Code cleanup and minor performance increase
This commit is contained in:
@@ -9,36 +9,22 @@ 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 SolidBrush SAIN_COLOR = new SolidBrush(Color.Green);
|
||||
public SolidBrush INFECTED_COLOR = new SolidBrush(Color.Red);
|
||||
public SolidBrush IMMUNE_COLOR = new SolidBrush(Color.Blue);
|
||||
public SolidBrush DEATH_COLOR = new SolidBrush(Color.Black);
|
||||
*/
|
||||
public SolidBrush SAIN_COLOR;
|
||||
public SolidBrush INFECTED_COLOR;
|
||||
public SolidBrush IMMUNE_COLOR;
|
||||
public SolidBrush DEATH_COLOR;
|
||||
|
||||
//those are constants to use with the state attribute and not get confused
|
||||
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;
|
||||
private SolidBrush _sprite;
|
||||
|
||||
public Point Position { get => _position; set => _position = value; }
|
||||
@@ -67,14 +53,12 @@ namespace PropagationRemasteredBeta
|
||||
}
|
||||
}
|
||||
}
|
||||
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 SolidBrush Sprite { get => _sprite; set => _sprite = value; }
|
||||
public Human(Point position, int state, Size humanSize, SolidBrush sainColor, SolidBrush infectedColor, SolidBrush immuneColor, SolidBrush deadColor)
|
||||
public Human(Point position, int state, SolidBrush sainColor, SolidBrush infectedColor, SolidBrush immuneColor, SolidBrush deadColor)
|
||||
{
|
||||
HumanSize = humanSize;
|
||||
Position = position;
|
||||
|
||||
LifeTimeCounter = 1;
|
||||
@@ -83,20 +67,14 @@ namespace PropagationRemasteredBeta
|
||||
INFECTED_COLOR = infectedColor;
|
||||
IMMUNE_COLOR = immuneColor;
|
||||
DEATH_COLOR = deadColor;
|
||||
|
||||
//IMPORTANT only set state AFTER colors
|
||||
//IMPORTANT only set state AFTER colors or some people will have sprites set to null
|
||||
State = state;
|
||||
}
|
||||
|
||||
public Human(Point position, int state, Size humanSize) : this(position,state,humanSize, new SolidBrush(Color.Green), new SolidBrush(Color.Red), new SolidBrush(Color.Blue), new SolidBrush(Color.Black))
|
||||
public Human(Point position, int state) : this(position,state, new SolidBrush(Color.Green), new SolidBrush(Color.Red), new SolidBrush(Color.Blue), new SolidBrush(Color.Black))
|
||||
{
|
||||
|
||||
}
|
||||
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(SolidBrush sainColor, SolidBrush infectedColor, SolidBrush immuneColor, SolidBrush deadColor)
|
||||
{
|
||||
@@ -126,80 +104,41 @@ namespace PropagationRemasteredBeta
|
||||
}
|
||||
else
|
||||
{
|
||||
List<Point> peopleToCheckLocations = new List<Point>();
|
||||
//we need to check if we are not in a corner
|
||||
if (Position.X > 0 && Position.Y > 0 && Position.X < (T.TerrainSize.Width - 1) && Position.Y < (T.TerrainSize.Height - 1))
|
||||
{
|
||||
//check top left
|
||||
location = new Point(Position.X - 1, Position.Y + 1);
|
||||
target = T.Population[location.X, location.Y];
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
|
||||
|
||||
peopleToCheckLocations.Add(new Point(Position.X - 1, Position.Y + 1));
|
||||
|
||||
//check top
|
||||
location = new Point(Position.X, Position.Y + 1);
|
||||
target = T.Population[location.X, location.Y];
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
peopleToCheckLocations.Add(new Point(Position.X, Position.Y + 1));
|
||||
|
||||
//check top left
|
||||
location = new Point(Position.X + 1, Position.Y + 1);
|
||||
target = T.Population[location.X, location.Y];
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
peopleToCheckLocations.Add(new Point(Position.X, Position.Y + 1));
|
||||
|
||||
//check left
|
||||
location = new Point(Position.X - 1, Position.Y);
|
||||
target = T.Population[location.X, location.Y];
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
peopleToCheckLocations.Add(new Point(Position.X - 1, Position.Y));
|
||||
|
||||
//check right
|
||||
location = new Point(Position.X + 1, Position.Y);
|
||||
target = T.Population[location.X, location.Y];
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
peopleToCheckLocations.Add(new Point(Position.X + 1, Position.Y));
|
||||
|
||||
//check bottom left
|
||||
location = new Point(Position.X - 1, Position.Y - 1);
|
||||
target = T.Population[location.X, location.Y];
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
peopleToCheckLocations.Add(new Point(Position.X - 1, Position.Y - 1));
|
||||
|
||||
//check bottom
|
||||
location = new Point(Position.X, Position.Y - 1);
|
||||
target = T.Population[location.X, location.Y];
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
peopleToCheckLocations.Add(new Point(Position.X, Position.Y - 1));
|
||||
|
||||
//check bottom right
|
||||
location = new Point(Position.X + 1, Position.Y - 1);
|
||||
target = T.Population[location.X, location.Y];
|
||||
peopleToCheckLocations.Add(new Point(Position.X + 1, Position.Y - 1));
|
||||
|
||||
if (target.State == Human.SAIN)
|
||||
foreach (Point p in peopleToCheckLocations)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
target = T.Population[p.X, p.Y];
|
||||
if (target.State == Human.SAIN)
|
||||
{
|
||||
T.PeopleToCheck.Add(target);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -218,7 +157,6 @@ namespace PropagationRemasteredBeta
|
||||
public object Clone()
|
||||
{
|
||||
Human newHuman = new Human(Position, State);
|
||||
newHuman.HumanSize = HumanSize;
|
||||
newHuman.InfectedTimeCounter = InfectedTimeCounter;
|
||||
newHuman.LifeTimeCounter = LifeTimeCounter;
|
||||
return newHuman;
|
||||
|
||||
Reference in New Issue
Block a user