Code cleanup and minor performance increase
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@@ -18,6 +18,7 @@ namespace PropagationRemasteredBeta
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const int DEFAULT_INFECTION_RATE = 20;
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const int DEFAULT_CURE_TIME = 25;
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//Only here for performance purposes
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public SolidBrush SAIN_COLOR = new SolidBrush(Color.Green);
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public SolidBrush INFECTED_COLOR = new SolidBrush(Color.Red);
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public SolidBrush IMMUNE_COLOR = new SolidBrush(Color.Blue);
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@@ -81,7 +82,6 @@ namespace PropagationRemasteredBeta
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DeadCount = new List<int>();
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SimulationDuration = -1;
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}
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public Terrain() : this(new Size(DEFAULT_SIZE, DEFAULT_SIZE), DEFAULT_INFECTED_PROPORTION, DEFAULT_IMMUNE_PROPORTION, DEFAULT_DEATH_RATE, DEFAULT_INFECTION_RATE, DEFAULT_CURE_TIME)
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{
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@@ -113,7 +113,7 @@ namespace PropagationRemasteredBeta
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state = Human.IMMUNE;
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}
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}
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Human tmp = new Human(new Point(width, height), state,new Size(1,1),SAIN_COLOR,INFECTED_COLOR,IMMUNE_COLOR,DEATH_COLOR);
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Human tmp = new Human(new Point(width, height), state,SAIN_COLOR,INFECTED_COLOR,IMMUNE_COLOR,DEATH_COLOR);
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Population[width, height] = tmp;
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}
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}
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@@ -138,8 +138,7 @@ namespace PropagationRemasteredBeta
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state = Human.IMMUNE;
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}
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Human tmp = new Human(new Point(width, height), state,new Size(1, 1), SAIN_COLOR, INFECTED_COLOR, IMMUNE_COLOR, DEATH_COLOR);
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//Population[width, height] = new Human(new Point(width, height), state);
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Human tmp = new Human(new Point(width, height), state, SAIN_COLOR, INFECTED_COLOR, IMMUNE_COLOR, DEATH_COLOR);
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Population[width, height] = tmp;
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}
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}
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@@ -195,17 +194,6 @@ namespace PropagationRemasteredBeta
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}//);
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}//);
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/*
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List<Human> filtered = PeopleToCheck.Distinct().ToList<Human>();
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Parallel.ForEach(filtered,
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target =>
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{
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Population[target.Position.X, target.Position.Y] = target.CheckInfection(InfectionRate,Rnd);
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}
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);
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*/
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//List<Human> filtered = PeopleToCheck.Distinct().ToList<Human>();
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foreach (Human target in PeopleToCheck)
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{
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Population[target.Position.X,target.Position.Y] = target.CheckInfection(InfectionRate,Rnd);
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@@ -224,10 +212,10 @@ namespace PropagationRemasteredBeta
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//we check that it is not the first frame and by default we expect the first frame to be dominantly sain people
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if (InfectedCount.Count() > 0)
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{
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int infecteds = InfectedCount[InfectedCount.Count() - 1];
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int sain = SainCount[SainCount.Count() - 1];
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int immune = ImmuneCount[ImmuneCount.Count() - 1];
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int deaths = DeadCount[DeadCount.Count() - 1];
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int infecteds = InfectedCount[InfectedCount.Count - 1];
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int sain = SainCount[SainCount.Count - 1];
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int immune = ImmuneCount[ImmuneCount.Count - 1];
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int deaths = DeadCount[DeadCount.Count - 1];
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if (infecteds > sain && infecteds > immune && infecteds > deaths)
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{
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@@ -247,24 +235,26 @@ namespace PropagationRemasteredBeta
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}
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//as Color object cannot be a constant we cannot use Human.SAIN_COLOR we need to use a fully constructed human
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Human sample = new Human(new Point(-1, -1), Human.DEAD);
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switch (dominantState)
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{
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case Human.SAIN:
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gr.FillRectangle(sample.SAIN_COLOR, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
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sample.State = Human.SAIN;
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break;
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case Human.IMMUNE:
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gr.FillRectangle(sample.IMMUNE_COLOR, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
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sample.State = Human.IMMUNE;
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break;
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case Human.INFECTED:
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gr.FillRectangle(sample.INFECTED_COLOR, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
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sample.State = Human.INFECTED;
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break;
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case Human.DEAD:
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gr.FillRectangle(sample.DEATH_COLOR, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
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sample.State = Human.DEAD;
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break;
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default:
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gr.FillRectangle(sample.SAIN_COLOR, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
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sample.State = Human.SAIN;
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break;
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}
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gr.FillRectangle(sample.Sprite, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
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for (int width = 0; width < TerrainSize.Width; width += 1)
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{
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@@ -274,7 +264,7 @@ namespace PropagationRemasteredBeta
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if (individual.State != dominantState)
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{
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SolidBrush c = individual.Sprite;
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gr.FillRectangle(c, new Rectangle(individual.Position, individual.HumanSize));
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gr.FillRectangle(c, new Rectangle(individual.Position, new Size(1,1)));
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DRAWED_ELEMENTS++;
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}
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