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Copy pathCarController.cs
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145 lines (99 loc) · 3.32 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(NNet))]
public class CarController : MonoBehaviour
{
private Vector3 startPosition, startRotation;
private NNet network;
[Range(-1f,1f)]
public float a,t;
public float timeSinceStart = 0f;
[Header("Fitness")]
public float overallFitness;
public float distanceMultipler = 1.4f;
public float avgSpeedMultiplier = 0.2f;
public float sensorMultiplier = 0.1f;
[Header("Network Options")]
public int LAYERS = 1;
public int NEURONS = 10;
private Vector3 lastPosition;
private float totalDistanceTravelled;
private float avgSpeed;
private float aSensor,bSensor,cSensor;
private void Awake() {
startPosition = transform.position;
startRotation = transform.eulerAngles;
network = GetComponent<NNet>();
}
public void ResetWithNetwork (NNet net)
{
network = net;
Reset();
}
public void Reset() {
timeSinceStart = 0f;
totalDistanceTravelled = 0f;
avgSpeed = 0f;
lastPosition = startPosition;
overallFitness = 0f;
transform.position = startPosition;
transform.eulerAngles = startRotation;
}
private void OnCollisionEnter (Collision collision) {
Death();
}
private void FixedUpdate() {
InputSensors();
lastPosition = transform.position;
(a, t) = network.RunNetwork(aSensor, bSensor, cSensor);
MoveCar(a,t);
timeSinceStart += Time.deltaTime;
CalculateFitness();
//a = 0;
//t = 0;
}
private void Death ()
{
GameObject.FindObjectOfType<GeneticManager>().Death(overallFitness, network);
}
private void CalculateFitness() {
totalDistanceTravelled += Vector3.Distance(transform.position,lastPosition);
avgSpeed = totalDistanceTravelled/timeSinceStart;
overallFitness = (totalDistanceTravelled*distanceMultipler)+(avgSpeed*avgSpeedMultiplier)+(((aSensor+bSensor+cSensor)/3)*sensorMultiplier);
if (timeSinceStart > 20 && overallFitness < 40) {
Death();
}
if (overallFitness >= 1000) {
Death();
}
}
private void InputSensors() {
Vector3 a = (transform.forward+transform.right);
Vector3 b = (transform.forward);
Vector3 c = (transform.forward-transform.right);
Ray r = new Ray(transform.position,a);
RaycastHit hit;
if (Physics.Raycast(r, out hit)) {
aSensor = hit.distance/20;
Debug.DrawLine(r.origin, hit.point, Color.red);
}
r.direction = b;
if (Physics.Raycast(r, out hit)) {
bSensor = hit.distance/20;
Debug.DrawLine(r.origin, hit.point, Color.red);
}
r.direction = c;
if (Physics.Raycast(r, out hit)) {
cSensor = hit.distance/20;
Debug.DrawLine(r.origin, hit.point, Color.red);
}
}
private Vector3 inp;
public void MoveCar (float v, float h) {
inp = Vector3.Lerp(Vector3.zero,new Vector3(0,0,v*11.4f),0.02f);
inp = transform.TransformDirection(inp);
transform.position += inp;
transform.eulerAngles += new Vector3(0, (h*90)*0.02f,0);
}
}