a new version wich is so much worse that i cant just delete it
This commit is contained in:
@@ -84,12 +84,11 @@ namespace PropagationRemasteredBeta
|
||||
|
||||
private void tmrTick_Tick(object sender, EventArgs e)
|
||||
{
|
||||
//t.Refresh();
|
||||
stopwatch.Start();
|
||||
int infecteds;
|
||||
if (t.InfectedCount.Count > 0)
|
||||
if (t.InfectedPeoples.Count > 0)
|
||||
{
|
||||
infecteds = t.InfectedCount[t.InfectedCount.Count() - 1];
|
||||
infecteds = t.InfectedPeoples.Count - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -97,7 +96,10 @@ namespace PropagationRemasteredBeta
|
||||
}
|
||||
if (infecteds > 0)
|
||||
{
|
||||
//MessageBox.Show("total humans : " + (t.DeadPeoples.Count + t.InfectedPeoples.Count + t.SainPeoples.Count + t.ImmunesPeoples.Count).ToString());
|
||||
t.Refresh();
|
||||
//MessageBox.Show("total humans : " + (t.DeadPeoples.Count + t.InfectedPeoples.Count + t.SainPeoples.Count + t.ImmunesPeoples.Count).ToString());
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -107,10 +109,10 @@ namespace PropagationRemasteredBeta
|
||||
//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();
|
||||
lblInfected.Text = (t.InfectedPeoples.Count - 1).ToString();
|
||||
lblImmunes.Text = (t.ImmunesPeoples.Count - 1).ToString();
|
||||
lblSain.Text = (t.SainPeoples.Count - 1).ToString();
|
||||
lblDeaths.Text = (t.DeadPeoples.Count - 1).ToString();
|
||||
}
|
||||
|
||||
private double GetMemoryUsage()
|
||||
|
||||
@@ -7,7 +7,7 @@ using System.Threading.Tasks;
|
||||
|
||||
namespace PropagationRemasteredBeta
|
||||
{
|
||||
public class Human:ICloneable
|
||||
public class Human : ICloneable
|
||||
{
|
||||
//State values
|
||||
public Color SAIN_COLOR = Color.Green;
|
||||
@@ -34,8 +34,9 @@ namespace PropagationRemasteredBeta
|
||||
{
|
||||
get { return _state; }
|
||||
//We set the counter of infection whenever we set it to infected
|
||||
set {
|
||||
_state = value;
|
||||
set
|
||||
{
|
||||
_state = value;
|
||||
if (_state == INFECTED) { _InfectedTimeCounter = 1; }
|
||||
switch (_state)
|
||||
{
|
||||
@@ -73,7 +74,7 @@ namespace PropagationRemasteredBeta
|
||||
}
|
||||
//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)
|
||||
public void ChangeBaseColors(Color sainColor, Color infectedColor, Color immuneColor, Color deadColor)
|
||||
{
|
||||
SAIN_COLOR = sainColor;
|
||||
IMMUNE_COLOR = immuneColor;
|
||||
@@ -81,91 +82,90 @@ namespace PropagationRemasteredBeta
|
||||
INFECTED_COLOR = infectedColor;
|
||||
}
|
||||
|
||||
public void Propagate(Human[,] previousTerrain, Human[,] nextTerrain, int infectiosity, int deathRate, int cureTime, Random rnd)
|
||||
public void Propagate(Terrain terrain)
|
||||
{
|
||||
Human target;
|
||||
Point location;
|
||||
|
||||
//target = previousTerrain[Position.X, Position.Y];
|
||||
|
||||
LifeTimeCounter++;
|
||||
InfectedTimeCounter++;
|
||||
|
||||
if (this.State == INFECTED)
|
||||
if (terrain.Rnd.Next(0, 100) <= terrain.DeathRate)
|
||||
{
|
||||
InfectedTimeCounter++;
|
||||
if (rnd.Next(0, 100) <= deathRate)
|
||||
{
|
||||
this.State = DEAD;
|
||||
nextTerrain[this.Position.X, this.Position.Y] = this;
|
||||
}
|
||||
if (LifeTimeCounter >= cureTime)
|
||||
this.State = DEAD;
|
||||
terrain.InfectedPeoples.Remove(this);
|
||||
terrain.DeadPeoples.Add(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (LifeTimeCounter >= terrain.CureTime)
|
||||
{
|
||||
this.State = IMMUNE;
|
||||
terrain.ImmunesPeoples.Add(this);
|
||||
terrain.InfectedPeoples.Remove(this);
|
||||
}
|
||||
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))
|
||||
if (Position.X > 0 && Position.Y > 0 && Position.X < (terrain.TerrainSize.Width - 1) && Position.Y < (terrain.TerrainSize.Height - 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);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.Rnd);
|
||||
|
||||
//check top
|
||||
location = new Point(Position.X, Position.Y + 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.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);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.Rnd);
|
||||
|
||||
//check left
|
||||
location = new Point(Position.X - 1, Position.Y);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.Rnd);
|
||||
|
||||
//check right
|
||||
location = new Point(Position.X + 1, Position.Y);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.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);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.Rnd);
|
||||
|
||||
//check bottom
|
||||
location = new Point(Position.X, Position.Y - 1);
|
||||
target = previousTerrain[location.X, location.Y];
|
||||
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.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);
|
||||
target = terrain.Population[location.X, location.Y];
|
||||
CheckInfection(terrain, target, terrain.InfectionRate, terrain.Rnd);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private void CheckInfection(Human[,] nextTerrain, Human target, int infectiosity, int deathRate, Random rnd)
|
||||
private void CheckInfection(Terrain terrain, Human target, int infectiosity, Random rnd)
|
||||
{
|
||||
if (target.State == SAIN)
|
||||
//if (terrain.OldSainPeoples.Contains(target) && rnd.Next(0, 100) <= infectiosity)
|
||||
if(target.State == Human.SAIN && rnd.Next(0, 100) <= infectiosity)
|
||||
{
|
||||
if (rnd.Next(0, 100) <= infectiosity)
|
||||
{
|
||||
target.State = INFECTED;
|
||||
}
|
||||
target.State = INFECTED;
|
||||
terrain.InfectedPeoples.Add(target);
|
||||
terrain.SainPeoples.Remove(target);
|
||||
}
|
||||
|
||||
nextTerrain[target.Position.X, target.Position.Y] = target;
|
||||
}
|
||||
|
||||
public object Clone()
|
||||
{
|
||||
Human newHuman = new Human(Position,State);
|
||||
Human newHuman = new Human(Position, State);
|
||||
newHuman.HumanSize = HumanSize;
|
||||
newHuman.InfectedTimeCounter = InfectedTimeCounter;
|
||||
newHuman.LifeTimeCounter = LifeTimeCounter;
|
||||
|
||||
@@ -28,20 +28,24 @@ namespace PropagationRemasteredBeta
|
||||
private int _cureTime;
|
||||
private Bitmap _render;
|
||||
|
||||
private Human[,] oldTerrain;
|
||||
private Human[,] newTerrain;
|
||||
private Human[,] Grid;
|
||||
|
||||
private List<int> _sainCount;
|
||||
private List<int> _infectedCount;
|
||||
private List<int> _immuneCount;
|
||||
private List<int> _deadCount;
|
||||
private List<Human> _oldSainPeoples;
|
||||
private List<Human> _oldInfectedPeoples;
|
||||
private List<Human> _oldImmunesPeoples;
|
||||
private List<Human> _oldDeadPeoples;
|
||||
|
||||
private List<Human> _sainPeoples;
|
||||
private List<Human> _infectedPeoples;
|
||||
private List<Human> _immunesPeoples;
|
||||
private List<Human> _deadPeoples;
|
||||
|
||||
private int _simulationDuration;
|
||||
|
||||
/*Used for debugging*/
|
||||
public int DRAWED_ELEMENTS;
|
||||
|
||||
private Random rnd;
|
||||
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; }
|
||||
@@ -50,12 +54,16 @@ namespace PropagationRemasteredBeta
|
||||
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 List<Human> SainPeoples { get => _sainPeoples; set => _sainPeoples = value; }
|
||||
public List<Human> InfectedPeoples { get => _infectedPeoples; set => _infectedPeoples = value; }
|
||||
public List<Human> ImmunesPeoples { get => _immunesPeoples; set => _immunesPeoples = value; }
|
||||
public List<Human> DeadPeoples { get => _deadPeoples; set => _deadPeoples = value; }
|
||||
public int SimulationDuration { get => _simulationDuration; set => _simulationDuration = value; }
|
||||
public Random Rnd { get => _rnd; set => _rnd = value; }
|
||||
public List<Human> OldSainPeoples { get => _oldSainPeoples; set => _oldSainPeoples = value; }
|
||||
public List<Human> OldInfectedPeoples { get => _oldInfectedPeoples; set => _oldInfectedPeoples = value; }
|
||||
public List<Human> OldImmunesPeoples { get => _oldImmunesPeoples; set => _oldImmunesPeoples = value; }
|
||||
public List<Human> OldDeadPeoples { get => _oldDeadPeoples; set => _oldDeadPeoples = value; }
|
||||
|
||||
public Terrain(Size terrainSize, int infectedProportion, int resistantProportion, int deathRate, int infectionRate, int cureTime)
|
||||
{
|
||||
@@ -66,17 +74,19 @@ namespace PropagationRemasteredBeta
|
||||
DeathRate = deathRate;
|
||||
InfectionRate = infectionRate;
|
||||
CureTime = cureTime;
|
||||
rnd = new Random();
|
||||
Rnd = new Random();
|
||||
|
||||
oldTerrain = null;
|
||||
newTerrain = null;
|
||||
Grid = null;
|
||||
|
||||
//all of this is for stats purposes
|
||||
SainPeoples = new List<Human>();
|
||||
InfectedPeoples = new List<Human>();
|
||||
ImmunesPeoples = new List<Human>();
|
||||
DeadPeoples = new List<Human>();
|
||||
|
||||
SainCount = new List<int>();
|
||||
InfectedCount = new List<int>();
|
||||
ImmuneCount = new List<int>();
|
||||
DeadCount = new List<int>();
|
||||
OldSainPeoples = new List<Human>();
|
||||
OldInfectedPeoples = new List<Human>();
|
||||
OldImmunesPeoples = new List<Human>();
|
||||
OldDeadPeoples = new List<Human>();
|
||||
|
||||
SimulationDuration = -1;
|
||||
|
||||
@@ -96,19 +106,19 @@ namespace PropagationRemasteredBeta
|
||||
|
||||
state = Human.SAIN;
|
||||
|
||||
if (rnd.Next(0, 100) < InfectedProportion)
|
||||
if (Rnd.Next(0, 100) < InfectedProportion)
|
||||
{
|
||||
state = Human.INFECTED;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rnd.Next(0, 100) < ImmuneProportion)
|
||||
if (Rnd.Next(0, 100) < ImmuneProportion)
|
||||
{
|
||||
state = Human.IMMUNE;
|
||||
}
|
||||
}
|
||||
|
||||
Population[width, height] = new Human(new Point(width, height), state);
|
||||
AddHuman(new Point(width, height), state);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -118,70 +128,87 @@ namespace PropagationRemasteredBeta
|
||||
{
|
||||
for (int height = 0; height < TerrainSize.Height; height += 1)
|
||||
{
|
||||
int state;
|
||||
|
||||
state = Human.SAIN;
|
||||
|
||||
|
||||
if (rnd.Next(0, 100) < ImmuneProportion)
|
||||
int state;
|
||||
|
||||
if (Rnd.Next(0, 100) < ImmuneProportion)
|
||||
{
|
||||
state = Human.IMMUNE;
|
||||
}
|
||||
|
||||
|
||||
Population[width, height] = new Human(new Point(width, height), state);
|
||||
else
|
||||
{
|
||||
state = Human.SAIN;
|
||||
}
|
||||
AddHuman(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;
|
||||
int x = Rnd.Next(0, TerrainSize.Width);
|
||||
int y = Rnd.Next(0, TerrainSize.Height);
|
||||
AddHuman(new Point(x, y), Human.INFECTED);
|
||||
}
|
||||
public void AddHuman(Point position,int state)
|
||||
{
|
||||
//filling population
|
||||
Population[position.X, position.Y] = new Human(new Point(position.X, position.Y), state);
|
||||
switch (state)
|
||||
{
|
||||
case Human.SAIN:
|
||||
SainPeoples.Add(Population[position.X, position.Y]);
|
||||
break;
|
||||
case Human.IMMUNE:
|
||||
ImmunesPeoples.Add(Population[position.X, position.Y]);
|
||||
break;
|
||||
case Human.INFECTED:
|
||||
InfectedPeoples.Add(Population[position.X, position.Y]);
|
||||
break;
|
||||
case Human.DEAD:
|
||||
DeadPeoples.Add(Population[position.X, position.Y]);
|
||||
break;
|
||||
default:
|
||||
SainPeoples.Add(Population[position.X, position.Y]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
public List<Human> CopyPopulations(List<Human> ListToCopy)
|
||||
{
|
||||
List<Human> ListToCopyInto = new List<Human>(ListToCopy.Count);
|
||||
foreach (Human h in ListToCopy)
|
||||
{
|
||||
ListToCopyInto.Add((Human)h.Clone());
|
||||
}
|
||||
return ListToCopyInto;
|
||||
}
|
||||
public void Refresh()
|
||||
{
|
||||
OldDeadPeoples = CopyPopulations(DeadPeoples);
|
||||
OldInfectedPeoples = CopyPopulations(InfectedPeoples);
|
||||
OldSainPeoples = CopyPopulations(SainPeoples);
|
||||
OldImmunesPeoples = CopyPopulations(ImmunesPeoples);
|
||||
|
||||
DeadPeoples = new List<Human>(OldDeadPeoples.Count);
|
||||
ImmunesPeoples = new List<Human>(OldImmunesPeoples.Count);
|
||||
SainPeoples = new List<Human>(OldSainPeoples.Count);
|
||||
InfectedPeoples = new List<Human>(OldInfectedPeoples.Count);
|
||||
|
||||
//used for stats and curing
|
||||
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)
|
||||
foreach (Human individual in OldInfectedPeoples)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
InfectedPeoples.Add(individual);
|
||||
individual.Propagate(this);
|
||||
}
|
||||
foreach (Human individual in OldImmunesPeoples)
|
||||
{
|
||||
ImmunesPeoples.Add(individual);
|
||||
}
|
||||
foreach (Human individual in OldSainPeoples)
|
||||
{
|
||||
SainPeoples.Add(individual);
|
||||
}
|
||||
foreach (Human individual in OldDeadPeoples)
|
||||
{
|
||||
DeadPeoples.Add(individual);
|
||||
}
|
||||
|
||||
Population = newTerrain;
|
||||
}
|
||||
|
||||
public Bitmap Display()
|
||||
@@ -193,12 +220,12 @@ namespace PropagationRemasteredBeta
|
||||
//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)
|
||||
if (InfectedPeoples.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];
|
||||
int infecteds = InfectedPeoples.Count() - 1;
|
||||
int sain = SainPeoples.Count() - 1;
|
||||
int immune = ImmunesPeoples.Count() - 1;
|
||||
int deaths = DeadPeoples.Count() - 1;
|
||||
|
||||
if (infecteds > sain && infecteds > immune && infecteds > deaths)
|
||||
{
|
||||
@@ -236,7 +263,6 @@ namespace PropagationRemasteredBeta
|
||||
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)
|
||||
@@ -248,7 +274,6 @@ namespace PropagationRemasteredBeta
|
||||
gr.FillRectangle(new SolidBrush(c), new Rectangle(individual.Position, individual.HumanSize));
|
||||
DRAWED_ELEMENTS++;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user