Ejemplo n.º 1
0
 public ConstraintMapping(ConstraintMapping other)
 {
     mapping = new List <SAConstraint> (other.mapping);
 }
Ejemplo n.º 2
0
        /// <summary>
        /// Randomly modifies a list in one of three ways:
        /// Removes a item with probability 0.15
        /// Adds a item with probability 0.66
        /// Replaces a item with probability 0.19
        /// The constraint mapping defines what pairs of items cannot occur in the final list
        /// </summary>
        /// <returns>The modified list filter invalid lists.</returns>
        /// <param name="possibleAdditions">Possible additions.</param>
        /// <param name="originalList">Original list.</param>
        /// <param name="constraints">Constraints.</param>
        /// <typeparam name="T">The 1st type parameter.</typeparam>
        public static List <T> RandomlyModifyList_FilterInvalidLists <T> (List <T> possibleAdditions, List <T> originalList, ConstraintMapping constraints)
        {
            string debug = "debug";

            Debug.Assert(debug.ToString().Equals(debug));
            List <T> possibleAdditions_shuffled = ShuffleList <T> (possibleAdditions);

            List <T> result = new List <T> (originalList);

            if (possibleAdditions.Count == 0)
            {
                return(result);
            }

            float r_val = UnityEngine.Random.value;

            if (r_val < 0.15f && originalList.Count > 1)
            {
                for (int i = 0; i < possibleAdditions_shuffled.Count; ++i)
                {
                    if (result.Contains(possibleAdditions_shuffled [i]))
                    {
                        result.Remove(possibleAdditions_shuffled [i]);
                        break;
                    }
                }
            }
            else if (r_val < 0.66f)
            {
                //List<T> possibleAdditions_copy = new List<T>(possibleAdditions_shuffled);
                //possibleAdditions_copy  = ShuffleList (possibleAdditions_copy );
                for (int i = 0; i < possibleAdditions_shuffled.Count; ++i)
                {
                    if (!result.Contains(possibleAdditions_shuffled [i]))
                    {
                        //check for constraint
                        bool noCostraint = true;
                        for (int j = 0; j < result.Count; ++j)
                        {
                            if (constraints.GetConstraint(result [j].ToString(), possibleAdditions_shuffled [i].ToString()))
                            {
                                noCostraint = false;
                                break;
                            }
                        }

                        if (!noCostraint)
                        {
                            continue;
                        }

                        result.Add(possibleAdditions_shuffled [i]);
                        break;
                    }
                }
            }
            else
            {
                int node1 = UnityEngine.Random.Range(0, result.Count);
                int node2 = UnityEngine.Random.Range(0, possibleAdditions.Count);
                for (int i = 0; i < possibleAdditions_shuffled.Count; ++i)
                {
                    if (!result.Contains(possibleAdditions [node2]))
                    {
                        bool noCostraint = true;
                        for (int j = 0; j < result.Count; ++j)
                        {
                            if (j == node1)
                            {
                                continue;                                 //if the new item would conflict with the item it is going to replace, it doesn't matter
                            }
                            if (constraints.GetConstraint(result [j].ToString(), possibleAdditions_shuffled [i].ToString()))
                            {
                                noCostraint = false;
                                break;
                            }
                        }

                        if (!noCostraint)
                        {
                            continue;
                        }

                        result [node1] = possibleAdditions [node2];
                        break;
                    }
                }
            }
            return(result);
        }