示例#1
0
static void *monteCarloTaskStart(void *initialData)
{
	assert(initialData != NULL);
	MonteCarloConfig *mcc = (MonteCarloConfig*) initialData;

	int nb = floor(world.worldSize / mcc->boxSize);

	if (nb < 0)
		die("World so small (or boxSize so big) that I can't fit a "
				"single box in there!\n");

	/* adjust boxsize to get the correct world size! */
	double trueBoxSize = world.worldSize / nb;
	printf("Requested boxsize %f, actual box size %f\n",
						mcc->boxSize, trueBoxSize);
	if (world.twoDimensional) {
		printf("Allocating grid for 2D world, %d boxes/dim.\n", nb);
		allocGrid(nb, nb, 1, trueBoxSize);
	} else {
		printf("Allocating grid for 3D world, %d boxes/dim.\n", nb);
		allocGrid(nb, nb, nb, trueBoxSize);
	}
	
	fillWorld();

	MonteCarloState *state = malloc(sizeof(*state));
	state->conf = *mcc;
	state->attempted = 0;
	state->accepted = 0;

	free(mcc);
	return state;
}
示例#2
0
文件: Grid.c 项目: AlexMooney/Brogue
void cellularAutomataRound(short **grid, char birthParameters[9], char survivalParameters[9]) {
    short i, j, nbCount, newX, newY;
    enum directions dir;
    short **buffer2;
    
    buffer2 = allocGrid();
    copyGrid(buffer2, grid); // Make a backup of grid in buffer2, so that each generation is isolated.
    
    for(i=0; i<DCOLS; i++) {
        for(j=0; j<DROWS; j++) {
            nbCount = 0;
            for (dir=0; dir< DIRECTION_COUNT; dir++) {
                newX = i + nbDirs[dir][0];
                newY = j + nbDirs[dir][1];
                if (coordinatesAreInMap(newX, newY)
                    && buffer2[newX][newY]) {
                    
                    nbCount++;
                }
            }
            if (!buffer2[i][j] && birthParameters[nbCount] == 't') {
                grid[i][j] = 1;	// birth
            } else if (buffer2[i][j] && survivalParameters[nbCount] == 't') {
                // survival
            } else {
                grid[i][j] = 0;	// death
            }
        }
    }
    
    freeGrid(buffer2);
}
示例#3
0
short pathingDistance(short x1, short y1, short x2, short y2, unsigned long blockingTerrainFlags) {
	short retval, **distanceMap = allocGrid();
	calculateDistances(distanceMap, x2, y2, blockingTerrainFlags, NULL, true, true);
	retval = distanceMap[x1][y1];
	freeGrid(distanceMap);
	return retval;
}
示例#4
0
文件: Grid.c 项目: AlexMooney/Brogue
boolean getQualifyingPathLocNear(short *retValX, short *retValY,
                                 short x, short y,
                                 boolean hallwaysAllowed,
                                 unsigned long blockingTerrainFlags,
                                 unsigned long blockingMapFlags,
                                 unsigned long forbiddenTerrainFlags,
                                 unsigned long forbiddenMapFlags,
                                 boolean deterministic) {
    short **grid, **costMap;
    short loc[2];
    
    // First check the given location to see if it works, as an optimization.
    if (!cellHasTerrainFlag(x, y, blockingTerrainFlags | forbiddenTerrainFlags)
        && !(pmap[x][y].flags & (blockingMapFlags | forbiddenMapFlags))
        && (hallwaysAllowed || passableArcCount(x, y) <= 1)) {
        
        *retValX = x;
        *retValY = y;
        return true;
    }
    
    // Allocate the grids.
    grid = allocGrid();
    costMap = allocGrid();
    
    // Start with a base of a high number everywhere.
    fillGrid(grid, 30000);
    fillGrid(costMap, 1);
    
    // Block off the pathing blockers.
    getTerrainGrid(costMap, PDS_FORBIDDEN, blockingTerrainFlags, blockingMapFlags);
    if (blockingTerrainFlags & (T_OBSTRUCTS_DIAGONAL_MOVEMENT | T_OBSTRUCTS_PASSABILITY)) {
        getTerrainGrid(costMap, PDS_OBSTRUCTION, T_OBSTRUCTS_DIAGONAL_MOVEMENT, 0);
    }
    
    // Run the distance scan.
    grid[x][y] = 1;
    costMap[x][y] = 1;
    dijkstraScan(grid, costMap, true);
    findReplaceGrid(grid, 30000, 30000, 0);
    
    // Block off invalid targets that aren't pathing blockers.
    getTerrainGrid(grid, 0, forbiddenTerrainFlags, forbiddenMapFlags);
    if (!hallwaysAllowed) {
        getPassableArcGrid(grid, 2, 10, 0);
    }
    
    // Get the solution.
    randomLeastPositiveLocationInGrid(grid, retValX, retValY, deterministic);
    
//    dumpLevelToScreen();
//    displayGrid(grid);
//    if (coordinatesAreInMap(*retValX, *retValY)) {
//        hiliteCell(*retValX, *retValY, &yellow, 100, true);
//    }
//    temporaryMessage("Qualifying path selected:", true);
    
    freeGrid(grid);
    freeGrid(costMap);
    
    // Fall back to a pathing-agnostic alternative if there are no solutions.
    if (*retValX == -1 && *retValY == -1) {
        if (getQualifyingLocNear(loc, x, y, hallwaysAllowed, NULL,
                                 (blockingTerrainFlags | forbiddenTerrainFlags),
                                 (blockingMapFlags | forbiddenMapFlags),
                                 false, deterministic)) {
            *retValX = loc[0];
            *retValY = loc[1];
            return true; // Found a fallback solution.
        } else {
            return false; // No solutions.
        }
    } else {
        return true; // Found a primary solution.
    }
}