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This commit is contained in:
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2e594ef409
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3f757bda43
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@ -30,11 +30,24 @@ public abstract class Agent {
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return dist<radius;
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}
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// Does whatever the agent does during a step
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// then returns a boolean
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// if false, agent dies at end of turn
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// see step function in Simulator
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public abstract boolean liveTurn(ArrayList<Agent> neighbors, Simulator world);
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// Move the agent to a new position
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public void move(int newX, int newY) {
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this.x = newX;
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this.y = newY;
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// Add logic for movement restrictions or checks if necessary
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}
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// Interact with another agent
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public abstract void interact(Agent other);
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// Example method to check if the agent is at a specific position
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public boolean isAtPosition(int checkX, int checkY) {
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return this.x == checkX && this.y == checkY;
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}
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// Abstract method to be implemented by subclasses
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public abstract boolean liveTurn(ArrayList<Agent> neighbors, Simulator world);
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// Add any additional methods or functionality below as required for the project.
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}
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@ -1,59 +1,89 @@
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package backend;
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import java.awt.Color;
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import java.util.ArrayList;
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import java.util.Random;
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// example of basic animal.
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// do not hesitate to make it more complex
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// and DO add at least another species that interact with it
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// for example wolves that eat Sheep
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public class Sheep extends Agent {
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int hunger;
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Random rand;
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import java.awt.Color;
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import java.util.ArrayList;
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import java.util.Random;
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Sheep(int x,int y){
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//first we call the constructor of the superClass(Animal)
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//with the values we want.
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// here we decide that a Sheep is initially white using this constructor
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super(x,y,Color.white);
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// we give our sheep a hunger value of zero at birth
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hunger = 0;
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//we initialize the random number generator we will use to move randomly
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rand = new Random();
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}
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// Example of a basic animal. Do not hesitate to make it more complex
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// and DO add at least another species that interact with it
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// for example wolves that eat Sheep
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public class Sheep extends Agent {
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int hunger;
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Random rand = new Random();
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private boolean alive;
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Sheep(int x, int y) {
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super(x, y, Color.WHITE); // Sheep are initially white
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this.hunger = 5; // Initial hunger level
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this.alive = true;
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}
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// Method to simulate eating behavior
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public void eat() {
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if (hunger > 0) {
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hunger--;
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}
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}
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// Detailed implementation of interaction with other agents, e.g., wolves
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@Override
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public void interact(Agent other) {
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if (other instanceof Wolf) {
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// Logic for being eaten by a wolf
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// This could be an indicator to remove this sheep from the world
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// This is a placeholder, actual removal should be handled in the simulation logic
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}
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}
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// Retaining original liveTurn and moveRandom methods as per user's code
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@Override
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public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
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int currentCell = world.getCell(x, y);
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if (!alive) {
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return false;
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}
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if (currentCell == 1) {
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world.setCell(x, y, 0);
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eat();
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} else {
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/**
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* action of the animal
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* it can interact with the cells or with other animals
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* as you wish
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*/
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public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
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if(world.getCell(x, y)==1) {
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world.setCell(x, y, 0);
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} else {
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hunger++;
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}
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this.moveRandom();
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return hunger>10;
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}
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hunger++;
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}
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moveRandom(world);
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private void moveRandom() {
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int direction = rand.nextInt(4);
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if(direction == 0) {
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x+=1;
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}
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if(direction == 1) {
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y+=1;
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}
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if(direction == 2) {
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x-=1;
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}
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if(direction == 3) {
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y-=1;
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}
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}
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}
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return hunger <= 30;
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}
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public void setAlive(boolean alive) {
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this.alive = alive;
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}
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private void moveRandom(Simulator world) {
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int direction = rand.nextInt(4);
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int newX = x, newY = y;
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switch (direction) {
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case 0: newX += 1; break;
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case 1: newY += 1; break;
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case 2: newX -= 1; break;
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case 3: newY -= 1; break;
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}
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if (world.isLoopingBorder()) {
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newX = (newX + world.getWidth()) % world.getWidth();
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newY = (newY + world.getHeight()) % world.getHeight();
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} else {
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if (newX < 0 || newX >= world.getWidth() || newY < 0 || newY >= world.getHeight()) {
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return; // Do not move if it would go out of bounds in closed border mode
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}
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}
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x = newX;
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y = newY;
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}
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// Additional methods or functionality can be added below as required for the project.
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// For example, reproduction or aging
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}
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@ -1,4 +1,5 @@
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package backend;
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import java.util.ArrayList;
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import java.util.Random;
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@ -6,400 +7,262 @@ import windowInterface.MyInterface;
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public class Simulator extends Thread {
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private MyInterface mjf;
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private final int COL_NUM = 100;
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private final int LINE_NUM = 100;
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private final int LIFE_TYPE_NUM = 4;
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//Conway Radius : 1
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private final int LIFE_AREA_RADIUS = 1;
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//Animal Neighborhood Radius : 5
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private final int ANIMAL_AREA_RADIUS = 2;
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private ArrayList<Integer> fieldSurviveValues;
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private ArrayList<Integer> fieldBirthValues;
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private ArrayList<Agent> agents;
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private boolean stopFlag;
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private boolean pauseFlag;
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private boolean loopingBorder;
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private boolean clickActionFlag;
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private int loopDelay = 150;
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int[][] cells = Cells.initializeMatrix(100, 100, 0);
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//TODO : add missing attribute(s)
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public Simulator(MyInterface mjfParam) {
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mjf = mjfParam;
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stopFlag=false;
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pauseFlag=false;
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loopingBorder=false;
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clickActionFlag=false;
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private MyInterface mjf;
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agents = new ArrayList<Agent>();
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fieldBirthValues = new ArrayList<Integer>();
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fieldSurviveValues = new ArrayList<Integer>();
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private final int COL_NUM = 100;
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private final int LINE_NUM = 100;
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private final int LIFE_TYPE_NUM = 4;
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private final int LIFE_AREA_RADIUS = 1;
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private final int ANIMAL_AREA_RADIUS = 2;
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private ArrayList<Integer> fieldSurviveValues;
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private ArrayList<Integer> fieldBirthValues;
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private ArrayList<Agent> agents;
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private boolean stopFlag;
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private boolean pauseFlag;
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private boolean loopingBorder;
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private boolean clickActionFlag;
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private int loopDelay = 150;
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private int[][] cells;
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//TODO : add missing attribute initialization
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//Default rule : Survive always, birth never
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for(int i =0; i<9; i++) {
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fieldSurviveValues.add(i);
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}
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}
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public Simulator(MyInterface mjfParam) {
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mjf = mjfParam;
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stopFlag = false;
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pauseFlag = false;
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loopingBorder = false;
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clickActionFlag = false;
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agents = new ArrayList<>();
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fieldBirthValues = new ArrayList<>();
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fieldSurviveValues = new ArrayList<>();
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cells = new int[LINE_NUM][COL_NUM];
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public int getWidth() {
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return COL_NUM;
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}
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// Default rule: Survive always, birth never
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for (int i = 0; i < 9; i++) {
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fieldSurviveValues.add(i);
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}
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}
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public int getHeight() {
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return LINE_NUM;
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}
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public int getWidth() {
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return COL_NUM;
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}
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//Should probably stay as is
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public void run() {
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int stepCount=0;
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while(!stopFlag) {
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stepCount++;
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makeStep();
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mjf.update(stepCount);
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try {
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Thread.sleep(loopDelay);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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while(pauseFlag && !stopFlag) {
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try {
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Thread.sleep(loopDelay);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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}
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public int getHeight() {
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return LINE_NUM;
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}
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}
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public void run() {
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int stepCount = 0;
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while (!stopFlag) {
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stepCount++;
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makeStep();
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mjf.update(stepCount);
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try {
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Thread.sleep(loopDelay);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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while (pauseFlag && !stopFlag) {
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try {
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Thread.sleep(loopDelay);
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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}
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}
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/**
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* method called at each step of the simulation
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* makes all the actions to go from one step to the other
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*/
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public void makeStep() {
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// Create a new matrix for the next state of the cells
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int[][] newCells = Cells.initializeMatrix(LINE_NUM, COL_NUM, 0);
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int nbNeighborAlive;
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public void makeStep() {
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int[][] newCells = new int[LINE_NUM][COL_NUM];
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for (int y = 0; y < LINE_NUM; y++) {
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for (int x = 0; x < COL_NUM; x++) {
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int nbNeighborAlive = 0;
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for (int a = -1; a <= 1; a++) {
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for (int b = -1; b <= 1; b++) {
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int nx = x + a;
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int ny = y + b;
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if (loopingBorder) {
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nx = (nx + COL_NUM) % COL_NUM;
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ny = (ny + LINE_NUM) % LINE_NUM;
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}
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if (nx >= 0 && ny >= 0 && nx < COL_NUM && ny < LINE_NUM) {
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if (cells[nx][ny] == 1) {
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nbNeighborAlive++;
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}
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}
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}
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}
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if (cells[x][y] == 1) {
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nbNeighborAlive--;
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}
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newCells[x][y] = 0;
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if (cells[x][y] == 1 && fieldSurviveValues.contains(nbNeighborAlive)) {
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newCells[x][y] = 1;
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}
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if (cells[x][y] == 0 && fieldBirthValues.contains(nbNeighborAlive)) {
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newCells[x][y] = 1;
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}
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}
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}
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cells = newCells;
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}
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// Iterate through each cell in the grid
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for (int j = 0; j < LINE_NUM; j++) {
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for (int i = 0; i < COL_NUM; i++) {
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nbNeighborAlive = 0; // Reset the counter for each cell
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public void stopSimu() {
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stopFlag = true;
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}
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// Check the surrounding cells
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for (int a = -1; a <= 1; a++) {
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for (int b = -1; b <= 1; b++) {
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if (a == 0 && b == 0) {
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continue; // Skip the current cell itself
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}
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public void togglePause() {
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pauseFlag = !pauseFlag;
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}
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int neighborX = i + a;
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int neighborY = j + b;
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public void clickCell(int x, int y) {
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cells[x][y] = cells[x][y] == 1 ? 0 : 1;
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}
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if (loopingBorder) {
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// Wrap around the indices using modulo operation
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neighborX = (neighborX + COL_NUM) % COL_NUM;
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neighborY = (neighborY + LINE_NUM) % LINE_NUM;
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} else {
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// Ensure the indices are within bounds
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if (neighborX < 0 || neighborY < 0 || neighborX >= COL_NUM || neighborY >= LINE_NUM) {
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continue;
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}
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}
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public int getCell(int x, int y) {
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return cells[x][y];
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}
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if (cells[neighborY][neighborX] == 1) {
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nbNeighborAlive++;
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}
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}
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}
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public ArrayList<Agent> getAnimals() {
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return agents;
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}
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// Initialize aliveNextIteration to 0
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int aliveNextIteration = 0;
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public ArrayList<Agent> getNeighboringAnimals(int x, int y, int radius) {
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ArrayList<Agent> inArea = new ArrayList<>();
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for (Agent agent : agents) {
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if (agent.isInArea(x, y, radius)) {
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inArea.add(agent);
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}
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}
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return inArea;
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}
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// Apply survival rules
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if (cells[j][i] == 1) {
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// Check if the number of live neighbors is in the survive list
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if (fieldSurviveValues.contains(nbNeighborAlive)) {
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aliveNextIteration = 1;
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}
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} else {
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// Apply birth rules
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if (fieldBirthValues.contains(nbNeighborAlive)) {
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aliveNextIteration = 1;
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}
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}
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public void setCell(int x, int y, int val) {
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cells[x][y] = val;
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}
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// Set the new state of the cell
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newCells[j][i] = aliveNextIteration;
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}
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}
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public ArrayList<String> getSaveState() {
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ArrayList<String> saveState = new ArrayList<>();
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for (int y = 0; y < LINE_NUM; y++) {
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StringBuilder line = new StringBuilder();
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for (int x = 0; x < COL_NUM; x++) {
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line.append(cells[x][y]);
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if (x < COL_NUM - 1) {
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line.append(";");
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}
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}
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saveState.add(line.toString());
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}
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return saveState;
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}
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// Update the current state of the cells with the new state
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cells = newCells;
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}
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//then evolution of the field
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// TODO : apply game rule to all cells of the field
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/* you should distribute this action in methods/classes
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* don't write everything here !
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*
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* the idea is first to get the surrounding values
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* then count how many are alive
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* then check if that number is in the lists of rules
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* if the cell is alive
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* and the count is in the survive list,
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* then the cell stays alive
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* if the cell is not alive
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* and the count is in the birth list,
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* then the cell becomes alive
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*/
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/*
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* leave this as is
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*/
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public void stopSimu() {
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stopFlag=true;
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}
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/*
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* method called when clicking pause button
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*/
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public void togglePause() {
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pauseFlag = !pauseFlag ;
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// TODO : actually toggle the corresponding flag
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}
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/**
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* method called when clicking on a cell in the interface
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*/
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public void clickCell(int x, int y) { //NOT SURE AT ALL
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if (cells[x][y] == 0){
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cells[x][y] = 1;
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}
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else {
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cells[x][y] = 0;
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}
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}
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/**
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* get cell value in simulated world
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* @param x coordinate of cell
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* @param y coordinate of cell
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* @return value of cell
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*/
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public int getCell(int x, int y) {
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return (this.cells[x][y]);
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}
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/**
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*
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* @return list of Animals in simulated world
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*/
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public ArrayList<Agent> getAnimals(){
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return agents;
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}
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/**
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* selects Animals in a circular area of simulated world
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* @param x center
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* @param y center
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* @param radius
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* @return list of agents in area
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*/
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public ArrayList<Agent> getNeighboringAnimals(int x, int y, int radius){
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ArrayList<Agent> inArea = new ArrayList<Agent>();
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for(int i=0;i<agents.size();i++) {
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Agent agent = agents.get(i);
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if(agent.isInArea(x,y,radius)) {
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inArea.add(agent);
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}
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}
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return inArea;
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}
|
||||
public void loadSaveState(ArrayList<String> lines) {
|
||||
if (lines.size() <= 0) {
|
||||
return;
|
||||
}
|
||||
for (int y = 0; y < lines.size(); y++) {
|
||||
String line = lines.get(y);
|
||||
String[] lineElements = line.split(";");
|
||||
for (int x = 0; x < lineElements.length; x++) {
|
||||
int value = Integer.parseInt(lineElements[x]);
|
||||
setCell(x, y, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* set value of cell
|
||||
* @param x coord of cell
|
||||
* @param y coord of cell
|
||||
* @param val to set in cell
|
||||
*/
|
||||
public void setCell(int x, int y, int val) {
|
||||
cells[x][y] = val;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @return lines of file representing
|
||||
* the simulated world in its present state
|
||||
*/
|
||||
public ArrayList<String> getSaveState() {
|
||||
ArrayList<String> saveState = new ArrayList<>();
|
||||
public void generateRandom(float chanceOfLife) {
|
||||
Random rand = new Random();
|
||||
for (int y = 0; y < LINE_NUM; y++) {
|
||||
for (int x = 0; x < COL_NUM; x++) {
|
||||
cells[x][y] = rand.nextFloat() < chanceOfLife ? 1 : 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// takes from each row of the world then puts the values of the row in a string
|
||||
for (int i = 0; i < LINE_NUM; i++) {
|
||||
StringBuilder line = new StringBuilder();
|
||||
for (int j = 0; j < COL_NUM; j++) {
|
||||
line.append(cells[i][j]);
|
||||
if (j < COL_NUM - 1) {
|
||||
line.append(";"); // Add semicolon separator for each value except the last one
|
||||
}
|
||||
}
|
||||
saveState.add(line.toString());
|
||||
}
|
||||
public boolean isLoopingBorder() {
|
||||
return loopingBorder;
|
||||
}
|
||||
|
||||
return saveState;
|
||||
}
|
||||
/**
|
||||
*
|
||||
* @param lines of file representing saved world state
|
||||
*/
|
||||
public void loadSaveState(ArrayList<String> lines) {
|
||||
/*
|
||||
* First some checks that the file is usable
|
||||
* We call early returns in conditions like this
|
||||
* "Guard clauses", as they guard the method
|
||||
* against unwanted inputs
|
||||
*/
|
||||
if(lines.size()<=0) {
|
||||
return;
|
||||
}
|
||||
String firstLine = lines.get(0);
|
||||
String[] firstLineElements = firstLine.split(";");
|
||||
if(firstLineElements.length<=0) {
|
||||
return;
|
||||
}
|
||||
/*
|
||||
* now we fill in the world
|
||||
* with the content of the file
|
||||
*/
|
||||
for(int y =0; y<lines.size();y++) {
|
||||
String line = lines.get(y);
|
||||
String[] lineElements = line.split(";");
|
||||
for(int x=0; x<lineElements.length;x++) {
|
||||
String elem = lineElements[x];
|
||||
int value = Integer.parseInt(elem);
|
||||
setCell(x, y, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
public void toggleLoopingBorder() {
|
||||
loopingBorder = !loopingBorder;
|
||||
}
|
||||
|
||||
/**
|
||||
* called by button, with slider providing the argument
|
||||
* makes a new world state with random cell states
|
||||
* @param chanceOfLife the chance for each cell
|
||||
* to be alive in new state
|
||||
*/
|
||||
public void generateRandom(float chanceOfLife) {
|
||||
Random random = new Random();
|
||||
for (int i = 0; i < LINE_NUM; i++) {
|
||||
for (int j = 0; j < COL_NUM; j++) {
|
||||
cells[i][j] = (random.nextFloat() < chanceOfLife) ? 1 : 0;
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Advice :
|
||||
* as you should probably have a separate class
|
||||
* representing the field of cells...
|
||||
* maybe just make a constructor in there
|
||||
* and use it here
|
||||
*/
|
||||
}
|
||||
|
||||
public boolean isLoopingBorder() {
|
||||
|
||||
return loopingBorder;
|
||||
}
|
||||
|
||||
public void toggleLoopingBorder() { //MODIFIED
|
||||
loopingBorder =! loopingBorder;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void setLoopDelay(int delay) {
|
||||
delay = loopDelay;
|
||||
}
|
||||
|
||||
public void toggleClickAction() {
|
||||
clickActionFlag =! clickActionFlag;
|
||||
}
|
||||
public void setLoopDelay(int delay) {
|
||||
loopDelay = delay;
|
||||
}
|
||||
|
||||
/**
|
||||
* prepare the content of a file saving present ruleSet
|
||||
* as you might want to save a state,
|
||||
* initialy written in this class constructor
|
||||
* as a file for future use
|
||||
* @return File content as an ArrayList of Lines (String)
|
||||
* @see loadRule for inverse process
|
||||
*/
|
||||
public ArrayList<String> getRule() {
|
||||
///FaLSE ArrayList<String> lines = new ArrayList<String>();
|
||||
|
||||
}
|
||||
public void loadRule(ArrayList<String> lines) {
|
||||
if (lines.size() <= 0) {
|
||||
fieldSurviveValues.clear();
|
||||
fieldBirthValues.clear();
|
||||
System.out.println("empty rule file");
|
||||
return;
|
||||
}
|
||||
public void toggleClickAction() {
|
||||
clickActionFlag = !clickActionFlag;
|
||||
}
|
||||
|
||||
// Clear previous rules
|
||||
fieldSurviveValues.clear();
|
||||
fieldBirthValues.clear();
|
||||
public ArrayList<String> getRule() {
|
||||
ArrayList<String> rule = new ArrayList<>();
|
||||
StringBuilder surviveLine = new StringBuilder();
|
||||
for (int value : fieldSurviveValues) {
|
||||
surviveLine.append(value).append(";");
|
||||
}
|
||||
rule.add(surviveLine.toString());
|
||||
|
||||
// Process the survive line
|
||||
String surviveLine = lines.get(0);
|
||||
String[] surviveElements = surviveLine.split(";");
|
||||
for (String elem : surviveElements) {
|
||||
int value = Integer.parseInt(elem);
|
||||
fieldSurviveValues.add(value);
|
||||
}
|
||||
StringBuilder birthLine = new StringBuilder();
|
||||
for (int value : fieldBirthValues) {
|
||||
birthLine.append(value).append(";");
|
||||
}
|
||||
rule.add(birthLine.toString());
|
||||
|
||||
// Process the birth line
|
||||
String birthLine = lines.get(1);
|
||||
String[] birthElements = birthLine.split(";");
|
||||
for (String elem : birthElements) {
|
||||
int value = Integer.parseInt(elem);
|
||||
fieldBirthValues.add(value);
|
||||
}
|
||||
}
|
||||
|
||||
public ArrayList<String> getAgentsSave() {
|
||||
//TODO : Same idea as the other save method, but for agents
|
||||
return null;
|
||||
}
|
||||
return rule;
|
||||
}
|
||||
|
||||
public void loadAgents(ArrayList<String> stringArray) {
|
||||
//TODO : Same idea as other load methods, but for agent list
|
||||
|
||||
}
|
||||
public void loadRule(ArrayList<String> lines) {
|
||||
if (lines.size() <= 0) {
|
||||
fieldSurviveValues.clear();
|
||||
fieldBirthValues.clear();
|
||||
System.out.println("empty rule file");
|
||||
return;
|
||||
}
|
||||
fieldSurviveValues.clear();
|
||||
fieldBirthValues.clear();
|
||||
String surviveLine = lines.get(0);
|
||||
String birthLine = lines.get(1);
|
||||
String[] surviveElements = surviveLine.split(";");
|
||||
for (String elem : surviveElements) {
|
||||
int value = Integer.parseInt(elem);
|
||||
fieldSurviveValues.add(value);
|
||||
}
|
||||
String[] birthElements = birthLine.split(";");
|
||||
for (String elem : birthElements) {
|
||||
int value = Integer.parseInt(elem);
|
||||
fieldBirthValues.add(value);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* used by label in interface to show the active click action
|
||||
* @return String representation of click action
|
||||
*/
|
||||
public String clickActionName() {
|
||||
// TODO : initially return "sheep" or "cell"
|
||||
// depending on clickActionFlag
|
||||
return "";
|
||||
}
|
||||
public ArrayList<String> getAgentsSave() {
|
||||
ArrayList<String> agentsSave = new ArrayList<>();
|
||||
for (Agent agent : agents) {
|
||||
agentsSave.add(agent.getClass().getSimpleName() + ";" + agent.getX() + ";" + agent.getY());
|
||||
}
|
||||
return agentsSave;
|
||||
}
|
||||
|
||||
public void loadAgents(ArrayList<String> stringArray) {
|
||||
agents.clear();
|
||||
for (String line : stringArray) {
|
||||
String[] parts = line.split(";");
|
||||
String className = parts[0];
|
||||
int x = Integer.parseInt(parts[1]);
|
||||
int y = Integer.parseInt(parts[2]);
|
||||
try {
|
||||
Class<?> cls = Class.forName("backend." + className);
|
||||
Agent agent = (Agent) cls.getConstructor(int.class, int.class).newInstance(x, y);
|
||||
agents.add(agent);
|
||||
} catch (Exception e) {
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public String clickActionName() {
|
||||
return clickActionFlag ? "cell" : "sheep";
|
||||
}
|
||||
|
||||
public void addAgent(Agent agent) {
|
||||
agents.add(agent);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue