Added first version of the project (Proof Of Concept)
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using System;
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using System.Collections.Generic;
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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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namespace PropagationRemasteredBeta
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{
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public class Human:ICloneable
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{
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//State values
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public Color SAIN_COLOR = Color.Green;
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public Color INFECTED_COLOR = Color.Red;
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public Color IMMUNE_COLOR = Color.Blue;
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public Color DEATH_COLOR = Color.Black;
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public const int SAIN = 0;
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public const int INFECTED = 1;
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public const int IMMUNE = 2;
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public const int DEAD = 3;
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const int DEFAULT_HUMAN_SIZE = 1;
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private Point _position;
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private int _state;
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private Size _humanSize;
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private int _lifeTimeCounter;
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private int _InfectedTimeCounter;
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private Color _sprite;
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public Point Position { get => _position; set => _position = value; }
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public int State
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{
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get { return _state; }
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//We set the counter of infection whenever we set it to infected
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set {
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_state = value;
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if (_state == INFECTED) { _InfectedTimeCounter = 1; }
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switch (_state)
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{
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case INFECTED:
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Sprite = INFECTED_COLOR;
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break;
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case SAIN:
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Sprite = SAIN_COLOR;
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break;
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case DEAD:
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Sprite = DEATH_COLOR;
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break;
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case IMMUNE:
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Sprite = IMMUNE_COLOR;
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break;
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}
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}
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}
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public Size HumanSize { get => _humanSize; set => _humanSize = value; }
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public int LifeTimeCounter { get => _lifeTimeCounter; set => _lifeTimeCounter = value; }
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public int InfectedTimeCounter { get => _InfectedTimeCounter; set => _InfectedTimeCounter = value; }
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public Color Sprite { get => _sprite; set => _sprite = value; }
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public Human(Point position, int state, Size humanSize)
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{
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HumanSize = humanSize;
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Position = position;
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State = state;
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LifeTimeCounter = 1;
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InfectedTimeCounter = 0;
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}
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public Human(Point position, int state) : this(position, state, new Size(DEFAULT_HUMAN_SIZE, DEFAULT_HUMAN_SIZE))
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{
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}
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//we dont have any constructor with only default values because the human needs his position in the field to process the infection
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public void ChangeBaseColors(Color sainColor,Color infectedColor,Color immuneColor,Color deadColor)
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{
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SAIN_COLOR = sainColor;
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IMMUNE_COLOR = immuneColor;
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DEATH_COLOR = deadColor;
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INFECTED_COLOR = infectedColor;
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}
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public void Propagate(Human[,] previousTerrain, Human[,] nextTerrain, int infectiosity, int deathRate, int cureTime, Random rnd)
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{
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Human target;
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Point location;
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//target = previousTerrain[Position.X, Position.Y];
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LifeTimeCounter++;
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if (this.State == INFECTED)
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{
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InfectedTimeCounter++;
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if (rnd.Next(0, 100) <= deathRate)
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{
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this.State = DEAD;
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nextTerrain[this.Position.X, this.Position.Y] = this;
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}
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if (LifeTimeCounter >= cureTime)
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{
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this.State = IMMUNE;
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}
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else
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{
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//we need to check if we are not in a corner
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if (Position.X > 0 && Position.Y > 0 && Position.X < (previousTerrain.GetLength(0) - 1) && Position.Y < (previousTerrain.GetLength(1) - 1))
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{
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//check top left
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location = new Point(Position.X - 1, Position.Y + 1);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check top
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location = new Point(Position.X, Position.Y + 1);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check top left
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location = new Point(Position.X + 1, Position.Y + 1);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check left
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location = new Point(Position.X - 1, Position.Y);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check right
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location = new Point(Position.X + 1, Position.Y);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check bottom left
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location = new Point(Position.X - 1, Position.Y - 1);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check bottom
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location = new Point(Position.X, Position.Y - 1);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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//check bottom right
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location = new Point(Position.X + 1, Position.Y - 1);
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target = previousTerrain[location.X, location.Y];
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CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
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}
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}
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}
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}
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private void CheckInfection(Human[,] nextTerrain, Human target, int infectiosity, int deathRate, Random rnd)
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{
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if (target.State == SAIN)
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{
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if (rnd.Next(0, 100) <= infectiosity)
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{
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target.State = INFECTED;
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}
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}
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nextTerrain[target.Position.X, target.Position.Y] = target;
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}
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public object Clone()
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{
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Human newHuman = new Human(Position,State);
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newHuman.HumanSize = HumanSize;
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newHuman.InfectedTimeCounter = InfectedTimeCounter;
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newHuman.LifeTimeCounter = LifeTimeCounter;
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return newHuman;
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}
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}
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}
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