Population.mutation) {
                    int face=0;
                    if(ar.rotation.Equals(Quaternion.Euler(0,0,0))){
                        face=0;
                    }else if(ar.rotation.Equals(Quaternion.Euler(0,180,0))){
                        face=1;
                    }else if(ar.rotation.Equals(Quaternion.Euler(0,-90,0))){
                        face=2;
                    }else if(ar.rotation.Equals(Quaternion.Euler(0,90,0))){
                        face=3;
                    }

                    int x=0;
                    int y=0;
                    for(int i=0;i<3;i++){
                        for (int j=0;j<4;j++){
                            if(ar.pos.x==position_fixe[face][i,j].x&&ar.pos.y==position_fixe[face][i,j].y&&ar.pos.z==position_fixe[face][i,j].z){
                                x=i;
                                y=j;
                            }
                        }
                    }
                    int count=0;
                    do{
                    int rand=UnityEngine.Random.Range(0,4);
                    if(rand==0){
                        x-=1;
                        if(x<0){
                            x=2;
                            face+=2;
                            if(face>3){
                                face=face%3;
                            }

                        }
                    }else if(rand==1){
                        x+=1;
                        if(x>2){
                            x=0;
                            face -=2;
                            if(face<0){
                                face+=4;
                            }
                        }
                    }else if(rand==2){
                            y+=1;
                        if(y>3){
                            y=0;
                        }

                    }else if (rand ==3){
                            y-=1;
                            if(y<0){
                            y=3;
                        }
                    }
                        count++;
                    }while(tow.position[face][x,y]&& count<10);
                }
                if(UnityEngine.Random.Range(0f,1f)<Population.mutation){
                    int rand;
                    if((int)ar.Type==1){
                        rand=UnityEngine.Random.Range(2,4);

                    }else if((int)ar.Type==3){
                        rand=UnityEngine.Random.Range (1,3);
                    }else{
                        double test=UnityEngine.Random.Range(0f,1f);
                        if(test<0.5f){
                            rand=1;
                        }else{
                            rand=3;
                        }
                    }
                    ar.Type=rand;
                }
                if(UnityEngine.Random.Range(0f,1f)<Population.mutation){
                    if(ar.taille==(int)taille.petit){
                        ar.taille=(int)taille.grand;
                    }else{
                        ar.taille=(int)taille.petit;
                    }
                }
                        }
        }
Beispiel #4
0
        public static void mutation(Tower tow)
        {
            foreach (Arme ar in tow.weapons)
            {
                if (UnityEngine.Random.Range(0f, 1f) < Population.mutation)
                {
                    int face = 0;
                    if (ar.rotation.Equals(Quaternion.Euler(0, 0, 0)))
                    {
                        face = 0;
                    }
                    else if (ar.rotation.Equals(Quaternion.Euler(0, 180, 0)))
                    {
                        face = 1;
                    }
                    else if (ar.rotation.Equals(Quaternion.Euler(0, -90, 0)))
                    {
                        face = 2;
                    }
                    else if (ar.rotation.Equals(Quaternion.Euler(0, 90, 0)))
                    {
                        face = 3;
                    }

                    int x = 0;
                    int y = 0;
                    for (int i = 0; i < 3; i++)
                    {
                        for (int j = 0; j < 4; j++)
                        {
                            if (ar.pos.x == position_fixe[face][i, j].x && ar.pos.y == position_fixe[face][i, j].y && ar.pos.z == position_fixe[face][i, j].z)
                            {
                                x = i;
                                y = j;
                            }
                        }
                    }
                    int count = 0;
                    do
                    {
                        int rand = UnityEngine.Random.Range(0, 4);
                        if (rand == 0)
                        {
                            x -= 1;
                            if (x < 0)
                            {
                                x     = 2;
                                face += 2;
                                if (face > 3)
                                {
                                    face = face % 3;
                                }
                            }
                        }
                        else if (rand == 1)
                        {
                            x += 1;
                            if (x > 2)
                            {
                                x     = 0;
                                face -= 2;
                                if (face < 0)
                                {
                                    face += 4;
                                }
                            }
                        }
                        else if (rand == 2)
                        {
                            y += 1;
                            if (y > 3)
                            {
                                y = 0;
                            }
                        }
                        else if (rand == 3)
                        {
                            y -= 1;
                            if (y < 0)
                            {
                                y = 3;
                            }
                        }
                        count++;
                    }while(tow.position[face][x, y] && count < 10);
                }
                if (UnityEngine.Random.Range(0f, 1f) < Population.mutation)
                {
                    int rand;
                    if ((int)ar.Type == 1)
                    {
                        rand = UnityEngine.Random.Range(2, 4);
                    }
                    else if ((int)ar.Type == 3)
                    {
                        rand = UnityEngine.Random.Range(1, 3);
                    }
                    else
                    {
                        double test = UnityEngine.Random.Range(0f, 1f);
                        if (test < 0.5f)
                        {
                            rand = 1;
                        }
                        else
                        {
                            rand = 3;
                        }
                    }
                    ar.Type = rand;
                }
                if (UnityEngine.Random.Range(0f, 1f) < Population.mutation)
                {
                    if (ar.taille == (int)taille.petit)
                    {
                        ar.taille = (int)taille.grand;
                    }
                    else
                    {
                        ar.taille = (int)taille.petit;
                    }
                }
            }
        }
Beispiel #5
0
        public static Tower ConstructTower2(Tower parent1, Tower parent2)
        {
            int         total  = 50;
            int         i      = 0;
            Tower       retour = (Tower)parent1.MemberwiseClone();
            List <Arme> temp   = new List <Arme> (parent1.weapons);

            parent1.weapons.Clear();
            int random = 0;

            while (total > 0 && temp.Count > 0)
            {
                int decrement = 0;
                random = UnityEngine.Random.Range(0, temp.Count);
                if (temp[random].taille == (int)taille.grand)
                {
                    decrement += 10;
                }
                else
                {
                    decrement += 5;
                }
                if (temp[random].Type == (int)type.laser)
                {
                }
                else if (temp[random].Type == (int)type.minigun)
                {
                }
                else
                {
                }
                total -= decrement;

                if (total >= 0)
                {
                    retour.weapons.Add(temp[random]);
                }
                temp.RemoveAt(random);

                i++;
            }

            total = 50;

            temp = new List <Arme> (parent2.weapons);
            while (total > 0 && temp.Count > 0)
            {
                int decrement = 0;

                random = UnityEngine.Random.Range(0, temp.Count);
                if (temp[random].taille == (int)taille.grand)
                {
                    decrement += 10;
                }
                else
                {
                    decrement += 5;
                }
                if (temp[random].Type == (int)type.laser)
                {
                }
                else if (temp[random].Type == (int)type.minigun)
                {
                }
                else
                {
                }


                if (retour.weapons.Exists(ar => ar.pos.x == temp[random].pos.x && ar.pos.y == temp[random].pos.y && ar.pos.z == temp[random].pos.z))
                {
                    decrement = 0;
                }
                total -= decrement;
                if (total >= 0 && decrement != 0)
                {
                    retour.weapons.Add(temp[random]);
                }
                temp.RemoveAt(random);
            }


            retour.fitness = 0;
            mutation(retour);
            return(retour);
        }
Beispiel #6
0
        public void reproduction()
        {
            List <int> index = new List <int> ();

            for (int i = 0; i < (int)Math.Round((double)(nbtour / 2)); i++)
            {
                index.Add(i);
            }
            Shuffle(index);
            Tower parent1;
            Tower parent2;

            UnityEngine.Random.seed = 213494651;
            for (int i = 0; i < nbtour - 1; i++)
            {
                if (index.Count <= 1)
                {
                    int randint = UnityEngine.Random.Range(0, (int)Math.Round((double)(nbtour / 2)));
                    parent1 = individuSelec[randint];
                    int randint2 = UnityEngine.Random.Range(0, (int)Math.Round((double)(nbtour / 2)));
                    while (randint == randint2)
                    {
                        randint2 = UnityEngine.Random.Range(0, (int)Math.Round((double)(nbtour / 2)));
                        if ((int)Math.Round((double)(nbtour / 2)) == 2)
                        {
                            if (randint == 0)
                            {
                                randint2 = 1;
                            }
                            else
                            {
                                randint2 = 0;
                            }
                        }
                    }
                    parent2 = individuSelec[randint2];
                }
                else
                {
                    int randint = UnityEngine.Random.Range(0, index.Count);
                    parent1 = individuSelec[index[randint]];
                    int randint2 = UnityEngine.Random.Range(0, index.Count);
                    while (randint == randint2)
                    {
                        randint2 = UnityEngine.Random.Range(0, index.Count);
                        if (index.Count == 2)
                        {
                            if (randint == 0)
                            {
                                randint2 = 1;
                            }
                            else
                            {
                                randint2 = 0;
                            }
                        }
                    }
                    parent2 = individuSelec[index[randint2]];

                    index.Remove(randint);
                }
                float random = UnityEngine.Random.Range(0f, 1f);
                if (random < 0.75)
                {
                    futPop[i] = Tower.ConstructTower2(parent1, parent2);
                }
                else
                {
                    futPop[i] = Tower.ConstructTower1(parent1);
                }
            }
        }