275 lines
11 KiB
C#
275 lines
11 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Drawing;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
using System.Windows.Forms;
|
|
using System.Collections.Concurrent;
|
|
|
|
namespace PropagationRemasteredBeta
|
|
{
|
|
public class Terrain
|
|
{
|
|
const int DEFAULT_SIZE = 200;
|
|
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;
|
|
|
|
//Only here for performance purposes
|
|
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);
|
|
|
|
private Human[,] _population;
|
|
private ConcurrentBag<Human> _peopleToCheck;
|
|
private ConcurrentBag<Human> _infectedsToCheck;
|
|
private Size _terrainSize;
|
|
|
|
private int _infectedProportion;
|
|
private int _immuneProportion;
|
|
private int _deathRate;
|
|
private int _infectionRate;
|
|
private int _cureTime;
|
|
private Bitmap _render;
|
|
|
|
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 Random Rnd { get => rnd; set => rnd = value; }
|
|
public ConcurrentBag<Human> PeopleToCheck { get => _peopleToCheck; set => _peopleToCheck = value; }
|
|
public ConcurrentBag<Human> InfectedsToCheck { get => _infectedsToCheck; set => _infectedsToCheck = 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();
|
|
|
|
//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()
|
|
{
|
|
if (Population[0,0] != null)
|
|
{
|
|
Population = new Human[TerrainSize.Width, TerrainSize.Height];
|
|
}
|
|
//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;
|
|
}
|
|
}
|
|
Human tmp = new Human(new Point(width, height), state,SAIN_COLOR,INFECTED_COLOR,IMMUNE_COLOR,DEATH_COLOR);
|
|
Population[width, height] = tmp;
|
|
}
|
|
}
|
|
}
|
|
public void GenerateOneForAll()
|
|
{
|
|
if (Population[0, 0] != null)
|
|
{
|
|
Population = new Human[TerrainSize.Width, TerrainSize.Height];
|
|
}
|
|
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;
|
|
}
|
|
|
|
Human tmp = new Human(new Point(width, height), state, SAIN_COLOR, INFECTED_COLOR, IMMUNE_COLOR, DEATH_COLOR);
|
|
Population[width, height] = tmp;
|
|
}
|
|
}
|
|
//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);
|
|
|
|
PeopleToCheck = new ConcurrentBag<Human>();
|
|
InfectedsToCheck = new ConcurrentBag<Human>();
|
|
|
|
Parallel.For(0, TerrainSize.Width, width =>
|
|
//for (int width = 0; width < TerrainSize.Width; width += 1)
|
|
{
|
|
Parallel.For(0, TerrainSize.Height, height =>
|
|
//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
|
|
switch (Population[width, height].State)
|
|
{
|
|
case Human.SAIN:
|
|
SainCount[SimulationDuration] += 1;
|
|
break;
|
|
case Human.INFECTED:
|
|
Population[width, height].Propagate(this);
|
|
InfectedCount[SimulationDuration] += 1;
|
|
break;
|
|
case Human.IMMUNE:
|
|
ImmuneCount[SimulationDuration] += 1;
|
|
break;
|
|
case Human.DEAD:
|
|
DeadCount[SimulationDuration] += 1;
|
|
break;
|
|
}
|
|
});
|
|
});
|
|
|
|
//Parallel.ForEach(PeopleToCheck, target =>
|
|
foreach (Human target in PeopleToCheck)
|
|
{
|
|
Population[target.Position.X, target.Position.Y] = target.CheckInfection(InfectionRate, Rnd);
|
|
}//);
|
|
foreach (Human target in InfectedsToCheck)
|
|
{
|
|
Population[target.Position.X, target.Position.Y] = target.CheckDeath(DeathRate,CureTime,Rnd);
|
|
}
|
|
}
|
|
|
|
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:
|
|
sample.State = Human.SAIN;
|
|
break;
|
|
case Human.IMMUNE:
|
|
sample.State = Human.IMMUNE;
|
|
break;
|
|
case Human.INFECTED:
|
|
sample.State = Human.INFECTED;
|
|
break;
|
|
case Human.DEAD:
|
|
sample.State = Human.DEAD;
|
|
break;
|
|
default:
|
|
sample.State = Human.SAIN;
|
|
break;
|
|
}
|
|
gr.FillRectangle(sample.Sprite, new Rectangle(new Point(0, 0), new Size(Render.Width, Render.Height)));
|
|
|
|
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)
|
|
{
|
|
SolidBrush c = individual.Sprite;
|
|
gr.FillRectangle(c, new Rectangle(individual.Position, new Size(1,1)));
|
|
DRAWED_ELEMENTS++;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
return Render;
|
|
}
|
|
}
|
|
}
|