Files
propagation-remastered/VsProject/PropagationRemasteredBeta/Human.cs
T

176 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
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 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;
public Point Position { get => _position; set => _position = value; }
public int State
{
get { return _state; }
//We set the counter of infection whenever we set it to infected
set {
_state = value;
if (_state == INFECTED) { _InfectedTimeCounter = 1; }
switch (_state)
{
case INFECTED:
Sprite = INFECTED_COLOR;
break;
case SAIN:
Sprite = SAIN_COLOR;
break;
case DEAD:
Sprite = DEATH_COLOR;
break;
case IMMUNE:
Sprite = IMMUNE_COLOR;
break;
}
}
}
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 Human(Point position, int state, Size humanSize)
{
HumanSize = humanSize;
Position = position;
State = state;
LifeTimeCounter = 1;
InfectedTimeCounter = 0;
}
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(Color sainColor,Color infectedColor,Color immuneColor,Color deadColor)
{
SAIN_COLOR = sainColor;
IMMUNE_COLOR = immuneColor;
DEATH_COLOR = deadColor;
INFECTED_COLOR = infectedColor;
}
public void Propagate(Human[,] previousTerrain, Human[,] nextTerrain, int infectiosity, int deathRate, int cureTime, Random rnd)
{
Human target;
Point location;
//target = previousTerrain[Position.X, Position.Y];
LifeTimeCounter++;
if (this.State == INFECTED)
{
InfectedTimeCounter++;
if (rnd.Next(0, 100) <= deathRate)
{
this.State = DEAD;
nextTerrain[this.Position.X, this.Position.Y] = this;
}
if (LifeTimeCounter >= cureTime)
{
this.State = IMMUNE;
}
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))
{
//check top left
location = new Point(Position.X - 1, Position.Y + 1);
target = previousTerrain[location.X, location.Y];
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
//check top
location = new Point(Position.X, Position.Y + 1);
target = previousTerrain[location.X, location.Y];
CheckInfection(nextTerrain, target, infectiosity, deathRate, 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);
//check left
location = new Point(Position.X - 1, Position.Y);
target = previousTerrain[location.X, location.Y];
CheckInfection(nextTerrain, target, infectiosity, deathRate, rnd);
//check right
location = new Point(Position.X + 1, Position.Y);
target = previousTerrain[location.X, location.Y];
CheckInfection(nextTerrain, target, infectiosity, deathRate, 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);
//check bottom
location = new Point(Position.X, Position.Y - 1);
target = previousTerrain[location.X, location.Y];
CheckInfection(nextTerrain, target, infectiosity, deathRate, 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);
}
}
}
}
private void CheckInfection(Human[,] nextTerrain, Human target, int infectiosity, int deathRate, Random rnd)
{
if (target.State == SAIN)
{
if (rnd.Next(0, 100) <= infectiosity)
{
target.State = INFECTED;
}
}
nextTerrain[target.Position.X, target.Position.Y] = target;
}
public object Clone()
{
Human newHuman = new Human(Position,State);
newHuman.HumanSize = HumanSize;
newHuman.InfectedTimeCounter = InfectedTimeCounter;
newHuman.LifeTimeCounter = LifeTimeCounter;
return newHuman;
}
}
}