forked from Maxluli/RustyPropagation
Finished underwelming propagation
This commit is contained in:
@@ -7,7 +7,7 @@ pub enum State {
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Dead,
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Immune,
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}
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#[derive(Clone)]
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#[derive(Clone,Copy)]
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pub struct Human {
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pub present_state : State,
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pub x : i32,
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19
src/main.rs
19
src/main.rs
@@ -20,11 +20,24 @@ fn main() {
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let disease = Disease::new(20,10,5,String::from("Covid 44"));
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let mut population = Population::new(20,10,5,30,30,disease);
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let mut population = Population::new(20,10,5,300,300,disease);
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//population.change_disease(disease);
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println!("Before Filling");
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population.display();
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//population.display();
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population.generate();
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println!("After Filling");
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population.display();
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//population.display();
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println!("After Propagation");
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let mut stats: [i32;4] = [0,0,0,0];
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let mut counter:u32 = 0;
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loop{
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counter += 1;
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stats=population.propagate();
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//population.display();
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println!("Infecteds: {} Immunes: {} Deads: {}",stats[1],stats[2],stats[3]);
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if stats[1] == 0 {break;}
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}
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println!("Propagation finished in {} steps",counter);
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//population.display();
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}
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@@ -1,13 +1,18 @@
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use crate::prelude::*;
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pub struct Point{
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x:i32,
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y:i32,
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}
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pub struct Population{
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pub start_infected_ratio:u32,
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pub start_immune_ratio:u32,
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pub start_dead_ratio:u32,
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pub start_infected_ratio:i32,
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pub start_immune_ratio:i32,
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pub start_dead_ratio:i32,
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pub humans:Vec<Human>,
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pub width:u32,
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pub height:u32,
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pub age:u32,
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pub width:i32,
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pub height:i32,
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pub age:i32,
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pub plague:Disease,
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}
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pub fn human_idx(x: i32, y: i32,width:i32) -> usize {
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@@ -26,11 +31,11 @@ impl Population{
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}
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}
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Self{
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start_infected_ratio:start_infected_ratio,
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start_immune_ratio:start_immune_ratio,
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start_dead_ratio:start_dead_ratio,
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width:width,
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height:height,
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start_infected_ratio:start_infected_ratio as i32,
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start_immune_ratio:start_immune_ratio as i32,
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start_dead_ratio:start_dead_ratio as i32,
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width:width as i32,
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height:height as i32,
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plague:plague,
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age:0,
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humans:the_humans,
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@@ -65,6 +70,134 @@ impl Population{
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}
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}
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}
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pub fn propagate(&mut self)->[i32;4]{
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let mut people_to_check:Vec<Point> = Vec::new();
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let mut people_to_infect:Vec<Point> = Vec::new();
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let mut people_to_cure:Vec<Point> = Vec::new();
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let mut people_to_kill:Vec<Point> = Vec::new();
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let mut stats: [i32;4] = [0,0,0,0];
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// stats[0] Normal stats[1] Infected stats[2] Immune stats[3] Dead
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for x in 0..self.width{
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for y in 0..self.height{
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let idx = human_idx(x as i32, y as i32, self.width as i32);
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match self.humans[idx].present_state{
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State::Normal => {stats[0] += 1;}
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State::Infected => {people_to_check.push(Point{x:x,y:y});stats[1]+=1;}
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State::Immune => {stats[2] += 1;}
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State::Dead => {stats[3] += 1;}
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}
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}
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}
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for pos in &people_to_check {
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//people_to_check.iter().map(|pos|{
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//get all the other people next to me and check if i die cure or infect
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//now we can start to check if people would be infected or not
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//let idx = human_idx(pos.x as i32, pos.y as i32, self.width as i32);
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if pos.x > 0 && pos.x < self.width as i32 -1 && pos.y > 0 && pos.y < self.height as i32 -1{
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if self.roll(self.plague.curing_rate){
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//checks if the man dies
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people_to_cure.push(Point{x:pos.x,y:pos.y});
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}else{
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if self.roll(self.plague.death_rate){
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//cheks if the man dies
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people_to_kill.push(Point{x:pos.x,y:pos.y});
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}else{
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let mut possible_infections:Vec<Point> = Vec::new();
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//possible_infections.push(Point{x:pos.x,y:pos.y});
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possible_infections.push(Point{x:pos.x -1,y:pos.y -1}); //Top Left
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possible_infections.push(Point{x:pos.x,y:pos.y-1}); //Top
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possible_infections.push(Point{x:pos.x +1,y:pos.y -1}); //Top Right
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possible_infections.push(Point{x:pos.x -1,y:pos.y}); //Left
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possible_infections.push(Point{x:pos.x +1,y:pos.y}); //Right
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possible_infections.push(Point{x:pos.x -1,y:pos.y + 1}); //Bottom Left
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possible_infections.push(Point{x:pos.x,y:pos.y + 1}); //Bottom
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possible_infections.push(Point{x:pos.x + 1,y:pos.y + 1}); //Bottom Right
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for poss_infected_pos in &possible_infections{
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//possible_infections.iter().map(|poss_infected_pos|{
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let inf_idx = human_idx(poss_infected_pos.x as i32, poss_infected_pos.y as i32, self.width as i32);
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if self.humans[inf_idx].present_state == State::Normal{
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if self.roll(self.plague.infection_rate){
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people_to_infect.push(Point{x:poss_infected_pos.x,y:poss_infected_pos.y});
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}
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}
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};
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}
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}
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}else{
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//TODO
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//Check every special cases (corners sides etc..)
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//REMOVE WHEN IMPLEMENTED
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//It is here to prevent an infected in the borders to keep the programm running as he thinks there are still people to simulate
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people_to_kill.push(Point{x:pos.x,y:pos.y});
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// @##
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// ###
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// ###
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// #@#
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// ###
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// ###
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// ##@
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// ###
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// ###
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// ###
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// @##
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// ###
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// ###
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// ##@
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// ###
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// ###
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// ###
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// @##
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// ###
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// ###
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// #@#
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// ###
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// ###
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// ##@
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}
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for infected_position in &people_to_infect{
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//people_to_infect.iter().map(|infected_position|{
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let infected_index = human_idx(infected_position.x as i32, infected_position.y as i32, self.width as i32);
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//DEBUG
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//println!("x: {} y: {} index: {}",infected_position.x,infected_position.y,infected_index);
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self.humans[infected_index].present_state = State::Infected;
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//DEBUG
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//println!("Infected someone");
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};
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for cured_position in &people_to_cure{
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//people_to_cure.iter().map(|cured_position|{
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let cured_index = human_idx(cured_position.x as i32, cured_position.y as i32, self.width as i32);
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self.humans[cured_index].present_state = State::Immune;
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//DEBUG
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//println!("Cured someone");
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};
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for dead_position in &people_to_kill{
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//people_to_kill.iter().map(|dead_position|{
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let dead_index = human_idx(dead_position.x as i32, dead_position.y as i32, self.width as i32);
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self.humans[dead_index].present_state = State::Dead;
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//DEBUG
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//println!("Killed someone");
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};
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};
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stats
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}
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pub fn roll(&self,probability:u32)->bool{
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let mut rng = rand::thread_rng();
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rng.gen_range(0..CORRECTED_PERCENTAGE) <= probability as i32
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}
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pub fn display(&mut self){
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let sprite = "#";
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print!("\n");
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