Esempio n. 1
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        private int ComputeNewHormoneDensity(WorldCell previousGenWorldCell, ColonyCell cell)
        {
            var previousHormoneDensity = previousGenWorldCell.GetMoveHormoneDensity(cell.Colony);
            // evaporate movement hormone from cell
            double evaporated = (double)previousHormoneDensity * cell.Colony.HormoneEvaporationRatio;
            // remove movement hormone that will be dissipated to neighboring cells
            double dissipated = (double)previousHormoneDensity * cell.Colony.HormoneDissipationRatio;
            // add movement hormone dissipated from neighboring cells of the same colony
            double collected = 0.0;

            foreach (var neighborCell in previousGenWorldCell._neighbors)
            {
                double neighborDissipation   = neighborCell.GetMoveHormoneDensity(cell.Colony) * cell.Colony.HormoneDissipationRatio;
                double collectedFromNeighbor = neighborDissipation / neighborCell._neighbors.Count;
                collected += collectedFromNeighbor;
            }
            // add movement hormone deposited by moving cells
            double depositedByLeaving  = previousGenWorldCell.ComputeCreatureDensityMovementLoss(cell.Colony) * cell.Colony.HormoneLeavingCreatureDepositionRatio / cell.Colony.CreatureMoveRate;
            double depositedByArriving = previousGenWorldCell.ComputeCreatureDensityMovementGain(cell.Colony) * cell.Colony.HormoneArrivingCreatureDepositionRatio / cell.Colony.CreatureMoveRate;

            var newHormoneDensity = (int)(
                previousHormoneDensity -
                evaporated -
                dissipated +
                collected +
                depositedByLeaving +
                depositedByArriving);

            return(Math.Max(0, newHormoneDensity));
        }
Esempio n. 2
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        /// <summary>
        ///     Convenience constructor for a hex-rectangle environment.
        ///     More complex, arbitrary patterns/shapes possible, but indexing by row and column still works because it's a (hex) grid.
        ///     When that happens, this becomes RectangularHexWorld, and appropriate methods become part of parent class.
        /// </summary>
        public HexWorld(int rows, int cols)
        {
            RowCount = rows;
            ColCount = cols;

            _currentCells = new WorldCell[rows, cols];
            _nextCells    = new WorldCell[rows, cols];

            // initialize cell containers
            ForEachPosition((row, col) =>
            {
                _currentCells[row, col] = new WorldCell(row, col);
                _nextCells[row, col]    = new WorldCell(row, col);
            });

            // add neighbors to each container
            ForEachCell((current, next, coord) =>
            {
                IEnumerable <Coord> neighborPositions = ComputeNeighborPositions(coord.Row, coord.Col);

                current.AddNeighbors(neighborPositions.Select((nbrPos) => GetCurrentCell(nbrPos)));
                next.AddNeighbors(neighborPositions.Select((nbrPos) => GetNextCell(nbrPos)));
            });

            _colony = new List <Colony>();
        }
Esempio n. 3
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 public void MutateToNextGen(WorldCell previousGenWorldCell)
 {
     foreach (ColonyCell cell in _colonyCells.Values)
     {
         cell.MoveHormoneDensity = ComputeNewHormoneDensity(previousGenWorldCell, cell);
         cell.CreatureDensity    = ComputeNewCreatureDensity(previousGenWorldCell, cell);
     }
 }
Esempio n. 4
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        private int ComputeNewCreatureDensity(WorldCell previousGenWorldCell, ColonyCell cell)
        {
            double previousCreatureDensity = previousGenWorldCell.GetCreatureDensity(cell.Colony);

            // trans movement
            double movementCreatureLoss = previousGenWorldCell.ComputeCreatureDensityMovementLoss(cell.Colony);
            double movementCreatureGain = previousGenWorldCell.ComputeCreatureDensityMovementGain(cell.Colony);

            // overpressure rebound movement
            double reboundCreatureLoss = previousGenWorldCell.ComputeCreatureDensityReboundLoss(cell.Colony);
            double reboundCreatureGain = previousGenWorldCell.ComputeCreatureDensityReboundGain(cell.Colony);

            double creatureMultiplicationGain = previousGenWorldCell.ComputeCreatureDensityMultiplicationGain(cell.Colony);

            var newCreatureDensity = (int)(
                previousCreatureDensity -
                movementCreatureLoss -
                reboundCreatureLoss +
                movementCreatureGain +
                reboundCreatureGain +
                creatureMultiplicationGain);

            return(Math.Max(0, newCreatureDensity));
        }
Esempio n. 5
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 public void AddNeighbor(WorldCell neighbor)
 {
     _neighbors.Add(neighbor);
 }