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#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <string.h>
#include "generate.h"
void generate_init () {
srand(time(NULL));
}
float calc_unit_cost (infos *info, info_unit *u) {
stats_unit base;
stats_unit_compute(info, u, &base);
return stats_compute_cost(&info->cost_weights, &base);
}
int accept_cond (infos *info, info_unit *u, float cost_max) {
stats_unit base;
stats_unit_compute(info, u, &base);
float cost = stats_compute_cost(&info->cost_weights, &base);
if (base.frame.weight > base.frame.weight_max) return 0;
if (cost > cost_max) return 0;
return 1;
}
// generates randomly a valid unit
void gen_unit_attempt (infos *info, info_unit *u, float cost_max) {
info_unit_init(u);
stats_unit base;
u->chassis = rand() % info->statslen[STATS_CHASSIS];
u->battery = rand() % info->statslen[STATS_BATTERY];
u->brain = rand() % info->statslen[STATS_BRAIN];
stats_unit_compute(info, u, &base);
for (int i=0; i<base.frame.slot_weapon; i++) {
u->weapons[i] = rand() % info->statslen[STATS_WEAPONS];
if (!accept_cond(info, u, cost_max)) { u->weapons[i] = -1; return; }
}
for (int i=0; i<base.frame.slot_armor; i++) {
u->armor[i] = rand() % info->statslen[STATS_ARMOR];
if (!accept_cond(info, u, cost_max)) { u->armor[i] = -1; return; }
}
for (int i=0; i<base.frame.slot_aug; i++) {
u->augs[i] = rand() % info->statslen[STATS_AUGS];
if (!accept_cond(info, u, cost_max)) { u->augs[i] = -1; return; }
}
}
// selects the max cost generated unit
int generate_unit (infos *info, info_unit *u, float cost_max) {
info_unit cand = *u;
info_unit candmax; info_unit_init(&candmax);
float cost;
for (int i=0; i<GENERATE_UNIT_MAX_ATTEMPTS; i++) {
cand = *u;
gen_unit_attempt(info, &cand, cost_max);
if (accept_cond(info, &cand, cost_max)) {
if (calc_unit_cost(info, &cand)
> calc_unit_cost(info, &candmax)) {
candmax = cand;
printf("found: %f\n", calc_unit_cost(info, &cand));
}
}
}
if (candmax.chassis != -1) {
*u = candmax;
return 0;
}
else return 1;
}
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