Ejemplo n.º 1
0
    void onClickSave()
    {
        GameObject car = null;

        // check if the simulation is running....
        if (isRiding)
        {
            if (isSimulating)
            {
                String data = "";
                //check the simulation tyep
                if (SimulationMode == 1)
                {
                    car  = Euclidean.FinalSelectedCar;
                    data = Euclidean.getSavingData();
                }
                if (SimulationMode == 2)
                {
                    car  = AntColonyController.FirstCar;
                    data = AntColonyController.getSavingData();
                }
                if (SimulationMode == 3)
                {
                    data = MPAC.getSavingData();
                }

                // save the data on a local file
                StreamWriter writer = new StreamWriter("Data.csv", true);
                writer.WriteLine(data);
                writer.Close();
            }
        }
    }
Ejemplo n.º 2
0
 void Refresh()
 {
     killAnts();
     clearSelectedCarList();
     carGenerator.RefreshCarColor();
     algoAntColony.KillAntColonies();
     btnAntColony.interactable = true;
     btnEuclidean.interactable = true;
     btnMPAC.interactable      = true;
     transform.GetComponent <UserSelector>().resetNode();
     DestroyPheremones();
     MPAC.clearMapPheremones();
     isSimulating   = false;
     SimulationMode = 0;
 }
Ejemplo n.º 3
0
    // 0 = no Simulation
    // 1 = Euclidean
    // 2 = Ant Colony
    // 3 = MPAC


    //GameObject EuclideanCar = null;
    //GameObject AntCar = null;
    //GameObject MPACCar = null;


    // Use this for initialization
    void Start()
    {
        nodeCount     = nodeGrid * nodeGrid;
        algoEuclidean = gameObject.GetComponent <Euclidean> ();
        algoAntColony = gameObject.GetComponent <AntColonyController> ();
        algoMPAC      = gameObject.GetComponent <MPAC> ();

        userSelector = gameObject.GetComponent <UserSelector> ();
        carGenerator = gameObject.GetComponent <CarGenerator> ();
        // create the under laying surface
        GameObject surface;

        surface = GameObject.CreatePrimitive(PrimitiveType.Quad);
        surface.transform.Rotate(new Vector3(90, 0, 0));
        surface.transform.localScale = new Vector3(2 * boundry, 2 * boundry, 1);
        surface.GetComponent <MeshRenderer> ().material = groundMat;
        GenerateGraph();
        isMapGenerated = true;

        resetButton.onClick.AddListener(onClickReset);


        btnEuclidean.onClick.AddListener(onClickEuclidean);
        btnAntColony.onClick.AddListener(onClickAntColony);
        btnMPAC.onClick.AddListener(onClickMPAC);
        sliderAntSpeed.onValueChanged.AddListener(onSliderValueChange);
        sliderPheremoneEvaporate.onValueChanged.AddListener(onPheremoneSliderValueChange);
        btnRefresh.onClick.AddListener(onRefreshButton);
        toggleHideAnts.onValueChanged.AddListener((value) => { onToggleHideAnts(); });


        toggleGenderPref.onValueChanged.AddListener((value) => { onToggleGenderPref(value); });
        toggleAgePref.onValueChanged.AddListener((value) => { onToggleAgePref(value); });
        Gender_Male.onValueChanged.AddListener((value) => { onToggleGenderMale(value); });
        Gender_Female.onValueChanged.AddListener((value) => { onToggleGenderFemale(value); });

        Age_30.onValueChanged.AddListener((value) => { onToggleAge30(value); firstAgeCall = true; });
        Age_49.onValueChanged.AddListener((value) => { onToggleAge49(value); firstAgeCall = true; });
        Age_50.onValueChanged.AddListener((value) => { onToggleAge50(value); firstAgeCall = true; });

        SaveButton.onClick.AddListener(onClickSave);

        carGenerator.Generate(carCount);
    }
Ejemplo n.º 4
0
    void setTargetNode(Vector3 previousLocation)
    {
        if (!hasVisitedCar)
        {
            if (currentNode.ways.Count != 0)
            {
                // have to randomize them later.
                Vector3 targetPosition = currentNode.ways [UnityEngine.Random.Range(0, currentNode.ways.Count)];

                // if there are multiple path connect give less weightage to where car came from..
                if (currentNode.ways.Count > 1)
                {
                    List <float> pheremoneList = new List <float> ();
                    foreach (Vector3 way in currentNode.ways)
                    {
                        float pathPheremoneSum = 0;
                        foreach (GameObject car in CarGenerator.carList)
                        {
                            float thisPathPheremone = transform.parent.GetComponent <MPAC> ().getPheremoneValue(currentNode.location, way, car);
                            if (thisPathPheremone >= pathPheremoneSum)
                            {
                                pathPheremoneSum = thisPathPheremone;
                            }
                        }
                        pheremoneList.Add(pathPheremoneSum);
                    }

                    float Sum = 0;
                    foreach (float p in pheremoneList)
                    {
                        Sum = Sum + p;
                    }

                    if (Sum > 0)
                    {
                        List <float> weightageList = new List <float> ();
                        weightageList = GetPheremoneWeightedList(pheremoneList, Sum);
                        float spinWheel = UnityEngine.Random.Range(0, 100);
                        int   wayIndex  = GetSelectedWayIndex(spinWheel, weightageList);
                        targetPosition = currentNode.ways [wayIndex];
                        if (currentNode.location == UserSelector.selectedNode.transform.position)
                        {
                            spinWheel      = UnityEngine.Random.Range(0, 100);
                            wayIndex       = GetSelectedWayIndex(spinWheel, weightageList);
                            targetPosition = currentNode.ways [wayIndex];
                        }
                        else
                        {
                            while (targetPosition == previousLocation)
                            {
                                spinWheel      = UnityEngine.Random.Range(0, 100);
                                wayIndex       = GetSelectedWayIndex(spinWheel, weightageList);
                                targetPosition = currentNode.ways [wayIndex];
                            }
                        }
                        ///// ***********************************************************//
                        /// if there was no pheremone on any possible way simple choose any random node.
                    }
                    else
                    {
                        // never allow a U-turn for ant except for first node...
                        while (targetPosition == previousLocation)
                        {
                            targetPosition = currentNode.ways [UnityEngine.Random.Range(0, currentNode.ways.Count)];
                        }
                    }
                }
                List <Node> nodeList = MPAC.MPACColonyNodeList;
                targetNode = nodeList.Find(node => (node.location == targetPosition));
                if (targetNode == null)
                {
                }
            }
            else
            {
                targetNode = currentNode;
            }
        }
        else
        {
            targetNode = pathTrace [pathTrace.Count - 1];
            pathTrace.RemoveAt(pathTrace.Count - 1);
        }
        speedReductionFactor = MPAC.getRoadTraffic(targetNode.location, currentNode.location);
    }