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

228 lines
8.1 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 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;
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; }
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 SolidBrush Sprite { get => _sprite; set => _sprite = value; }
public Human(Point position, int state, Size humanSize, SolidBrush sainColor, SolidBrush infectedColor, SolidBrush immuneColor, SolidBrush deadColor)
{
HumanSize = humanSize;
Position = position;
LifeTimeCounter = 1;
InfectedTimeCounter = 0;
SAIN_COLOR = sainColor;
INFECTED_COLOR = infectedColor;
IMMUNE_COLOR = immuneColor;
DEATH_COLOR = deadColor;
//IMPORTANT only set state AFTER colors
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 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)
{
SAIN_COLOR = sainColor;
IMMUNE_COLOR = immuneColor;
DEATH_COLOR = deadColor;
INFECTED_COLOR = infectedColor;
}
public Human Propagate(Terrain T)
{
Human target;
Point location;
LifeTimeCounter++;
if (this.State == INFECTED)
{
InfectedTimeCounter++;
if (T.Rnd.Next(0, 100) <= T.DeathRate)
{
State = DEAD;
}
if (LifeTimeCounter >= T.CureTime)
{
State = IMMUNE;
}
else
{
//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);
}
//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);
}
//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);
}
//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);
}
//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);
}
//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);
}
//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);
}
//check bottom right
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);
}
}
}
}
return this;
}
public Human CheckInfection(int infectiosity, Random rnd)
{
if (rnd.Next(0, 100) <= infectiosity)
{
State = INFECTED;
}
return this;
}
public object Clone()
{
Human newHuman = new Human(Position, State);
newHuman.HumanSize = HumanSize;
newHuman.InfectedTimeCounter = InfectedTimeCounter;
newHuman.LifeTimeCounter = LifeTimeCounter;
return newHuman;
}
}
}