Esempio n. 1
0
void Cross()
{
  int i, j, l, loc, temp;
  int NCross = 0;

  for (i=0; i<MaxPop; i++)  /* for each individual in the population */
  {
    if (FRandom(1.0) > ProbCross) continue;  /* skip unless within prob'y */

    NCross++;
    do
      j = IRandom(MaxPop);
    while (j == i);  /* select random mate (not with itself) */

    loc = IRandom(CodeSize - 2) + 1; /* cross-over location 1 to size-1 */
    for (l=loc; l<CodeSize; l++)  /* for loci at loc and beyond, exchange */
    {
      temp = Pop[i].Code[l];
      Pop[i].Code[l] = Pop[j].Code[l];
      Pop[j].Code[l] = temp;
    }
  }
  
  if (NTop)   /* print unless NTop is 0 */
    printf( "\n There were %d crossovers. \n",NCross);
}
Esempio n. 2
0
/* perform mutations for this generation */
void Mutate()
{
  int i, l;
  int NMut = 0;

  for (i=0; i<MaxPop; i++)  /* for each individual in the population */
  {
    if (FRandom(1.0) > ProbMut) continue;  /* skip unless within prob'y */
      NMut++;

    l = IRandom(CodeSize);  /* select locus to mutate */
    Pop[i].Code[l] = (Pop[i].Code[l]
    +IRandom(CodeSchema[l]-2)+1)%CodeSchema[l]; /* different value */
  }
  if (NTop)   /* print unless NTop is 0 */
    printf( "\n There were %d mutations. \n", NMut);
}
void CRaceSelect::Mouse (int button, int state, int x, int y) {
	TWidget *focused = ClickGUI(state, x, y);
	if (state == 0) {
		if (textbuttons[0]->focussed())
			SetRaceConditions ();
		else if (textbuttons[1]->focussed())
			State::manager.RequestEnterState (GameTypeSelect);

		if (random_btn->focussed()) {
			mirror->SetValue(IRandom (0, 1));
			light->SetValue(IRandom (0, 3));
			snow->SetValue(IRandom (0, 3));
			wind->SetValue(IRandom (0, 3));
		}

		//UpdateInfo ();

		if (focused) focused->focus = false;
	}
}
Esempio n. 4
0
/* create an initial population */
void InitPop()
{
  int i, l;

  for (i=0; i<MaxPop; i++)  /* for each individual in the population */
  {
    for (l=0; l<CodeSize; l++)  /* select random digit for each locus */
      Pop[i].Code[l] = IRandom(CodeSchema[l]);
  }
  
  Test();  /* get the goodness data */
  Pop[MaxPop].Good = -999.0; /* --dummy value to support search for best */
}
Esempio n. 5
0
TrollJumper::TrollJumper(TrollScreen *scr, IShort sx, IShort sy,
  IUShort secrt, IUShort shft)
 : TrollStandardMonster(scr, secrt, 1)
{
 if ((sx == TROLL_XYRANDOM) && (sy == TROLL_XYRANDOM))
 {
  findOpen();
 }
 else
 {
  x = sx;
  y = sy;
 }
 sprite = TROLL_SPRITE_TOAD;
 shift = shft;
 facing = 0;
 direction = IRandom(4);
 frame = 0;
 hp = 1;
 time = IRandom(8) * 2;
 state = TROLL_JUMPER_SICKNESS;
}
Esempio n. 6
0
/***********************************************************************
                      Shuffle function
***********************************************************************/
void StochasticLib1::Shuffle(int * list, int min, int n) {
/*
   This function makes a list of the n numbers from min to min+n-1
   in random order.

   The parameter 'list' must be an array with at least n elements.
   The array index goes from 0 to n-1.

   If you want to shuffle something else than integers then use the 
   integers in list as an index into a table of the items you want to shuffle.
*/

  int i, j, swap;
  // put numbers from min to min+n-1 into list
  for (i=0, j=min; i<n; i++, j++) list[i] = j;
  // shuffle list
  for (i=0; i<n-1; i++) {
    // item number i has n-i numbers to choose between
    j = IRandom(i,n-1);
    // swap items i and j
    swap = list[j];  list[j] = list[i];  list[i] = swap;}}
Esempio n. 7
0
void TrollJumper::react()
{
 int i;
 bool pass = true;
 IUShort xCur, yCur;

 if (invincible)
 {
  invincible--;
 }
 time++;
 if (state == TROLL_JUMPER_SICKNESS)
 {
  if (time == 32)
  {
   time = 0;
   state = 0;
//   state = (IRandom(5) % 3) * 4;
  }
  if (time % TROLL_JUMPER_SPEED == 0)
  {
   frame++;
   frame %= 2;
  }
 }
 else if (state == TROLL_JUMPER_WAIT)
 {
  if (facing > 1) facing %= 2;
  if (time == TROLL_JUMPER_SPEED * 4)
  {
   time = 0;
   state = 0;
//   state = (IRandom(5) % 3) * 4;
  }
  if (time % TROLL_JUMPER_SPEED == 0)
  {
   frame++;
   frame %= 2;
  }
 }
 else if (flyBack)
 {
  pass = true;
  if ((x % TROLL_SQUARE_X == 0) &&
    ((y - TROLL_BUFFER_Y) % TROLL_SQUARE_Y == 0))
  {
   xCur = x / TROLL_SQUARE_X;
   yCur = (y - TROLL_BUFFER_Y) / TROLL_SQUARE_Y;
   pass = checkPassabilityFrom(xCur, yCur);
  }
  if (pass)
  {
   move();
   frame++;
   frame %= 2;
  }
  flyBack--;
  if (flyBack == 0)
  {
   state = TROLL_JUMPER_ONELEAP;
  }
  time = 0;
 }
 else if (time == TROLL_JUMPER_SPEED)
 {
  const Sprite *pic = TrollSpriteHandler.getSprite(sprite);

  switch (state % 4)
  {
   case 0:
    if (state == 0) direction = IRandom(4);
    switch (direction)
    {
     case TROLL_UP: // up and right
      x += TROLL_SQUARE_X / 4;
      y -= TROLL_SQUARE_Y / 4;
      facing = 2;
      break;
     case TROLL_DOWN: // up and left
      x -= TROLL_SQUARE_X / 4;
      y -= TROLL_SQUARE_Y / 4;
      facing = 3;
      break;
     case TROLL_RIGHT: // up and right
      x += TROLL_SQUARE_X / 4;
      y -= TROLL_SQUARE_Y / 4;
      facing = 2;
      break;
     case TROLL_LEFT: // up and left
      x -= TROLL_SQUARE_X / 4;
      y -= TROLL_SQUARE_Y / 4;
      facing = 3;
      break;
    }
    break;
   case 1:
   case 2:
    switch (direction)
    {
     case TROLL_UP: // up and right
      x += TROLL_SQUARE_X / 4;
      y -= TROLL_SQUARE_Y / 4;
      break;
     case TROLL_DOWN: // down and left
      x -= TROLL_SQUARE_X / 4;
      y += TROLL_SQUARE_Y / 4;
      break;
     case TROLL_RIGHT: // down and right
      x += TROLL_SQUARE_X / 4;
      y += TROLL_SQUARE_Y / 4;
      break;
     case TROLL_LEFT: // up and left
      x -= TROLL_SQUARE_X / 4;
      y -= TROLL_SQUARE_Y / 4;
      break;
    }
    break;
   case 3:
    switch (direction)
    {
     case TROLL_UP: // down and right
      x += TROLL_SQUARE_X / 4;
      y += TROLL_SQUARE_Y / 4;
      break;
     case TROLL_DOWN: // down and left
      x -= TROLL_SQUARE_X / 4;
      y += TROLL_SQUARE_Y / 4;
      break;
     case TROLL_RIGHT: // down and right
      x += TROLL_SQUARE_X / 4;
      y += TROLL_SQUARE_Y / 4;
      break;
     case TROLL_LEFT: // down and left
      x -= TROLL_SQUARE_X / 4;
      y += TROLL_SQUARE_Y / 4;
      break;
    }
    break;
  }
  if (x < 0)
  {
   x = 0;
  }
  else if (x + pic->getXSize() > 320)
  {
   x = 320 - pic->getXSize();
  }
  if (y < TROLL_BUFFER_Y)
  {
   y = TROLL_BUFFER_Y;
  }
  else if (y + pic->getYSize() > 200)
  {
   y = 200 - pic->getYSize();
  }
  state++;
  time = 0;
  frame++;
  frame %= 2;
 }
}