forked from Maxluli/RustyPropagation
unfold neighbor functions to gain some speed
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@@ -116,25 +116,36 @@ impl Population {
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for idx in lower_bound..upper_bound {
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let human = &humans[idx];
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let mut neighbors: Vec<&Human> = Vec::with_capacity(8);
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if human.present_state == State::Normal {
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let possible = [
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(human.x - 1, human.y - 1), (human.x, human.y - 1), (human.x + 1, human.y - 1),
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(human.x - 1, human.y) , (human.x + 1, human.y),
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(human.x - 1, human.y + 1), (human.x, human.y + 1), (human.x + 1, human.y + 1),
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];
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for neigh_coords in possible.iter() {
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let neigh_idx = point_to_index(neigh_coords.0, neigh_coords.1, width, height);
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match neigh_idx {
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Some(x) => neighbors.push(&humans[x]),
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None => {},
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// let mut neighbors: Vec<&Human> = Vec::with_capacity(8);
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let mut new_human = human.clone();
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match human.present_state {
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State::Normal => {
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stats[0] += 1;
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let possible = [
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(human.x - 1, human.y - 1), (human.x, human.y - 1), (human.x + 1, human.y - 1),
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(human.x - 1, human.y) , (human.x + 1, human.y),
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(human.x - 1, human.y + 1), (human.x, human.y + 1), (human.x + 1, human.y + 1),
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];
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for neigh_coords in possible.iter() {
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let neigh_idx = point_to_index(neigh_coords.0, neigh_coords.1, width, height);
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match neigh_idx {
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Some(x) => if humans[x].present_state == State::Infected {
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if roll(infection_rate) {
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new_human.present_state = State::Infected;
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break;
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}
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}
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None => {}
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}
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}
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}
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State::Infected => {
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stats[1] += 1;
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match die_or_cure(curing_rate, death_rate) {
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Some(x) => new_human.present_state = x,
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None => {}
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}
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}
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}
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let new_human = evolve(human, neighbors, infection_rate, curing_rate, death_rate);
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match human.present_state {
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State::Normal => { stats[0] += 1; }
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State::Infected => { 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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@@ -157,39 +168,13 @@ impl Population {
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}
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}
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fn evolve(human: &Human, neighbors: Vec<&Human>, infection_rate: i32, curing_rate: i32, death_rate: i32) -> Human {
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let mut new_human = human.clone();
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match human.present_state {
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State::Normal => {
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new_human.present_state = infect_by_neighbors(neighbors, infection_rate);
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}
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State::Infected => {
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new_human.present_state = die_or_cure(curing_rate, death_rate);
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}
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State::Immune => {}
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State::Dead => {}
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}
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new_human
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}
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fn infect_by_neighbors(neighbors: Vec<&Human>, infection_rate: i32) -> State {
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for neighbor in neighbors.iter() {
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if neighbor.present_state == State::Infected {
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if roll(infection_rate) {
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return State::Infected;
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}
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}
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}
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State::Normal
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}
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fn die_or_cure(curing_rate: i32, death_rate: i32) -> State {
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fn die_or_cure(curing_rate: i32, death_rate: i32) -> Option<State> {
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if roll(curing_rate) {
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State::Immune
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Some(State::Immune)
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} else if roll(death_rate) {
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State::Dead
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Some(State::Dead)
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} else {
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State::Infected
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None
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}
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}
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