/// <summary> /// Creates a new generation by using GenerateBoxes and GenerateBoats. /// Previous generations will be removed and the best parents will be selected and used to create the new generation. /// The best parents (top 1) / all the parents of the generation will be stored as a Prefab in the [savePrefabsAt] folder. Their name /// will use the [generationCount] as an identifier. /// </summary> public void MakeNewGeneration() { GenerateBoxes(); //Fetch parents _activeBoats.RemoveAll(item => item == null); _activeBoats.Sort(); //Winner: BoatLogic lastBoatWinner = _activeBoats[0]; Debug.Log("Last winner boat had: " + lastBoatWinner.GetPoints() + " points!"); scoreWriter.WriteLine(roundCount + " " + lastBoatWinner.GetPoints()); //we save the generation sorted by how well each boat performed or we save just the best boat if (saveCompleteGenerations) { string guid = AssetDatabase.CreateFolder(savePrefabsAt, "Complete Gen-" + roundCount); string newFolderPath = AssetDatabase.GUIDToAssetPath(guid); for (int i = 0; i < _activeBoats.Count; i++) { _activeBoats[i].name = "(" + (i + 1) + ")" + _activeBoats[i].name + "Gen-" + roundCount; PrefabUtility.SaveAsPrefabAsset(_activeBoats[i].gameObject, newFolderPath + "/" + _activeBoats[i].name + ".prefab"); } } else { lastBoatWinner.name += "Gen-" + roundCount; lastBoatWinnerData = lastBoatWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastBoatWinner.gameObject, savePrefabsAt + "/" + lastBoatWinner.name + ".prefab"); } if (_activeBoats.Count == 0) { GenerateBoats(); return; } _boatParents = new BoatLogic[boatParentSize]; if (!stochastic) { for (int i = 0; i < boatParentSize; i++) { _boatParents[i] = _activeBoats[i]; } } else { stochasticSearch(); } GenerateBoats(_boatParents); }
/// <summary> /// Plays a new game with the stored boats after storing the result of this one /// </summary> public void SaveGameAndPlayAgain() { _activeBoats.Sort(); //Winner: BoatLogic lastBoatWinner = _activeBoats[0]; Debug.Log("Last winner boat had: " + lastBoatWinner.GetPoints() + " points! " + "It was tagged " + lastBoatWinner.tag); Dictionary <string, Tuple <float, int> > aux = new Dictionary <string, Tuple <float, int> >(); //stores the tag, the total points and the mumber of boats //We save the scores in dictionary to the easily write them in the file foreach (BoatLogic boat in _activeBoats) { if (!aux.ContainsKey(boat.tag)) { aux.Add(boat.tag, new Tuple <float, int>(0, 0)); } aux[boat.tag] = new Tuple <float, int>(aux[boat.tag].Item1 + boat.GetPoints(), aux[boat.tag].Item2 + 1); } scoreWriter.Write(roundCount); foreach (KeyValuePair <string, Tuple <float, int> > value in aux) { scoreWriter.Write(" " + value.Key + ":" + value.Value.Item1 / value.Value.Item2); } scoreWriter.WriteLine(); GenerateBoxes(); instantiateStoredBoats(); }
/// <summary> /// Creates a new generation by using GenerateBoxes and GenerateBoats/Pirates. /// Previous generations will be removed and the best parents will be selected and used to create the new generation. /// The best parents (top 1) of the generation will be stored as a Prefab in the [savePrefabsAt] folder. Their name /// will use the [generationCount] as an identifier. /// </summary> public void MakeNewGeneration() { GenerateBoxes(); //Fetch parents _activeBoats.RemoveAll(item => item == null); _activeBoats.Sort(); Vector3 shipData = GetShipData(); if (_activeBoats.Count == 0) { GenerateBoats(_boatParents); } _boatParents = new BoatLogic[boatParentSize]; for (int i = 0; i < boatParentSize; i++) { _boatParents[i] = _activeBoats[i]; } BoatLogic lastBoatWinner = _activeBoats[0]; lastBoatWinner.name += "Gen-" + generationCount; lastBoatWinnerData = lastBoatWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastBoatWinner.gameObject, savePrefabsAt + lastBoatWinner.name + ".prefab"); _activePirates.RemoveAll(item => item == null); _activePirates.Sort(); Vector3 pirateData = GetPirateData(); _pirateParents = new PirateLogic[pirateParentSize]; for (int i = 0; i < pirateParentSize; i++) { _pirateParents[i] = _activePirates[i]; } PirateLogic lastPirateWinner = _activePirates[0]; lastPirateWinner.name += "Gen-" + generationCount; lastPirateWinnerData = lastPirateWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastPirateWinner.gameObject, savePrefabsAt + lastPirateWinner.name + ".prefab"); _dataCollector.AddData(shipData, pirateData); //Winners: Debug.Log("Last winner boat had: " + lastBoatWinner.GetPoints() + " points!" + " Last winner pirate had: " + lastPirateWinner.GetPoints() + " points!"); GenerateObjects(_boatParents, _pirateParents); }
/// <summary> /// Creates a new generation by using GenerateBoxes and GenerateBoats/Pirates. /// Previous generations will be removed and the best parents will be selected and used to create the new generation. /// The best parents (top 1) of the generation will be stored as a Prefab in the [savePrefabsAt] folder. Their name /// will use the [generationCount] as an identifier. /// </summary> public void MakeNewGeneration() { GenerateBoxes(); //Fetch parents _activeBoats.RemoveAll(item => item == null); _activeBoats.Sort(); if (_activeBoats.Count == 0) { GenerateBoats(_boatParents); } _boatParents = new BoatLogic[boatParentSize]; for (int i = 0; i < boatParentSize; i++) { _boatParents[i] = _activeBoats[i]; } BoatLogic lastBoatWinner = _activeBoats[0]; lastBoatWinner.name += "Gen-" + generationCount; lastBoatWinnerData = lastBoatWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastBoatWinner.gameObject, savePrefabsAt + lastBoatWinner.name + ".prefab"); boatRoundScores = 0; foreach (BoatLogic boat in _activeBoats) { boatRoundScores += boat.GetPoints(); } boatTotalScores += boatRoundScores; _activePirates.RemoveAll(item => item == null); _activePirates.Sort(); _pirateParents = new PirateLogic[pirateParentSize]; for (int i = 0; i < pirateParentSize; i++) { _pirateParents[i] = _activePirates[i]; } PirateLogic lastPirateWinner = _activePirates[0]; pirateRoundScores = 0; foreach (PirateLogic pirate in _activePirates) { pirateRoundScores += pirate.GetPoints(); } pirateTotalScores += pirateRoundScores; lastPirateWinner.name += "Gen-" + generationCount; lastPirateWinnerData = lastPirateWinner.GetData(); PrefabUtility.SaveAsPrefabAsset(lastPirateWinner.gameObject, savePrefabsAt + lastPirateWinner.name + ".prefab"); //Winners: //Storing results string path = "Assets/Overallresults.txt"; //Write some text to the test.txt file StreamWriter writer = new StreamWriter(path, true); writer.WriteLine("Generations count" + generationCount + "||Total boats:" + boatTotalScores + "||TotalPiratesScores:" + pirateTotalScores); writer.Close(); path = "Assets/BoatsTotalScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(boatTotalScores); writer.Close(); path = "Assets/PiratesTotalScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(pirateTotalScores); writer.Close(); path = "Assets/BoatsRoundScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(boatRoundScores); writer.Close(); path = "Assets/PiratesRoundScores.txt"; writer = new StreamWriter(path, true); writer.WriteLine(pirateRoundScores); writer.Close(); Debug.Log("Last winner boat had: " + lastBoatWinner.GetPoints() + " points!" + " Last winner pirate had: " + lastPirateWinner.GetPoints() + " points!"); Debug.Log("Total boats:" + boatTotalScores + "||Round boats:" + boatRoundScores + "||TotalPiratesScores:" + pirateTotalScores + "||PiratesRoundScores" + pirateRoundScores); GenerateObjects(_boatParents, _pirateParents); }