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CContController.cpp
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274 lines (231 loc) · 7.4 KB
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#include "CContController.h"
CContController::CContController(HWND hwndMain):
CController(hwndMain)
{
}
CContController::~CContController(void)
{
for (auto i = m_vecObjects.begin(); i != m_vecObjects.end(); ++i)
delete *i;
for (auto i = m_vecSweepers.begin(); i != m_vecSweepers.end(); ++i)
delete *i;
}
void CContController::InitializeLearningAlgorithm(void)
{
/**
This is the basic continious environment so there are no learning algorithms
to initialize yet...
*/
}
void CContController::InitializeSweepers(void)
{
for (int i=0; i<m_NumSweepers; ++i)
{
m_vecSweepers.push_back(new CContMinesweeper());
}
}
void CContController::InitializeMines(void)
{
for (int i=0; i<m_NumMines; ++i)
{
m_vecObjects.push_back(new CContCollisionObject(CCollisionObject::Mine, SVector2D<double>(RandFloat() * cxClient,
RandFloat() * cyClient)));
}
}
void CContController::InitializeSuperMines(void)
{
for (int i=0; i<m_NumSuperMines; ++i)
{
m_vecObjects.push_back(new CContCollisionObject(CCollisionObject::SuperMine, SVector2D<double>(RandFloat() * cxClient,
RandFloat() * cyClient)));
}
}
void CContController::InitializeRocks(void)
{
for (int i=0; i<m_NumRocks; ++i)
{
m_vecObjects.push_back(new CContCollisionObject(CCollisionObject::Rock, SVector2D<double>(RandFloat() * cxClient,
RandFloat() * cyClient)));
}
}
//-------------------------------------Update-----------------------------
//
// This is the main workhorse. The entire simulation is controlled from here.
//
// The comments should explain what is going on adequately.
//-------------------------------------------------------------------------
bool CContController::Update()
{
//run the sweepers through CParams::iNumTicks amount of cycles. During
//this loop each sweeper is constantly updated with the appropriate
//information from its surroundings. The output from the learning algorithm is obtained
//and the sweeper is moved. If it encounters a mine its MinesGathered is
//updated appropriately,
if (m_iTicks++ < CParams::iNumTicks)
{
for (int i=0; i<m_NumSweepers; ++i)
{
if (m_vecSweepers[i]->isDead()) continue; //skip if dead
//update the position
if (!(m_vecSweepers[i])->Update(m_vecObjects))
{
//error in processing the learning algorithm
MessageBox(m_hwndMain, "An error occured while processing!", "Error", MB_OK);
return false;
}
//see if it's found a mine
int GrabHit = (m_vecSweepers[i])->CheckForObject(m_vecObjects,
CParams::dMineScale);
if (GrabHit >= 0)
{
switch(m_vecObjects[GrabHit]->getType()){
case CContCollisionObject::Mine:
{
//we have discovered a mine so increase MinesGathered
(m_vecSweepers[i])->IncrementMinesGathered();
//mine found so replace the mine with another at a random
//position
CContCollisionObject* oldObject = m_vecObjects[GrabHit];
m_vecObjects[GrabHit] = new CContCollisionObject(oldObject->getType(),SVector2D<double>(RandFloat() * cxClient,
RandFloat() * cyClient));
delete oldObject;
break;
}
case CContCollisionObject::Rock:
{
//destroy the sweeper until it reincarnates in the next round
//CContCollisionObject* oldObject = m_vecObjects[GrabHit];
//oldObject->die();
(m_vecSweepers[i])->die();
break;
}
case CContCollisionObject::SuperMine:
{
//destroy both the sweeper and the supermine until they reincarnate in the next round
CContCollisionObject* oldObject = m_vecObjects[GrabHit];
oldObject->die();
(m_vecSweepers[i])->die();
break;
}
}
}
}
}
//Time to update the sweepers for the next iteration
else
{
//update the stats to be used in our stat window
double sum = 0;
int maxMines = -1;
int deaths = 0;
for (auto i = m_vecSweepers.begin(); i != m_vecSweepers.end(); ++i){
sum += (*i)->MinesGathered();
if ((*i)->isDead())
deaths++;
maxMines = max((*i)->MinesGathered(),maxMines);
}
m_vecAvMinesGathered.push_back(sum/float(m_vecSweepers.size()));
m_vecMostMinesGathered.push_back(maxMines);
m_vecDeaths.push_back(deaths);
//increment the iteration counter
++m_iIterations;
//reset cycles
m_iTicks = 0;
//reset the sweepers positions etc
for (int i=0; i<m_NumSweepers; ++i)
{
(m_vecSweepers[i])->Reset();
}
//reset supermine
for (int i = 0; i < m_NumMines+m_NumRocks+m_NumSuperMines; ++i)
{
if (m_vecObjects[i]->getType() == CCollisionObject::ObjectType::SuperMine)
m_vecObjects[i]->Reset();
}
}
return true;
}
//------------------------------------Render()--------------------------------------
//
//----------------------------------------------------------------------------------
void CContController::Render(HDC surface)
{
//render the stats
string s = "Iteration: " + itos(m_iIterations);
TextOut(surface, 5, 0, s.c_str(), s.size());
//do not render if running at accelerated speed
if (!m_bFastRender)
{
//keep a record of the old pen
m_OldPen = (HPEN)SelectObject(surface, m_GreenPen);
//render the mines
for (int i=0; i<m_NumMines+m_NumSuperMines+m_NumRocks; ++i)
{
if ((m_vecObjects[i])->isDead()) continue; //skip if dead
if ( (m_vecObjects[i])->getType() == CCollisionObject::Mine)
{
SelectObject(surface, m_GreenPen);
}
else if ( (m_vecObjects[i])->getType() == CCollisionObject::Rock)
{
SelectObject(surface, m_BluePen );
}
else if ( (m_vecObjects[i])->getType() == CCollisionObject::SuperMine)
{
SelectObject(surface, m_RedPen);
}
//grab the vertices for the mine shape
vector<SPoint> mineVB = m_MineVB;
WorldTransform<double>(mineVB, (m_vecObjects[i])->getPosition());
//draw the mines
MoveToEx(surface, (int)mineVB[0].x, (int)mineVB[0].y, NULL);
for (int vert=1; vert<mineVB.size(); ++vert)
{
LineTo(surface, (int)mineVB[vert].x, (int)mineVB[vert].y);
}
LineTo(surface, (int)mineVB[0].x, (int)mineVB[0].y);
}
//we want some sweepers displayed in red
SelectObject(surface, m_RedPen);
//render the sweepers
for (int i=0; i<m_NumSweepers; i++)
{
if (i == CParams::iNumElite)
{
SelectObject(surface, m_OldPen);
}
if (m_vecSweepers[i]->isDead()) continue; //skip if dead
//grab the sweeper vertices
vector<SPoint> sweeperVB = m_SweeperVB;
//transform the vertex buffer
(m_vecSweepers[i])->WorldTransform(sweeperVB);
//draw the sweeper left track
MoveToEx(surface, (int)sweeperVB[0].x, (int)sweeperVB[0].y, NULL);
for (int vert=1; vert<4; ++vert)
{
LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
}
LineTo(surface, (int)sweeperVB[0].x, (int)sweeperVB[0].y);
//draw the sweeper right track
MoveToEx(surface, (int)sweeperVB[4].x, (int)sweeperVB[4].y, NULL);
for (int vert=5; vert<8; ++vert)
{
LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
}
LineTo(surface, (int)sweeperVB[4].x, (int)sweeperVB[4].y);
MoveToEx(surface, (int)sweeperVB[8].x, (int)sweeperVB[8].y, NULL);
LineTo(surface, (int)sweeperVB[9].x, (int)sweeperVB[9].y);
MoveToEx(surface, (int)sweeperVB[10].x, (int)sweeperVB[10].y, NULL);
for (int vert=11; vert<16; ++vert)
{
LineTo(surface, (int)sweeperVB[vert].x, (int)sweeperVB[vert].y);
}
}
//put the old pen back
SelectObject(surface, m_OldPen);
}//end if
else
{
PlotStats(surface);
}
}