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實驗四 有限狀態(tài)機實驗實驗報告一、實驗目的通過螞蟻世界實驗掌握游戲中追有限狀態(tài)機算法二、實驗儀器Windows7系統(tǒng) Microsoft Visual Studio2015三、實驗原理及過程1) 制作菜單設置參數(shù):點擊會彈出對話框,設置一些參數(shù),紅、黑螞蟻的家會在地圖上標記出來運行:設置好參數(shù)后點擊運行,毒藥、食物、水會在地圖上隨機顯示下一步:2只紅螞蟻和2只黑螞蟻會隨機出現(xiàn)在地圖上,窗口右方還會出現(xiàn)紅、黑螞蟻當前數(shù)量的統(tǒng)計不斷按下一步,有限狀態(tài)機就會不斷運行,使蟻群產(chǎn)生變化2)添加加速鍵資源視圖中下方選擇ID和鍵值3) 新建頭文件def.h 在AntView.cpp中加入#include def.h與本實驗有關的數(shù)據(jù)大都是在這里定義的int flag=0;#define kForage 1#define kGoHome 2#define kThirsty 3#define kDead 4#define kMaxEntities 200class ai_Entitypublic:int type;int state;int row;int col;ai_Entity();ai_Entity() void New (int theType,int theState,int theRow,int theCol);void Forage();void GoHome();void Thirsty();void Dead();ai_Entity entityListkMaxEntities;#define kRedAnt 1#define kBlackAnt 2int RedHomeRow;int RedHomeCol;int BlackHomeRow;int BlackHomeCol;int RedNum=2;int BlackNum=2;/地圖大小,可改變#define kMaxRows 30#define kMaxCols 40#define LENGTH 20int terrainkMaxRowskMaxCols;#define kGround 1#define kWater 2#define kBlackHome 3#define kRedHome 4#define kPoison 5#define kFood 6/ai_Entity類中函數(shù)的定義ai_Entity:ai_Entity()type=0;state=0;row=0;col=0;int Rnd(int min, int max)/不能產(chǎn)生負數(shù)int result;doresult=rand()%max;while(result=min);return result;void ai_Entity:New (int theType,int theState,int theRow,int theCol)type=theType;row=theRow;col=theCol;state=theState;void ai_Entity:Forage()int rowMove;int colMove;int newRow;int newCol;int foodRow;int foodCol;int poisonRow;int poisonCol;rowMove=Rnd(-1,3)-1;colMove=Rnd(-1,3)-1;newRow=row+rowMove;newCol=col+colMove;if(newRow0)return;if(newCol=kMaxRows)return;if(newCol=kMaxCols)return;if(terrainnewRownewCol=kGround)|(terrainnewRownewCol=kWater)row=newRow;col=newCol;if(terrainnewRownewCol=kFood)row=newRow;col=newCol;terrainrowcol=kGround;state=kGoHome;dofoodRow=Rnd(-1,kMaxRows);foodCol=Rnd(-1,kMaxCols);while(terrainfoodRowfoodCol!=kGround);terrainfoodRowfoodCol=kFood;if(terrainnewRownewCol=kPoison)row=newRow;col=newCol;terrainrowcol=kGround;state=kDead;dopoisonRow=Rnd(-1,kMaxRows);poisonCol=Rnd(-1,kMaxCols);while(terrainpoisonRowpoisonCol!=kGround);terrainpoisonRowpoisonCol=kPoison;void ai_Entity:GoHome()int rowMove;int colMove;int newRow;int newCol;int homeRow;int homeCol;int poisonRow;int poisonCol;int i;if(type=kRedAnt)homeRow=RedHomeRow;homeCol=RedHomeCol;elsehomeRow=BlackHomeRow;homeCol=BlackHomeCol;if(rowhomeRow)rowMove=-1;elserowMove=0;if(colhomeCol)colMove=-1;elsecolMove=0;newRow=row+rowMove;newCol=col+colMove;if(newRow0)return;if(newCol=kMaxRows)return;if(newCol=kMaxCols)return;if(terrainnewRownewCol!=kPoison)row=newRow;col=newCol;elserow=newRow;col=newCol;terrainrowcol=kGround;state=kDead;dopoisonRow=Rnd(-1,kMaxRows);poisonCol=Rnd(-1,kMaxCols);while(terrainpoisonRowpoisonCol!=kGround);terrainpoisonRowpoisonCol=kPoison;if(newRow=homeRow)&(newCol=homeCol)row=newRow;col=newCol;state=kThirsty;for(i=0;ikMaxEntities;i+)if(entityListi.type=0)entityListi.New(type,kForage,homeRow,homeCol);if(type=kRedAnt)RedNum+;if(type=kBlackAnt)BlackNum+;break;void ai_Entity:Thirsty()int rowMove;int colMove;int newRow;int newCol;int foodRow;int foodCol;int poisonRow;int poisonCol;rowMove=Rnd(-1,3)-1;colMove=Rnd(-1,3)-1;newRow=row+rowMove;newCol=col+colMove;if(newRow0)return;if(newCol=kMaxRows)return;if(newCol=kMaxCols)return;if(terrainnewRownewCol=kGround)|(terrainnewRownewCol=kFood)row=newRow;col=newCol;if(terrainnewRownewCol=kWater)row=newRow;col=newCol;terrainrowcol=kGround;state=kForage;dofoodRow=Rnd(-1,kMaxRows);foodCol=Rnd(-1,kMaxCols);while(terrainfoodRowfoodCol!=kGround);terrainfoodRowfoodCol=kWater;if(terrainnewRownewCol=kPoison)row=newRow;col=newCol;terrainrowcol=kGround;state=kDead;dopoisonRow=Rnd(-1,kMaxRows);poisonCol=Rnd(-1,kMaxCols);while(terrainpoisonRowpoisonCol!=kGround);terrainpoisonRowpoisonCol=kPoison;void ai_Entity:Dead()if(type=kRedAnt)RedNum-;if(type=kBlackAnt)BlackNum-;type=0;4) 制作對話框添加資源,拖動控件9個靜態(tài)文本框,7個編輯框右鍵對話框添加類InputDlg,添加成員變量int m_RedHomeRow;int m_RedHomeCol;int m_BlackHomeRow;int m_BlackHomeCol;int m_food;int m_water;int m_poison;在AntView.cpp中加入#include InputDlg.h5) 對菜單項添加事件給CAntView類添加一些成員變量沒做說明都是添加到CAntView類,沒做說明都是COMMAND事件。設置參數(shù):點擊出現(xiàn)對話框,輸入值,確定后賦給CAntView的成員變量,刷新窗口void CAntView:OnData()/ TODO: 在此添加命令處理程序代碼InputDlg dlg;if(dlg.DoModal()=IDOK)RedHomeRow=kRedHomeRow=dlg.m_RedHomeRow;RedHomeCol=kRedHomeCol=dlg.m_RedHomeCol;BlackHomeRow=kBlackHomeRow=dlg.m_BlackHomeRow;BlackHomeCol=kBlackHomeCol=dlg.m_BlackHomeCol;kMaxWater=dlg.m_water;kMaxFood=dlg.m_food;kMaxPoison=dlg.m_poison;if(kRedHomeRow=kMaxRows|kBlackHomeRow=kMaxRows|kRedHomeCol=kMaxCols|kBlackHomeCol=kMaxCols|kRedHomeRow0|kBlackHomeRow0|kRedHomeCol0|kBlackHomeCol0|kRedHomeRow=kBlackHomeRow&kRedHomeCol=kBlackHomeCol)AfxMessageBox(L輸入坐標不合法,請重新輸入!);return;flag=1;Invalidate();運行:初始化數(shù)組,隨機生成毒藥、事物、水,刷新窗口void CAntView:OnRun()/ TODO: 在此添加命令處理程序代碼if(flag=0)AfxMessageBox(L還未設置螞蟻家的位置!);return ;if(flag!=1)return ;int i,j;for(i=0;ikMaxRows;i+)for(j=0;jkMaxCols;j+)terrainij=kGround;terrainkRedHomeRowkRedHomeCol=kRedHome;terrainkBlackHomeRowkBlackHomeCol=kBlackHome;srand(time(NULL); /取系統(tǒng)時間為隨機種子int r,c;for(i=0;ikMaxWater;i+)r=Rnd(-1,kMaxRows);c=Rnd(-1,kMaxCols);if(terrainrc=kGround)terrainrc=kWater;elsei-;for(i=0;ikMaxPoison;i+)r=Rnd(-1,kMaxRows);c=Rnd(-1,kMaxCols);if(terrainrc=kGround)terrainrc=kPoison;elsei-;for(i=0;ikMaxFood;i+)r=Rnd(-1,kMaxRows);c=Rnd(-1,kMaxCols);if(terrainrc=kGround)terrainrc=kFood;elsei-;flag=2;Invalidate();下一步:有限狀態(tài)機的核心代碼,刷新窗口void CAntView:OnNext()/ TODO: 在此添加命令處理程序代碼if(flag=2)/kGround才能新建int x,y;for(int i=0;i2;i+)x=Rnd(-1,kMaxCols);y=Rnd(-1,kMaxRows);if(terrainyx=kGround)entityListi.New(kRedAnt,kForage,y,x);elsei-;for(int i=2;i4;i+)x=Rnd(-1,kMaxCols);y=Rnd(-1,kMaxRows);if(terrainyx=kGround)entityListi.New(kBlackAnt,kForage,y,x);elsei-;flag=3;elsefor(int i=0;ikMaxEntities;i+)switch(entityListi.state)case kForage:entityListi.Forage();break;case kGoHome:entityListi.GoHome();break;case kThirsty:entityListi.Thirsty();break;case kDead:entityListi.Dead();break;default:break;Invalidate();6) OnDraw函數(shù)flag是標志變量,便于控制繪圖void CAntView:OnDraw(CDC* pDC)CAntDoc* pDoc = GetDocument();ASSERT_VALID(pDoc);if (!pDoc)return;/ TODO: 在此處為本機數(shù)據(jù)添加繪制代碼int i,j;/繪制網(wǎng)格for(i=0;iMoveTo(0,i);pDC-LineTo(LENGTH*kMaxCols,i);for(i=0;iMoveTo(i,0);pDC-LineTo(i,LENGTH*kMaxRows);/畫出紅黑房子if(flag=1)pDC-TextOutW(kBlackHomeCol*LENGTH+1,kBlackHomeRow*LENGTH+1,LH);pDC-SetTextColor(RGB(255,0,0);pDC-TextOutW(kRedHomeCol*LENGTH+1,kRedHomeRow*LENGTH+1,LH);pDC-SetTextColor(RGB(0,0,0);if(flag=2)/遍歷數(shù)組在相應位置顯示圖片(水滴、骷髏、蘋果)CDC dcMemory;dcMemory.CreateCompatibleDC(pDC);CBitmap bmp1,bmp2,bmp3;BITMAP bmpInfo1,bmpInfo2,bmpInfo3;bmp1.LoadBitmapW(IDB_BITMAP1);bmp1.GetBitmap(&bmpInfo1);bmp2.LoadBitmapW(IDB_BITMAP2);bmp2.GetBitmap(&bmpInfo2);bmp3.LoadBitmapW(IDB_BITMAP3);bmp3.GetBitmap(&bmpInfo3);CBitmap *pOldBitmap=dcMemory.SelectObject(&bmp1);for(i=0;ikMaxRows;i+)for(j=0;jStretchBlt(j*LENGTH+1,i*LENGTH+1,19,19,&dcMemory,0,0,bmpInfo1.bmWidth,bmpInfo1.bmHeight,SRCCOPY);else if(terrainij=kPoison)dcMemory.SelectObject(&bmp2);pDC-StretchBlt(j*LENGTH+1,i*LENGTH+1,19,19,&dcMemory,0,0,bmpInfo2.bmWidth,bmpInfo2.bmHeight,SRCCOPY);else if(terrainij=kFood)dcMemory.SelectObject(&bmp3);pDC-StretchBlt(j*LENGTH+1,i*LENGTH+1,18,18,&dcMemory,0,0,bmpInfo3.bmWidth,bmpInfo3.bmHeight,SRCCOPY);dcMemory.SelectObject(pOldBitmap);if(flag=3) /繪制螞蟻CDC dcMemory;dcMemory.CreateCompatibleDC(pDC);CBitmap bmp1,bmp2;BITMAP bmpInfo1,bmpInfo2;bmp1.LoadBitmapW(IDB_BITMAP4);bmp1.GetBitmap(&bmpInfo1);bmp2.LoadBitmapW(IDB_BITMAP5);bmp2.GetBitmap(&bmpInfo2);CBitmap *pOldBitmap=dcMemory.SelectObject(&bmp1);for(i=0;iStretchBlt(entityListi.col*LENGTH+1,entityListi.row*LENGTH+1,19,19,&dcMemory,0,0,bmpInfo1.bmWidth,bmpInfo1.bmHeight,SRCCOPY);if(entityListi.type=kBlackAnt)dcMemory.SelectObject(&bmp2);pDC-StretchBlt(entityListi.col*LENGTH+1,entityListi.row*LENGTH+1,19,19,&dcMemory,0,0,bmpInfo2.bmWidth,bmpInfo2.bmHeight,SRCCOPY);dcMemory.SelectObject(pOldBitmap);CString s;s.Format(_T(紅螞蟻數(shù):%d 黑螞蟻數(shù):%d),RedNum,BlackNum);/輸出當前螞蟻數(shù)pDC-TextOutW(43*LENGTH,0,s);四、實驗結果運行:點擊菜單項,設置參數(shù),彈出對話框如果設置參數(shù)不對:(房子坐標越界、紅黑房子坐標相等、食物毒物水數(shù)為負數(shù))參數(shù)設置好后,房子出現(xiàn):點擊運行或F5,食物毒物水出現(xiàn):點擊下一步或F10,螞蟻和文字出現(xiàn):多次點擊下一步,螞蟻數(shù)改變:可以多次點擊下一步設置的參數(shù)不同螞蟻的繁殖情況不同。比如,食物多,繁殖快,毒物多,螞蟻可能很快就滅絕了五、實驗心得通過有限狀態(tài)機實現(xiàn)螞蟻的繁殖,很有趣的一個實驗,通過此次實驗能增加AI和MFC的知識,程序還有很多需要改進的地方。比如,有時候不按指定的順序點擊菜單將會出現(xiàn)小錯誤;def.h里的東西太雜,可以新建cpp文件,整理進去。六、主要代碼實驗過程中已經(jīng)列出主要代碼,這里再列出與有限狀態(tài)機算法有關的代碼ai_Entity:ai_Entity()type=0;state=0;row=0;col=0;int Rnd(int min, int max)/不能產(chǎn)生負數(shù)int result;doresult=rand()%max;while(result=min);return result;void ai_Entity:New (int theType,int theState,int theRow,int theCol)type=theType;row=theRow;col=theCol;state=theState;void ai_Entity:Forage()int rowMove;int colMove;int newRow;int newCol;int foodRow;int foodCol;int poisonRow;int poisonCol;rowMove=Rnd(-1,3)-1;colMove=Rnd(-1,3)-1;newRow=row+rowMove;newCol=col+colMove;if(newRow0)return;if(newCol=kMaxRows)return;if(newCol=kMaxCols)return;if(terrainnewRownewCol=kGround)|(terrainnewRownewCol=kWater)row=newRow;col=newCol;if(terrainnewRownewCol=kFood)row=newRow;col=newCol;terrainrowcol=kGround;state=kGoHome;dofoodRow=Rnd(-1,kMaxRows);foodCol=Rnd(-1,kMaxCols);while(terrainfoodRowfoodCol!=kGround);terrainfoodRowfoodCol=kFood;if(terrainnewRownewCol=kPoison)row=newRow;col=newCol;terrainrowcol=kGround;state=kDead;dopoisonRow=Rnd(-1,kMaxRows);poisonCol=Rnd(-1,kMaxCols);while(terrainpoisonRowpoisonCol!=kGround);terrainpoisonRowpoisonCol=kPoison;void ai_Entity:GoHome()int rowMove;int colMove;int newRow;int newCol;int homeRow;int homeCol;int poisonRow;int poisonCol;int i;if(type=kRedAnt)homeRow=RedHomeRow;homeCol=RedHomeCol;elsehomeRow=BlackHomeRow;homeCol=BlackHomeCol;if(rowhomeRow)rowMove=-1;elserowMove=0;if(colhomeCol)colMove=-1;elsecolMove=0;newRow=row+rowMove;newCol=col+colMove;if(newRow0)return;if(newCol=kMaxRows)return;if(newCol=kMaxCols)return;if(terrainnewRownewCol!=kPoison)row=newRow;col=newCol;elserow=newRow;col=newCol;terrainrowcol=kGround;state=kDead;dopoisonRow=Rnd(-1,kMaxRows);poisonCol=Rnd(-1,kMaxCols);while(terrainpoisonRowpoisonCol!=kGround);terrainpoisonRowpoisonCol=kPoison;if(newRow=homeRow)&(newCol=homeCol)row=newRow;col=newCol;state=kThirsty;for(i=0;ikMaxEntities;i+)if(entityListi.type=0)entityListi.New(type,kForage,homeRow,homeCol);if(type=kRedAnt)RedNum+;if(type=kBlackAnt)BlackNum+;break;void ai_Entity:Thirsty()int rowMove;int colMove;int newRow;int newCol;int foodRow;int foodCol;int poisonRow;int poisonCol;rowMove=Rnd(-1,3)-1;colMove=Rnd(-1,3)-1;newRow=row+rowMove;newCol=col+colMove;if(newRow0)return;if(newCol=kMaxRows)return;if(newCol=kMaxCols)return;

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