Many fixes:

- comment out dead code
- reduce number of casting
- fix loop block
This commit is contained in:
2022-05-03 13:01:07 +02:00
parent 0d0791a073
commit 04a597c758
4 changed files with 117 additions and 112 deletions

View File

@@ -1,9 +1,10 @@
use crate::prelude::*;
// use crate::prelude::*;
pub const MUTATION_TRAIT_INCREASE_PROBABILITY:i32 = 50;
pub const MUTATION_TRAIT_CHANGE_AMOUNT:i32 = 20;
// pub const MUTATION_TRAIT_INCREASE_PROBABILITY:i32 = 50;
// pub const MUTATION_TRAIT_CHANGE_AMOUNT:i32 = 20;
#[derive(Debug)]
pub struct Disease {
pub infection_rate:u32,
pub curing_rate:u32,
@@ -21,21 +22,21 @@ impl Disease{
traits : vec![infection_r,curing_r,death_r],
}
}
pub fn mutate(&mut self){
let mut rng = rand::thread_rng();
for i in 0..self.traits.len(){
let mut new_ratio:i32 = self.traits[i] as i32;
// pub fn mutate(&mut self){
// let mut rng = rand::thread_rng();
// for i in 0..self.traits.len(){
// let mut new_ratio:i32 = self.traits[i] as i32;
if rng.gen_range(0..CORRECTED_PERCENTAGE) >= MUTATION_TRAIT_INCREASE_PROBABILITY{
new_ratio += MUTATION_TRAIT_CHANGE_AMOUNT;
}else{
new_ratio -= MUTATION_TRAIT_CHANGE_AMOUNT;
}
if new_ratio < 0{
new_ratio = 0;
}
new_ratio = new_ratio % CORRECTED_PERCENTAGE;
self.traits[i] = new_ratio as u32;
}
}
// if rng.gen_range(0..CORRECTED_PERCENTAGE) >= MUTATION_TRAIT_INCREASE_PROBABILITY{
// new_ratio += MUTATION_TRAIT_CHANGE_AMOUNT;
// }else{
// new_ratio -= MUTATION_TRAIT_CHANGE_AMOUNT;
// }
// if new_ratio < 0{
// new_ratio = 0;
// }
// new_ratio = new_ratio % CORRECTED_PERCENTAGE;
// self.traits[i] = new_ratio as u32;
// }
// }
}

View File

@@ -1,31 +1,32 @@
use crate::prelude::*;
// use crate::prelude::*;
#[derive(Copy, Clone, PartialEq)]
// #[derive(Copy, Clone, PartialEq)]
#[derive(PartialEq)]
pub enum State {
Normal,
Infected,
Dead,
Immune,
}
#[derive(Clone,Copy)]
// #[derive(Clone)]
pub struct Human {
pub present_state : State,
pub x : i32,
pub y : i32,
}
impl Human{
pub fn new(state : State, pos_x :i32, pos_y :i32) -> Self{
Self{
present_state : state,
x : pos_x,
y : pos_y
}
}
pub fn new_empty() -> Self{
Self{
present_state:State::Normal,
x : 0,
y : 0,
}
}
// pub fn new(state : State, pos_x :i32, pos_y :i32) -> Self{
// Self{
// present_state : state,
// x : pos_x,
// y : pos_y
// }
// }
// pub fn new_empty() -> Self{
// Self{
// present_state:State::Normal,
// x : 0,
// y : 0,
// }
// }
}

View File

@@ -28,7 +28,8 @@ fn main() {
println!("After Filling");
//population.display();
println!("After Propagation");
let mut stats: [i32;4] = [0,0,0,0];
let mut stats: [i32;4];
// = [0,0,0,0];
let mut counter:u32 = 0;
loop{
counter += 1;

View File

@@ -1,49 +1,48 @@
use crate::prelude::*;
#[derive(Debug)]
pub struct Point{
x:i32,
y:i32,
}
pub struct Population{
pub start_infected_ratio:i32,
pub start_immune_ratio:i32,
pub start_dead_ratio:i32,
pub start_infected_ratio:u32,
pub start_immune_ratio:u32,
pub start_dead_ratio:u32,
pub humans:Vec<Human>,
pub width:i32,
pub height:i32,
pub age:i32,
pub plague:Disease,
}
pub fn human_idx(x: i32, y: i32,width:i32) -> usize {
pub fn human_idx(x: i32, y: i32, width: i32) -> usize {
((y * width) + x)as usize
}
impl Population{
pub fn new(start_infected_ratio:u32,start_immune_ratio:u32,start_dead_ratio:u32,width:u32,height:u32,plague:Disease)->Self{
let mut the_humans:Vec<Human>;
//we first fill the vector with empty humans to prevent any pointer to null
the_humans = vec![Human::new_empty();(width*height)as usize];
//this is not sufficient, every Human should know its position so ...
pub fn new(start_infected_ratio:u32,start_immune_ratio:u32,start_dead_ratio:u32,width:i32,height:i32,plague:Disease)->Self{
let mut the_humans: Vec<Human> = Vec::with_capacity((width*height) as usize);
for x in 0..width{
for y in 0..height{
let index = human_idx(x as i32,y as i32,width as i32);
the_humans[index] = Human::new(State::Normal, x as i32, y as i32);
the_humans.push(Human{present_state: State::Normal, x: x, y: y});
}
}
Self{
start_infected_ratio:start_infected_ratio as i32,
start_immune_ratio:start_immune_ratio as i32,
start_dead_ratio:start_dead_ratio as i32,
width:width as i32,
height:height as i32,
start_infected_ratio:start_infected_ratio,
start_immune_ratio:start_immune_ratio,
start_dead_ratio:start_dead_ratio,
width:width,
height:height,
plague:plague,
age:0,
humans:the_humans,
}
}
pub fn change_disease(&mut self, plague:Disease){
self.plague = plague;
}
// pub fn change_disease(&mut self, plague:Disease){
// self.plague = plague;
// }
pub fn generate(&mut self){
//The ratios will not be exact, for example someone who wants 100% infected 100% immune and 100% dead, he will have 100% dead because they are overwriting each others
//Maybe consider limiting the total to not exceed 100 in the view
@@ -52,49 +51,47 @@ impl Population{
//In other words I did it that way but it can be changed just its not the right method to have perfect ratios
let mut rng = rand::thread_rng();
for x in 0..self.width{
for y in 0..self.height{
let index = human_idx(x as i32,y as i32,self.width as i32);
if rng.gen_range(0..CORRECTED_PERCENTAGE) < self.start_infected_ratio as i32
{
self.humans[index].present_state = State::Infected;
}
if rng.gen_range(0..CORRECTED_PERCENTAGE) < self.start_immune_ratio as i32
{
self.humans[index].present_state = State::Immune;
}
if rng.gen_range(0..CORRECTED_PERCENTAGE) < self.start_dead_ratio as i32
{
self.humans[index].present_state = State::Dead;
}
let mut i: i32 = 0;
for x in self.humans.iter_mut() {
if rng.gen_range(0..CORRECTED_PERCENTAGE) < self.start_infected_ratio as i32
{
x.present_state = State::Infected;
}
if rng.gen_range(0..CORRECTED_PERCENTAGE) < self.start_immune_ratio as i32
{
x.present_state = State::Immune;
}
if rng.gen_range(0..CORRECTED_PERCENTAGE) < self.start_dead_ratio as i32
{
x.present_state = State::Dead;
}
i += 1;
}
println!("generate for {} humans", i);
}
pub fn propagate(&mut self)->[i32;4]{
let mut people_to_check:Vec<Point> = Vec::new();
let mut people_to_infect:Vec<Point> = Vec::new();
let mut people_to_cure:Vec<Point> = Vec::new();
let mut people_to_kill:Vec<Point> = Vec::new();
let mut people_to_check:Vec<Point> = Vec::with_capacity((self.width * self.height) as usize);
let mut people_to_infect:Vec<Point> = Vec::with_capacity((self.width * self.height) as usize);
let mut people_to_cure:Vec<Point> = Vec::with_capacity((self.width * self.height) as usize);
let mut people_to_kill:Vec<Point> = Vec::with_capacity((self.width * self.height) as usize);
let mut stats: [i32;4] = [0,0,0,0];
// stats[0] Normal stats[1] Infected stats[2] Immune stats[3] Dead
for x in 0..self.width{
for y in 0..self.height{
let idx = human_idx(x as i32, y as i32, self.width as i32);
match self.humans[idx].present_state{
State::Normal => {stats[0] += 1;}
State::Infected => {people_to_check.push(Point{x:x,y:y});stats[1]+=1;}
State::Immune => {stats[2] += 1;}
State::Dead => {stats[3] += 1;}
}
for h in self.humans.iter() {
match h.present_state{
State::Normal => {stats[0] += 1;}
State::Infected => {people_to_check.push(Point{x:h.x,y:h.y});stats[1]+=1;}
State::Immune => {stats[2] += 1;}
State::Dead => {stats[3] += 1;}
}
}
for pos in &people_to_check {
// for pos in &people_to_check {
for pos in people_to_check.iter() {
//people_to_check.iter().map(|pos|{
//get all the other people next to me and check if i die cure or infect
//now we can start to check if people would be infected or not
//let idx = human_idx(pos.x as i32, pos.y as i32, self.width as i32);
if pos.x > 0 && pos.x < self.width as i32 -1 && pos.y > 0 && pos.y < self.height as i32 -1{
if pos.x > 0 && pos.x < self.width - 1 && pos.y > 0 && pos.y < self.height -1 {
if self.roll(self.plague.curing_rate){
//checks if the man dies
people_to_cure.push(Point{x:pos.x,y:pos.y});
@@ -103,7 +100,8 @@ impl Population{
//cheks if the man dies
people_to_kill.push(Point{x:pos.x,y:pos.y});
}else{
let mut possible_infections:Vec<Point> = Vec::new();
let mut possible_infections:Vec<Point> = Vec::with_capacity(8);
// Vec::new();
//possible_infections.push(Point{x:pos.x,y:pos.y});
possible_infections.push(Point{x:pos.x -1,y:pos.y -1}); //Top Left
@@ -117,9 +115,9 @@ impl Population{
possible_infections.push(Point{x:pos.x,y:pos.y + 1}); //Bottom
possible_infections.push(Point{x:pos.x + 1,y:pos.y + 1}); //Bottom Right
for poss_infected_pos in &possible_infections{
for poss_infected_pos in possible_infections.iter() {
//possible_infections.iter().map(|poss_infected_pos|{
let inf_idx = human_idx(poss_infected_pos.x as i32, poss_infected_pos.y as i32, self.width as i32);
let inf_idx = human_idx(poss_infected_pos.x, poss_infected_pos.y, self.width);
if self.humans[inf_idx].present_state == State::Normal{
if self.roll(self.plague.infection_rate){
people_to_infect.push(Point{x:poss_infected_pos.x,y:poss_infected_pos.y});
@@ -169,29 +167,33 @@ impl Population{
// ##@
}
};
for infected_position in &people_to_infect{
//people_to_infect.iter().map(|infected_position|{
let infected_index = human_idx(infected_position.x as i32, infected_position.y as i32, self.width as i32);
//DEBUG
//println!("x: {} y: {} index: {}",infected_position.x,infected_position.y,infected_index);
self.humans[infected_index].present_state = State::Infected;
//DEBUG
//println!("Infected someone");
};
for cured_position in &people_to_cure{
//people_to_cure.iter().map(|cured_position|{
let cured_index = human_idx(cured_position.x as i32, cured_position.y as i32, self.width as i32);
self.humans[cured_index].present_state = State::Immune;
//DEBUG
//println!("Cured someone");
};
for dead_position in &people_to_kill{
//people_to_kill.iter().map(|dead_position|{
let dead_index = human_idx(dead_position.x as i32, dead_position.y as i32, self.width as i32);
self.humans[dead_index].present_state = State::Dead;
//DEBUG
//println!("Killed someone");
};
for infected_position in &people_to_infect {
// println!("To infect: {:?}", infected_position);
//people_to_infect.iter().map(|infected_position|{
let infected_index = human_idx(infected_position.x, infected_position.y, self.width);
// let _ = infected_position.x;
//DEBUG
//println!("x: {} y: {} index: {}",infected_position.x,infected_position.y,infected_index);
self.humans[infected_index].present_state = State::Infected;
//DEBUG
//println!("Infected someone");
};
for cured_position in &people_to_cure {
//people_to_cure.iter().map(|cured_position|{
let cured_index = human_idx(cured_position.x, cured_position.y, self.width);
self.humans[cured_index].present_state = State::Immune;
//DEBUG
//println!("Cured someone");
};
for dead_position in &people_to_kill {
//people_to_kill.iter().map(|dead_position|{
let dead_index = human_idx(dead_position.x, dead_position.y, self.width);
self.humans[dead_index].present_state = State::Dead;
//DEBUG
//println!("Killed someone");
};
stats
}
pub fn roll(&self,probability:u32)->bool{