use crate::{ LayoutResult, Layouter, misc::{mutate, path_input_from_blocks_positions, score}, valid_layout::ValidLayout, }; pub struct GeneticAlgorithm { pub mutation_retries: usize, pub population_size: usize, pub population_keep: usize, pub population_new: usize, pub generations: usize, pub valid_layout: ValidLayout, } impl Layouter for GeneticAlgorithm { fn layout( &self, input: &crate::LayoutInput, pathfinder: &P, rng: &mut R, ) -> Option { let mut population = Vec::new(); for _ in 0..self.population_size { loop { if let Some(l) = self.valid_layout.layout(input, pathfinder, rng) { let score = score(input, &l); population.push((l, score)); break; } } } population.sort_by_key(|(_, s)| *s); let mut best_result = population[0].clone(); for g in 0..self.generations { for i in 0..(self.population_size - self.population_keep - self.population_new) { loop { let parent = &population[i % self.population_keep].0; if let Some(blocks) = mutate(input, parent, rng) { let (connections, map) = path_input_from_blocks_positions(input, parent.size, &blocks); if let Some(paths) = pathfinder.find_paths(factorio_pathfinding::PathInput { connections: &connections, map, }) { let r = LayoutResult { positions: blocks, path_result: paths, size: parent.size, }; let score = score(input, &r); population.push((r, score)); break; } } } } for i in 0..self.population_new { loop { if let Some(l) = self.valid_layout.layout(input, pathfinder, rng) { let score = score(input, &l); population[self.population_size - self.population_new + i] = (l, score); break; } } } population.sort_by_key(|(_, s)| *s); if population[0].1 < best_result.1 { best_result = population[0].clone(); } println!("completed generation {g}\nscore: {}", population[0].1); } Some(best_result.0) } }