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c55f11d8b9
OpenGL2: Use ri.Error instead of Com_Error in tr_vbo.c Fix Team Arena server refresh time format Fix -1 (unlimited) ammo decreasing ammo time remaining Correct spelling mistakes Fix invalid model frame developer warnings in Team Arena
134 lines
3.8 KiB
C
134 lines
3.8 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_ai_gen.c
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*
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* desc: genetic selection
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*
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* $Archive: /MissionPack/code/botlib/be_ai_gen.c $
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*
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*****************************************************************************/
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#include "../qcommon/q_shared.h"
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#include "l_memory.h"
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#include "l_log.h"
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#include "l_utils.h"
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#include "l_script.h"
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#include "l_precomp.h"
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#include "l_struct.h"
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#include "aasfile.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_aas_funcs.h"
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#include "be_interface.h"
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#include "be_ai_gen.h"
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int GeneticSelection(int numranks, float *rankings)
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{
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float sum;
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int i, index;
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sum = 0;
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for (i = 0; i < numranks; i++)
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{
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if (rankings[i] < 0) continue;
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sum += rankings[i];
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} //end for
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if (sum > 0)
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{
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//select a bot where the ones with the highest rankings have
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//the highest chance of being selected
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//sum *= random();
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for (i = 0; i < numranks; i++)
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{
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if (rankings[i] < 0) continue;
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sum -= rankings[i];
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if (sum <= 0) return i;
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} //end for
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} //end if
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//select a bot randomly
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index = random() * numranks;
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for (i = 0; i < numranks; i++)
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{
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if (rankings[index] >= 0) return index;
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index = (index + 1) % numranks;
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} //end for
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return 0;
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} //end of the function GeneticSelection
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child)
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{
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float rankings[256], max;
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int i;
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if (numranks > 256)
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{
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botimport.Print(PRT_WARNING, "GeneticParentsAndChildSelection: too many bots\n");
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*parent1 = *parent2 = *child = 0;
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return qfalse;
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} //end if
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for (max = 0, i = 0; i < numranks; i++)
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{
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if (ranks[i] < 0) continue;
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max++;
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} //end for
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if (max < 3)
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{
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botimport.Print(PRT_WARNING, "GeneticParentsAndChildSelection: too few valid bots\n");
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*parent1 = *parent2 = *child = 0;
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return qfalse;
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} //end if
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Com_Memcpy(rankings, ranks, sizeof(float) * numranks);
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//select first parent
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*parent1 = GeneticSelection(numranks, rankings);
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rankings[*parent1] = -1;
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//select second parent
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*parent2 = GeneticSelection(numranks, rankings);
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rankings[*parent2] = -1;
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//reverse the rankings
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max = 0;
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for (i = 0; i < numranks; i++)
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{
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if (rankings[i] < 0) continue;
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if (rankings[i] > max) max = rankings[i];
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} //end for
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for (i = 0; i < numranks; i++)
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{
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if (rankings[i] < 0) continue;
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rankings[i] = max - rankings[i];
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} //end for
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//select child
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*child = GeneticSelection(numranks, rankings);
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return qtrue;
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} //end of the function GeneticParentsAndChildSelection
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