Added first version of the project (Proof Of Concept)
This commit is contained in:
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<?xml version="1.0" encoding="utf-8" ?>
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<configuration>
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<startup>
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<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.7.2" />
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</startup>
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</configuration>
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+289
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namespace PropagationRemasteredBeta
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{
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partial class Form1
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{
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/// <summary>
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/// Variable nécessaire au concepteur.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Nettoyage des ressources utilisées.
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/// </summary>
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/// <param name="disposing">true si les ressources managées doivent être supprimées ; sinon, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Code généré par le Concepteur Windows Form
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/// <summary>
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/// Méthode requise pour la prise en charge du concepteur - ne modifiez pas
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/// le contenu de cette méthode avec l'éditeur de code.
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/// </summary>
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private void InitializeComponent()
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{
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this.components = new System.ComponentModel.Container();
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this.btnStartNormal = new System.Windows.Forms.Button();
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this.pbxTerrain = new System.Windows.Forms.PictureBox();
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this.tmrTick = new System.Windows.Forms.Timer(this.components);
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this.label1 = new System.Windows.Forms.Label();
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this.lblMemory = new System.Windows.Forms.Label();
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this.lblelementsCounter = new System.Windows.Forms.Label();
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this.label3 = new System.Windows.Forms.Label();
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this.lblFrameCount = new System.Windows.Forms.Label();
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this.label4 = new System.Windows.Forms.Label();
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this.lblTotalTime = new System.Windows.Forms.Label();
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this.label5 = new System.Windows.Forms.Label();
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this.lblDeaths = new System.Windows.Forms.Label();
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this.lbl6 = new System.Windows.Forms.Label();
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this.lblSain = new System.Windows.Forms.Label();
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this.lbl5 = new System.Windows.Forms.Label();
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this.lblImmunes = new System.Windows.Forms.Label();
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this.lbl4 = new System.Windows.Forms.Label();
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this.lblInfected = new System.Windows.Forms.Label();
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this.label12 = new System.Windows.Forms.Label();
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this.btnStartOneForAll = new System.Windows.Forms.Button();
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((System.ComponentModel.ISupportInitialize)(this.pbxTerrain)).BeginInit();
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this.SuspendLayout();
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//
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// btnStartNormal
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//
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this.btnStartNormal.Location = new System.Drawing.Point(818, 294);
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this.btnStartNormal.Name = "btnStartNormal";
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this.btnStartNormal.Size = new System.Drawing.Size(105, 51);
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this.btnStartNormal.TabIndex = 0;
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this.btnStartNormal.Text = "Start classic";
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this.btnStartNormal.UseVisualStyleBackColor = true;
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this.btnStartNormal.Click += new System.EventHandler(this.button1_Click);
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//
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// pbxTerrain
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//
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this.pbxTerrain.Location = new System.Drawing.Point(12, 12);
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this.pbxTerrain.Name = "pbxTerrain";
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this.pbxTerrain.Size = new System.Drawing.Size(800, 800);
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this.pbxTerrain.SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage;
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this.pbxTerrain.TabIndex = 1;
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this.pbxTerrain.TabStop = false;
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//
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// tmrTick
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//
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this.tmrTick.Tick += new System.EventHandler(this.tmrTick_Tick);
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//
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// label1
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//
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this.label1.AutoSize = true;
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this.label1.Location = new System.Drawing.Point(818, 12);
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this.label1.Name = "label1";
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this.label1.Size = new System.Drawing.Size(78, 13);
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this.label1.TabIndex = 2;
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this.label1.Text = "Memory Usage";
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//
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// lblMemory
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//
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this.lblMemory.AutoSize = true;
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this.lblMemory.Location = new System.Drawing.Point(818, 25);
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this.lblMemory.Name = "lblMemory";
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this.lblMemory.Size = new System.Drawing.Size(29, 13);
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this.lblMemory.TabIndex = 3;
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this.lblMemory.Text = "NaN";
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//
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// lblelementsCounter
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//
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this.lblelementsCounter.AutoSize = true;
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this.lblelementsCounter.Location = new System.Drawing.Point(818, 61);
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this.lblelementsCounter.Name = "lblelementsCounter";
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this.lblelementsCounter.Size = new System.Drawing.Size(29, 13);
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this.lblelementsCounter.TabIndex = 5;
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this.lblelementsCounter.Text = "NaN";
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//
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// label3
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//
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this.label3.AutoSize = true;
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this.label3.Location = new System.Drawing.Point(818, 48);
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this.label3.Name = "label3";
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this.label3.Size = new System.Drawing.Size(84, 13);
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this.label3.TabIndex = 4;
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this.label3.Text = "Drawed Elemets";
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//
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// lblFrameCount
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//
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this.lblFrameCount.AutoSize = true;
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this.lblFrameCount.Location = new System.Drawing.Point(818, 101);
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this.lblFrameCount.Name = "lblFrameCount";
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this.lblFrameCount.Size = new System.Drawing.Size(29, 13);
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this.lblFrameCount.TabIndex = 7;
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this.lblFrameCount.Text = "NaN";
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//
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// label4
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//
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this.label4.AutoSize = true;
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this.label4.Location = new System.Drawing.Point(818, 88);
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this.label4.Name = "label4";
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this.label4.Size = new System.Drawing.Size(41, 13);
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this.label4.TabIndex = 6;
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this.label4.Text = "Frames";
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//
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// lblTotalTime
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//
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this.lblTotalTime.AutoSize = true;
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this.lblTotalTime.Location = new System.Drawing.Point(818, 136);
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this.lblTotalTime.Name = "lblTotalTime";
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this.lblTotalTime.Size = new System.Drawing.Size(29, 13);
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this.lblTotalTime.TabIndex = 9;
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this.lblTotalTime.Text = "NaN";
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//
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// label5
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//
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this.label5.AutoSize = true;
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this.label5.Location = new System.Drawing.Point(818, 123);
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this.label5.Name = "label5";
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this.label5.Size = new System.Drawing.Size(85, 13);
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this.label5.TabIndex = 8;
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this.label5.Text = "Total Time (ms) :";
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//
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// lblDeaths
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//
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this.lblDeaths.AutoSize = true;
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this.lblDeaths.Location = new System.Drawing.Point(818, 278);
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this.lblDeaths.Name = "lblDeaths";
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this.lblDeaths.Size = new System.Drawing.Size(29, 13);
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this.lblDeaths.TabIndex = 11;
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this.lblDeaths.Text = "NaN";
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//
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// lbl6
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//
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this.lbl6.AutoSize = true;
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this.lbl6.Location = new System.Drawing.Point(818, 265);
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this.lbl6.Name = "lbl6";
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this.lbl6.Size = new System.Drawing.Size(44, 13);
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this.lbl6.TabIndex = 10;
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this.lbl6.Text = "Deads :";
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//
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// lblSain
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//
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this.lblSain.AutoSize = true;
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this.lblSain.Location = new System.Drawing.Point(818, 242);
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this.lblSain.Name = "lblSain";
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this.lblSain.Size = new System.Drawing.Size(29, 13);
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this.lblSain.TabIndex = 13;
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this.lblSain.Text = "NaN";
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//
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// lbl5
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//
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this.lbl5.AutoSize = true;
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this.lbl5.Location = new System.Drawing.Point(818, 229);
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this.lbl5.Name = "lbl5";
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this.lbl5.Size = new System.Drawing.Size(39, 13);
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this.lbl5.TabIndex = 12;
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this.lbl5.Text = "Sains :";
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//
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// lblImmunes
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//
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this.lblImmunes.AutoSize = true;
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this.lblImmunes.Location = new System.Drawing.Point(818, 207);
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this.lblImmunes.Name = "lblImmunes";
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this.lblImmunes.Size = new System.Drawing.Size(29, 13);
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this.lblImmunes.TabIndex = 15;
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this.lblImmunes.Text = "NaN";
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//
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// lbl4
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//
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this.lbl4.AutoSize = true;
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this.lbl4.Location = new System.Drawing.Point(818, 194);
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this.lbl4.Name = "lbl4";
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this.lbl4.Size = new System.Drawing.Size(55, 13);
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this.lbl4.TabIndex = 14;
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this.lbl4.Text = "Immunes :";
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//
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// lblInfected
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//
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this.lblInfected.AutoSize = true;
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this.lblInfected.Location = new System.Drawing.Point(818, 172);
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this.lblInfected.Name = "lblInfected";
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this.lblInfected.Size = new System.Drawing.Size(29, 13);
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this.lblInfected.TabIndex = 17;
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this.lblInfected.Text = "NaN";
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//
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// label12
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//
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this.label12.AutoSize = true;
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this.label12.Location = new System.Drawing.Point(818, 159);
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this.label12.Name = "label12";
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this.label12.Size = new System.Drawing.Size(57, 13);
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this.label12.TabIndex = 16;
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this.label12.Text = "Infecteds :";
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//
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// btnStartOneForAll
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//
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this.btnStartOneForAll.Location = new System.Drawing.Point(818, 351);
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this.btnStartOneForAll.Name = "btnStartOneForAll";
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this.btnStartOneForAll.Size = new System.Drawing.Size(105, 51);
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this.btnStartOneForAll.TabIndex = 18;
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this.btnStartOneForAll.Text = "Start oneForAll";
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this.btnStartOneForAll.UseVisualStyleBackColor = true;
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this.btnStartOneForAll.Click += new System.EventHandler(this.btnStartOneForAll_Click);
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//
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// Form1
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(929, 814);
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this.Controls.Add(this.btnStartOneForAll);
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this.Controls.Add(this.lblInfected);
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this.Controls.Add(this.label12);
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this.Controls.Add(this.lblImmunes);
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this.Controls.Add(this.lbl4);
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this.Controls.Add(this.lblSain);
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this.Controls.Add(this.lbl5);
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this.Controls.Add(this.lblDeaths);
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this.Controls.Add(this.lbl6);
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this.Controls.Add(this.lblTotalTime);
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this.Controls.Add(this.label5);
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this.Controls.Add(this.lblFrameCount);
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this.Controls.Add(this.label4);
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this.Controls.Add(this.lblelementsCounter);
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this.Controls.Add(this.label3);
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this.Controls.Add(this.lblMemory);
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this.Controls.Add(this.label1);
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this.Controls.Add(this.pbxTerrain);
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this.Controls.Add(this.btnStartNormal);
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this.Name = "Form1";
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this.Text = "Form1";
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this.Paint += new System.Windows.Forms.PaintEventHandler(this.Form1_Paint);
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((System.ComponentModel.ISupportInitialize)(this.pbxTerrain)).EndInit();
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this.ResumeLayout(false);
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this.PerformLayout();
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}
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#endregion
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private System.Windows.Forms.Button btnStartNormal;
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private System.Windows.Forms.PictureBox pbxTerrain;
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private System.Windows.Forms.Timer tmrTick;
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private System.Windows.Forms.Label label1;
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private System.Windows.Forms.Label lblMemory;
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private System.Windows.Forms.Label lblelementsCounter;
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private System.Windows.Forms.Label label3;
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private System.Windows.Forms.Label lblFrameCount;
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private System.Windows.Forms.Label label4;
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private System.Windows.Forms.Label lblTotalTime;
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private System.Windows.Forms.Label label5;
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private System.Windows.Forms.Label lblDeaths;
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private System.Windows.Forms.Label lbl6;
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private System.Windows.Forms.Label lblSain;
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private System.Windows.Forms.Label lbl5;
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private System.Windows.Forms.Label lblImmunes;
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private System.Windows.Forms.Label lbl4;
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private System.Windows.Forms.Label lblInfected;
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private System.Windows.Forms.Label label12;
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private System.Windows.Forms.Button btnStartOneForAll;
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}
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}
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@@ -0,0 +1,134 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Diagnostics;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace PropagationRemasteredBeta
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{
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public partial class Form1 : Form
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{
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Terrain t;
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Bitmap BufferImage;
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int frameCount;
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bool started = false;
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Stopwatch stopwatch;
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double totalTime;
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public Form1()
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{
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InitializeComponent();
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t = new Terrain();
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frameCount = 0;
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BufferImage = new Bitmap(t.TerrainSize.Width, t.TerrainSize.Height);
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stopwatch = new Stopwatch();
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totalTime = 0;
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}
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private void button1_Click(object sender, EventArgs e)
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||||
{
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btnStartOneForAll.Enabled = false;
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StartStop(1);
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||||
}
|
||||
|
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private void StartStop(int mode)
|
||||
{
|
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if (started)
|
||||
{
|
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started = false;
|
||||
btnStartNormal.Text = "Start classic";
|
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btnStartOneForAll.Text = "Start one for all";
|
||||
btnStartOneForAll.Enabled = true;
|
||||
btnStartNormal.Enabled = true;
|
||||
tmrTick.Stop();
|
||||
}
|
||||
else
|
||||
{
|
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started = true;
|
||||
btnStartNormal.Text = "Stop";
|
||||
btnStartOneForAll.Text = "Stop";
|
||||
tmrTick.Start();
|
||||
t = new Terrain();
|
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frameCount = 0;
|
||||
|
||||
switch (mode)
|
||||
{
|
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case 1:
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t.Generate();
|
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break;
|
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case 2:
|
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t.GenerateOneForAll();
|
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break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void Form1_Paint(object sender, PaintEventArgs e)
|
||||
{
|
||||
if (started)
|
||||
{
|
||||
BufferImage = t.Display();
|
||||
pbxTerrain.Image = BufferImage;
|
||||
stopwatch.Stop();
|
||||
totalTime = stopwatch.ElapsedMilliseconds;
|
||||
frameCount++;
|
||||
lblFrameCount.Text = frameCount.ToString();
|
||||
lblTotalTime.Text = totalTime.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
private void tmrTick_Tick(object sender, EventArgs e)
|
||||
{
|
||||
//t.Refresh();
|
||||
stopwatch.Start();
|
||||
int infecteds;
|
||||
if (t.InfectedCount.Count > 0)
|
||||
{
|
||||
infecteds = t.InfectedCount[t.InfectedCount.Count() - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
infecteds = 1;
|
||||
}
|
||||
if (infecteds > 0)
|
||||
{
|
||||
t.Refresh();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartStop(1);
|
||||
}
|
||||
this.Invalidate();
|
||||
//refresh all the stats
|
||||
lblMemory.Text = GetMemoryUsage().ToString() + " Mb";
|
||||
lblelementsCounter.Text = t.DRAWED_ELEMENTS.ToString();
|
||||
lblInfected.Text = t.InfectedCount[t.InfectedCount.Count() - 1].ToString();
|
||||
lblImmunes.Text = t.ImmuneCount[t.ImmuneCount.Count() - 1].ToString();
|
||||
lblSain.Text = t.SainCount[t.SainCount.Count() - 1].ToString();
|
||||
lblDeaths.Text = t.DeadCount[t.DeadCount.Count() - 1].ToString();
|
||||
}
|
||||
|
||||
private double GetMemoryUsage()
|
||||
{
|
||||
var memory = 0.0;
|
||||
using (Process proc = Process.GetCurrentProcess())
|
||||
{
|
||||
// The proc.PrivateMemorySize64 will returns the private memory usage in byte.
|
||||
// Would like to Convert it to Megabyte? divide it by 2^20
|
||||
memory = proc.PrivateMemorySize64 / (1024 * 1024);
|
||||
}
|
||||
return memory;
|
||||
}
|
||||
|
||||
private void btnStartOneForAll_Click(object sender, EventArgs e)
|
||||
{
|
||||
btnStartNormal.Enabled = false;
|
||||
StartStop(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,123 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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|
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There are any number of "resheader" rows that contain simple
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name/value pairs.
|
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|
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
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||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:element name="metadata">
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<metadata name="tmrTick.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
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<value>17, 17</value>
|
||||
</metadata>
|
||||
</root>
|
||||
@@ -0,0 +1,175 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace PropagationRemasteredBeta
|
||||
{
|
||||
public class Human:ICloneable
|
||||
{
|
||||
//State values
|
||||
public Color SAIN_COLOR = Color.Green;
|
||||
public Color INFECTED_COLOR = Color.Red;
|
||||
public Color IMMUNE_COLOR = Color.Blue;
|
||||
public Color DEATH_COLOR = Color.Black;
|
||||
|
||||
public const int SAIN = 0;
|
||||
public const int INFECTED = 1;
|
||||
public const int IMMUNE = 2;
|
||||
public const int DEAD = 3;
|
||||
|
||||
const int DEFAULT_HUMAN_SIZE = 1;
|
||||
|
||||
private Point _position;
|
||||
private int _state;
|
||||
private Size _humanSize;
|
||||
private int _lifeTimeCounter;
|
||||
private int _InfectedTimeCounter;
|
||||
private Color _sprite;
|
||||
|
||||
public Point Position { get => _position; set => _position = value; }
|
||||
public int State
|
||||
{
|
||||
get { return _state; }
|
||||
//We set the counter of infection whenever we set it to infected
|
||||
set {
|
||||
_state = value;
|
||||
if (_state == INFECTED) { _InfectedTimeCounter = 1; }
|
||||
switch (_state)
|
||||
{
|
||||
case INFECTED:
|
||||
Sprite = INFECTED_COLOR;
|
||||
break;
|
||||
case SAIN:
|
||||
Sprite = SAIN_COLOR;
|
||||
break;
|
||||
case DEAD:
|
||||
Sprite = DEATH_COLOR;
|
||||
break;
|
||||
case IMMUNE:
|
||||
Sprite = IMMUNE_COLOR;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
public Size HumanSize { get => _humanSize; set => _humanSize = value; }
|
||||
public int LifeTimeCounter { get => _lifeTimeCounter; set => _lifeTimeCounter = value; }
|
||||
public int InfectedTimeCounter { get => _InfectedTimeCounter; set => _InfectedTimeCounter = value; }
|
||||
public Color Sprite { get => _sprite; set => _sprite = value; }
|
||||
|
||||
public Human(Point position, int state, Size humanSize)
|
||||
{
|
||||
HumanSize = humanSize;
|
||||
Position = position;
|
||||
State = state;
|
||||
LifeTimeCounter = 1;
|
||||
InfectedTimeCounter = 0;
|
||||
}
|
||||
public Human(Point position, int state) : this(position, state, new Size(DEFAULT_HUMAN_SIZE, DEFAULT_HUMAN_SIZE))
|
||||
{
|
||||
|
||||
}
|
||||
//we dont have any constructor with only default values because the human needs his position in the field to process the infection
|
||||
|
||||
public void ChangeBaseColors(Color sainColor,Color infectedColor,Color immuneColor,Color deadColor)
|
||||
{
|
||||
SAIN_COLOR = sainColor;
|
||||
IMMUNE_COLOR = immuneColor;
|
||||
DEATH_COLOR = deadColor;
|
||||
INFECTED_COLOR = infectedColor;
|
||||
}
|
||||
|
||||
public void Propagate(Human[,] previousTerrain, Human[,] nextTerrain, int infectiosity, int deathRate, int cureTime, Random rnd)
|
||||
{
|
||||
Human target;
|
||||
Point location;
|
||||
|
||||
//target = previousTerrain[Position.X, Position.Y];
|
||||
|
||||
LifeTimeCounter++;
|
||||
|
||||
if (this.State == INFECTED)
|
||||
{
|
||||
InfectedTimeCounter++;
|
||||
if (rnd.Next(0, 100) <= deathRate)
|
||||
{
|
||||
this.State = DEAD;
|
||||
nextTerrain[this.Position.X, this.Position.Y] = this;
|
||||
}
|
||||
if (LifeTimeCounter >= cureTime)
|
||||
{
|
||||
this.State = IMMUNE;
|
||||
}
|
||||
else
|
||||
{
|
||||
//we need to check if we are not in a corner
|
||||
if (Position.X > 0 && Position.Y > 0 && Position.X < (previousTerrain.GetLength(0) - 1) && Position.Y < (previousTerrain.GetLength(1) - 1))
|
||||
{
|
||||
//check top left
|
||||
location = new Point(Position.X - 1, Position.Y + 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check top
|
||||
location = new Point(Position.X, Position.Y + 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check top left
|
||||
location = new Point(Position.X + 1, Position.Y + 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check left
|
||||
location = new Point(Position.X - 1, Position.Y);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check right
|
||||
location = new Point(Position.X + 1, Position.Y);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check bottom left
|
||||
location = new Point(Position.X - 1, Position.Y - 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check bottom
|
||||
location = new Point(Position.X, Position.Y - 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
|
||||
//check bottom right
|
||||
location = new Point(Position.X + 1, Position.Y - 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private void CheckInfection(Human[,] nextTerrain, Human target, int infectiosity, int deathRate, Random rnd)
|
||||
{
|
||||
if (target.State == SAIN)
|
||||
{
|
||||
if (rnd.Next(0, 100) <= infectiosity)
|
||||
{
|
||||
target.State = INFECTED;
|
||||
}
|
||||
}
|
||||
|
||||
nextTerrain[target.Position.X, target.Position.Y] = target;
|
||||
}
|
||||
|
||||
public object Clone()
|
||||
{
|
||||
Human newHuman = new Human(Position,State);
|
||||
newHuman.HumanSize = HumanSize;
|
||||
newHuman.InfectedTimeCounter = InfectedTimeCounter;
|
||||
newHuman.LifeTimeCounter = LifeTimeCounter;
|
||||
return newHuman;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace PropagationRemasteredBeta
|
||||
{
|
||||
static class Program
|
||||
{
|
||||
/// <summary>
|
||||
/// Point d'entrée principal de l'application.
|
||||
/// </summary>
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
Application.EnableVisualStyles();
|
||||
Application.SetCompatibleTextRenderingDefault(false);
|
||||
Application.Run(new Form1());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{27825863-02A0-4112-BE3D-47E5B83177A5}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<RootNamespace>PropagationRemasteredBeta</RootNamespace>
|
||||
<AssemblyName>PropagationRemasteredBeta</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
|
||||
<Deterministic>true</Deterministic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Deployment" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Form1.cs">
|
||||
<SubType>Form</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Form1.Designer.cs">
|
||||
<DependentUpon>Form1.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Human.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Terrain.cs" />
|
||||
<EmbeddedResource Include="Form1.resx">
|
||||
<DependentUpon>Form1.cs</DependentUpon>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Properties\Resources.resx">
|
||||
<Generator>ResXFileCodeGenerator</Generator>
|
||||
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
|
||||
<SubType>Designer</SubType>
|
||||
</EmbeddedResource>
|
||||
<Compile Include="Properties\Resources.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Resources.resx</DependentUpon>
|
||||
</Compile>
|
||||
<None Include="Properties\Settings.settings">
|
||||
<Generator>SettingsSingleFileGenerator</Generator>
|
||||
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
|
||||
</None>
|
||||
<Compile Include="Properties\Settings.Designer.cs">
|
||||
<AutoGen>True</AutoGen>
|
||||
<DependentUpon>Settings.settings</DependentUpon>
|
||||
<DesignTimeSharedInput>True</DesignTimeSharedInput>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Les informations générales relatives à un assembly dépendent de
|
||||
// l'ensemble d'attributs suivant. Changez les valeurs de ces attributs pour modifier les informations
|
||||
// associées à un assembly.
|
||||
[assembly: AssemblyTitle("PropagationRemasteredBeta")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("PropagationRemasteredBeta")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2022")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// L'affectation de la valeur false à ComVisible rend les types invisibles dans cet assembly
|
||||
// aux composants COM. Si vous devez accéder à un type dans cet assembly à partir de
|
||||
// COM, affectez la valeur true à l'attribut ComVisible sur ce type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// Le GUID suivant est pour l'ID de la typelib si ce projet est exposé à COM
|
||||
[assembly: Guid("27825863-02a0-4112-be3d-47e5b83177a5")]
|
||||
|
||||
// Les informations de version pour un assembly se composent des quatre valeurs suivantes :
|
||||
//
|
||||
// Version principale
|
||||
// Version secondaire
|
||||
// Numéro de build
|
||||
// Révision
|
||||
//
|
||||
// Vous pouvez spécifier toutes les valeurs ou indiquer les numéros de build et de révision par défaut
|
||||
// en utilisant '*', comme indiqué ci-dessous :
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
@@ -0,0 +1,71 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// Ce code a été généré par un outil.
|
||||
// Version du runtime :4.0.30319.42000
|
||||
//
|
||||
// Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si
|
||||
// le code est régénéré.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace PropagationRemasteredBeta.Properties
|
||||
{
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
|
||||
/// </summary>
|
||||
// Cette classe a été générée automatiquement par la classe StronglyTypedResourceBuilder
|
||||
// à l'aide d'un outil, tel que ResGen ou Visual Studio.
|
||||
// Pour ajouter ou supprimer un membre, modifiez votre fichier .ResX, puis réexécutez ResGen
|
||||
// avec l'option /str ou régénérez votre projet VS.
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
|
||||
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
internal class Resources
|
||||
{
|
||||
|
||||
private static global::System.Resources.ResourceManager resourceMan;
|
||||
|
||||
private static global::System.Globalization.CultureInfo resourceCulture;
|
||||
|
||||
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
|
||||
internal Resources()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Resources.ResourceManager ResourceManager
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((resourceMan == null))
|
||||
{
|
||||
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("PropagationRemasteredBeta.Properties.Resources", typeof(Resources).Assembly);
|
||||
resourceMan = temp;
|
||||
}
|
||||
return resourceMan;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remplace la propriété CurrentUICulture du thread actuel pour toutes
|
||||
/// les recherches de ressources à l'aide de cette classe de ressource fortement typée.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
|
||||
internal static global::System.Globalization.CultureInfo Culture
|
||||
{
|
||||
get
|
||||
{
|
||||
return resourceCulture;
|
||||
}
|
||||
set
|
||||
{
|
||||
resourceCulture = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
||||
@@ -0,0 +1,30 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
namespace PropagationRemasteredBeta.Properties
|
||||
{
|
||||
|
||||
|
||||
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
|
||||
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
|
||||
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
|
||||
{
|
||||
|
||||
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
|
||||
|
||||
public static Settings Default
|
||||
{
|
||||
get
|
||||
{
|
||||
return defaultInstance;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
<?xml version='1.0' encoding='utf-8'?>
|
||||
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
|
||||
<Profiles>
|
||||
<Profile Name="(Default)" />
|
||||
</Profiles>
|
||||
<Settings />
|
||||
</SettingsFile>
|
||||
@@ -0,0 +1,258 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Windows.Forms;
|
||||
|
||||
namespace PropagationRemasteredBeta
|
||||
{
|
||||
public class Terrain
|
||||
{
|
||||
const int DEFAULT_SIZE = 1000;
|
||||
const int DEFAULT_INFECTED_PROPORTION = 10;
|
||||
const int DEFAULT_IMMUNE_PROPORTION = 10;
|
||||
const int DEFAULT_DEATH_RATE = 5;
|
||||
const int DEFAULT_INFECTION_RATE = 20;
|
||||
const int DEFAULT_CURE_TIME = 25;
|
||||
|
||||
const int DEBUGGER_PLACEHOLDER = 86758;
|
||||
|
||||
private Human[,] _population;
|
||||
private Size _terrainSize;
|
||||
private int _infectedProportion;
|
||||
private int _immuneProportion;
|
||||
private int _deathRate;
|
||||
private int _infectionRate;
|
||||
private int _cureTime;
|
||||
private Bitmap _render;
|
||||
|
||||
private Human[,] oldTerrain;
|
||||
private Human[,] newTerrain;
|
||||
|
||||
private List<int> _sainCount;
|
||||
private List<int> _infectedCount;
|
||||
private List<int> _immuneCount;
|
||||
private List<int> _deadCount;
|
||||
|
||||
private int _simulationDuration;
|
||||
|
||||
/*Used for debugging*/
|
||||
public int DRAWED_ELEMENTS;
|
||||
|
||||
private Random rnd;
|
||||
public Human[,] Population { get => _population; set => _population = value; }
|
||||
public Size TerrainSize { get => _terrainSize; private set => _terrainSize = value; }
|
||||
public int InfectedProportion { get => _infectedProportion; private set => _infectedProportion = value; }
|
||||
public int ImmuneProportion { get => _immuneProportion; private set => _immuneProportion = value; }
|
||||
public int DeathRate { get => _deathRate; private set => _deathRate = value; }
|
||||
public int InfectionRate { get => _infectionRate; private set => _infectionRate = value; }
|
||||
public int CureTime { get => _cureTime; set => _cureTime = value; }
|
||||
public Bitmap Render { get => _render; set => _render = value; }
|
||||
|
||||
public List<int> SainCount { get => _sainCount; set => _sainCount = value; }
|
||||
public List<int> InfectedCount { get => _infectedCount; set => _infectedCount = value; }
|
||||
public List<int> ImmuneCount { get => _immuneCount; set => _immuneCount = value; }
|
||||
public List<int> DeadCount { get => _deadCount; set => _deadCount = value; }
|
||||
public int SimulationDuration { get => _simulationDuration; set => _simulationDuration = value; }
|
||||
|
||||
public Terrain(Size terrainSize, int infectedProportion, int resistantProportion, int deathRate, int infectionRate, int cureTime)
|
||||
{
|
||||
Population = new Human[terrainSize.Width, terrainSize.Height];
|
||||
TerrainSize = terrainSize;
|
||||
InfectedProportion = infectedProportion;
|
||||
ImmuneProportion = resistantProportion;
|
||||
DeathRate = deathRate;
|
||||
InfectionRate = infectionRate;
|
||||
CureTime = cureTime;
|
||||
rnd = new Random();
|
||||
|
||||
oldTerrain = null;
|
||||
newTerrain = null;
|
||||
|
||||
//all of this is for stats purposes
|
||||
|
||||
SainCount = new List<int>();
|
||||
InfectedCount = new List<int>();
|
||||
ImmuneCount = new List<int>();
|
||||
DeadCount = new List<int>();
|
||||
|
||||
SimulationDuration = -1;
|
||||
|
||||
}
|
||||
public Terrain() : this(new Size(DEFAULT_SIZE, DEFAULT_SIZE), DEFAULT_INFECTED_PROPORTION, DEFAULT_IMMUNE_PROPORTION, DEFAULT_DEATH_RATE, DEFAULT_INFECTION_RATE, DEFAULT_CURE_TIME)
|
||||
{
|
||||
//empty
|
||||
}
|
||||
public void Generate()
|
||||
{
|
||||
//That is the basic method to scan trough the entire field
|
||||
for (int width = 0; width < TerrainSize.Width; width += 1)
|
||||
{
|
||||
for (int height = 0; height < TerrainSize.Height; height += 1)
|
||||
{
|
||||
int state;
|
||||
|
||||
state = Human.SAIN;
|
||||
|
||||
if (rnd.Next(0, 100) < InfectedProportion)
|
||||
{
|
||||
state = Human.INFECTED;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rnd.Next(0, 100) < ImmuneProportion)
|
||||
{
|
||||
state = Human.IMMUNE;
|
||||
}
|
||||
}
|
||||
|
||||
Population[width, height] = new Human(new Point(width, height), state);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void GenerateOneForAll()
|
||||
{
|
||||
for (int width = 0; width < TerrainSize.Width; width += 1)
|
||||
{
|
||||
for (int height = 0; height < TerrainSize.Height; height += 1)
|
||||
{
|
||||
int state;
|
||||
|
||||
state = Human.SAIN;
|
||||
|
||||
|
||||
if (rnd.Next(0, 100) < ImmuneProportion)
|
||||
{
|
||||
state = Human.IMMUNE;
|
||||
}
|
||||
|
||||
|
||||
Population[width, height] = new Human(new Point(width, height), state);
|
||||
}
|
||||
}
|
||||
//we generate a single infected in a random location
|
||||
int x = rnd.Next(0, TerrainSize.Width);
|
||||
int y = rnd.Next(0, TerrainSize.Height);
|
||||
|
||||
Population[x, y].State = Human.INFECTED;
|
||||
}
|
||||
public void Refresh()
|
||||
{
|
||||
SimulationDuration++;
|
||||
SainCount.Add(0);
|
||||
ImmuneCount.Add(0);
|
||||
InfectedCount.Add(0);
|
||||
DeadCount.Add(0);
|
||||
|
||||
oldTerrain = Population;
|
||||
newTerrain = oldTerrain;
|
||||
|
||||
for (int width = 0; width < TerrainSize.Width; width += 1)
|
||||
{
|
||||
for (int height = 0; height < TerrainSize.Height; height += 1)
|
||||
{
|
||||
//we also send the random so if one day we want to add a seed feature it will also affect the transmission
|
||||
if (Population[width, height].State != Human.SAIN && Population[width, height].State != Human.DEAD && Population[width, height].State != Human.IMMUNE)
|
||||
{
|
||||
Population[width, height].Propagate(oldTerrain, newTerrain, InfectionRate, DeathRate, CureTime, rnd);
|
||||
}
|
||||
else
|
||||
{
|
||||
newTerrain[width, height] = Population[width, height];
|
||||
}
|
||||
//only for stats purposes
|
||||
switch (Population[width, height].State)
|
||||
{
|
||||
case Human.SAIN:
|
||||
SainCount[SimulationDuration] += 1;
|
||||
break;
|
||||
case Human.IMMUNE:
|
||||
ImmuneCount[SimulationDuration] += 1;
|
||||
break;
|
||||
case Human.INFECTED:
|
||||
InfectedCount[SimulationDuration] += 1;
|
||||
break;
|
||||
case Human.DEAD:
|
||||
DeadCount[SimulationDuration] += 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Population = newTerrain;
|
||||
}
|
||||
|
||||
public Bitmap Display()
|
||||
{
|
||||
DRAWED_ELEMENTS = 0;
|
||||
Render = new Bitmap(TerrainSize.Width, TerrainSize.Height);
|
||||
using (Graphics gr = Graphics.FromImage(Render))
|
||||
{
|
||||
//this is an attempt to save time, we display the dominant color in the all bitmap and only change the others.
|
||||
int dominantState = Human.SAIN;
|
||||
//we check that it is not the first frame and by default we expect the first frame to be dominantly sain people
|
||||
if (InfectedCount.Count() > 0)
|
||||
{
|
||||
int infecteds = InfectedCount[InfectedCount.Count() - 1];
|
||||
int sain = SainCount[SainCount.Count() - 1];
|
||||
int immune = ImmuneCount[ImmuneCount.Count() - 1];
|
||||
int deaths = DeadCount[DeadCount.Count() - 1];
|
||||
|
||||
if (infecteds > sain && infecteds > immune && infecteds > deaths)
|
||||
{
|
||||
//the dominant color is the infected one
|
||||
dominantState = Human.INFECTED;
|
||||
}
|
||||
if (immune > sain && immune > infecteds && immune > deaths)
|
||||
{
|
||||
//the dominant color is the infected one
|
||||
dominantState = Human.IMMUNE;
|
||||
}
|
||||
if (deaths > sain && deaths > infecteds && deaths > immune)
|
||||
{
|
||||
//the dominant color is the infected one
|
||||
dominantState = Human.DEAD;
|
||||
}
|
||||
}
|
||||
//as Color object cannot be a constant we cannot use Human.SAIN_COLOR we need to use a fully constructed human
|
||||
Human sample = new Human(new Point(-1, -1), Human.DEAD);
|
||||
switch (dominantState)
|
||||
{
|
||||
case Human.SAIN:
|
||||
gr.FillRectangle(new SolidBrush(sample.SAIN_COLOR), new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
|
||||
break;
|
||||
case Human.IMMUNE:
|
||||
gr.FillRectangle(new SolidBrush(sample.IMMUNE_COLOR), new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
|
||||
break;
|
||||
case Human.INFECTED:
|
||||
gr.FillRectangle(new SolidBrush(sample.INFECTED_COLOR), new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
|
||||
break;
|
||||
case Human.DEAD:
|
||||
gr.FillRectangle(new SolidBrush(sample.DEATH_COLOR), new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
|
||||
break;
|
||||
default:
|
||||
gr.FillRectangle(new SolidBrush(sample.SAIN_COLOR), new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
|
||||
break;
|
||||
}
|
||||
|
||||
for (int width = 0; width < TerrainSize.Width; width += 1)
|
||||
{
|
||||
for (int height = 0; height < TerrainSize.Height; height += 1)
|
||||
{
|
||||
Human individual = Population[width, height];
|
||||
if (individual.State != dominantState)
|
||||
{
|
||||
Color c = individual.Sprite;
|
||||
gr.FillRectangle(new SolidBrush(c), new Rectangle(individual.Position, individual.HumanSize));
|
||||
DRAWED_ELEMENTS++;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
return Render;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user