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2 Commits
fd577ee5ff
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5cafa9ad0a
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5cafa9ad0a | |
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717eb2f842 |
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@ -30,10 +30,6 @@ 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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@ -0,0 +1,21 @@
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package backend;
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// Cell in grid creation
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public class Cell {
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private int value;
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// Constructor
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public Cell(int value) {
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this.value = value;
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}
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// obtain value of the cell
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public int getValue() {
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return value;
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}
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// Method to set value of the cell
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public void setValue(int value) {
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this.value = value;
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}
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}
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@ -0,0 +1,98 @@
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package backend;
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import java.util.ArrayList;
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// Class representing the grid
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public class Gride {
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// Attributes
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private int height; // Height - grid
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private int width; // Width - grid
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private ArrayList<ArrayList<Cell>> gride; // 2D array for the grid
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private Simulator simulator;
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// Constructor
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public Gride(int height, int width, Simulator tempSimulator) {
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this.height = height; // Set height
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this.width = width; // Set width
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this.simulator = tempSimulator; // Set simulator object
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// Create grid
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gride = new ArrayList<>(height);
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for (int i = 0; i < height; i++) {
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this.gride.add(i, new ArrayList<Cell>());
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for (int j = 0; j < width; j++) {
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this.gride.get(i).add(new Cell(0)); // Initialize cells with value 0
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}
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}
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}
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// Method height of grid
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public int getheight() {
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return this.height;
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}
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// Method width of grid
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public int getwidth() {
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return this.width;
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}
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// Method lopping border
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public boolean isLoopingBorder() {
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return simulator.isLoopingBorder();
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}
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// Method to get cell at specified coordinates
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public Cell getCell(int row,int column) {
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return gride.get(row).get(column);
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}
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// Method to set cell at specified coordinates
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public void setCell(int row, int column, Cell cell){
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this.gride.get(row).set(column, cell);
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}
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// Count surrounding cells
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public int countAround(int row, int column) {
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int count = 0;
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boolean loopingBorder = isLoopingBorder();
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for (int i = row - 1; i <= row + 1; i++) {
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for (int j = column - 1; j <= column + 1; j++) {
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if (i == row && j == column) {
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continue;
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}
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int x = i;
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int y = j;
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if (loopingBorder) {
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x = (x + width) % width;
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y = (y + height) % height;
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} else {
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if (x < 0 || x >= width || y < 0 || y >= height) {
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continue;
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}
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}
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count += this.getCell(x, y).getValue();
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}
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}
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return count; // Return total count
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}
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// creation of a grid with specified density
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public void setRandom(double density) {
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for (int i = 0; i < height; i++) {
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for (int j = 0; j < width; j++) {
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double random = Math.random(); // Get random number
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if (random < density) {
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gride.get(i).get(j).setValue(1); // set cell value to 1 if is less than density
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} else {
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gride.get(i).get(j).setValue(0); // else set cell value to 0
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}
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}
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}
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}
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}
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@ -1,76 +1,87 @@
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package backend;
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import java.util.ArrayList;
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// Importing windowInterface for graphical user interface
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import windowInterface.MyInterface;
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// Class for simulation
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public class Simulator extends Thread {
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// Interface object
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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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// Constants for grid dimensions and other parameters
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private final int COL_NUM = 100; // Number of columns in the grid
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private final int LINE_NUM = 100; // Number of lines in the grid
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private final int LIFE_TYPE_NUM = 4; // Number of life types
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private final int LIFE_AREA_RADIUS = 1; // Radius for life area
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private final int ANIMAL_AREA_RADIUS = 2; // Radius for animal area
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private ArrayList<Integer> fieldSurviveValues; // Array for survival values
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private ArrayList<Integer> fieldBirthValues; // Array for birth values
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private ArrayList<Agent> agents;
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private ArrayList<Agent> agents; // List of 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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// Flags for simulation control
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private boolean stopFlag; // Flag to stop simulation
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private boolean pauseFlag; // Flag to pause simulation
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private boolean loopingBorder; // Flag for looping border behavior
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private boolean clickActionFlag; // Flag for click action
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private int loopDelay = 150; // Delay between simulation steps
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//TODO : add missing attribute(s)
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// Additional attribute(s)
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private double randomDansitySlider = 0.5; // Random density slider value
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private int width; // Width of the grid
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private int height; // Height of the grid
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private Gride gride; // Grid object
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// Constructor
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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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// Initializing interface object and flags
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mjf = mjfParam; // Interface object
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stopFlag=false; // Initializing stop flag
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pauseFlag=false; // Initializing pause flag
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loopingBorder=false; // Initializing looping border flag
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clickActionFlag=false; // Initializing click action flag
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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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agents = new ArrayList<Agent>(); // Initializing agents list
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fieldBirthValues = new ArrayList<Integer>(); // Initializing birth values array
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fieldSurviveValues = new ArrayList<Integer>(); // Initializing survival values array
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//TODO : add missing attribute initialization
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this.width=COL_NUM; // Setting width of the grid
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this.height=LINE_NUM; // Setting height of the grid
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gride = new Gride(height, width, this); // Creating grid object
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//Default rule : Survive always, birth never
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// Initializing survival values array
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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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// Method to get width of the grid
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public int getWidth() {
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//TODO : replace with proper return
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return 0;
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return this.width;
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}
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// Method to get height of the grid
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public int getHeight() {
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//TODO : replace with proper return
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return 0;
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return this.height;
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}
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//Should probably stay as is
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// Method to run the simulation
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public void run() {
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// Initializing step count
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int stepCount=0;
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// Running simulation until stop flag is set
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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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mjf.update(stepCount); // Updating interface
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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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// Pausing simulation if pause flag is set
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while(pauseFlag && !stopFlag) {
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try {
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Thread.sleep(loopDelay);
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@ -79,18 +90,11 @@ public class Simulator extends Thread {
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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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// Method to perform one step of simulation
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public void makeStep() {
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// agent behaviors first
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// only modify if sure of what you do
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// to modify agent behavior, see liveTurn method
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// in agent classes
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// Iterating through agents
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for(Agent agent : agents) {
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ArrayList<Agent> neighbors =
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this.getNeighboringAnimals(
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@ -103,73 +107,49 @@ public class Simulator extends Thread {
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agents.remove(agent);
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}
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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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this.applyStep(); // Applying simulation step
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}
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/*
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* leave this as is
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*/
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// Method to stop simulation
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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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// Method to toggle pause
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public void togglePause() {
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// TODO : actually toggle the corresponding flag
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pauseFlag = !pauseFlag;
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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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// Method to handle click on cell
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public void clickCell(int x, int y) {
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//TODO : complete method
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// Checking if click action flag is true
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if (clickActionFlag == true) {
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int currentCellValue = getCell(x, y);
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int newCellValue = 0;
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// Toggling cell value
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if (currentCellValue == 0) {
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newCellValue = 1;
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} else {
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newCellValue = 0;
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}
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this.setCell(x, y, newCellValue);
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} else {
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return;
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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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// Method to get cell value
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public int getCell(int x, int y) {
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//TODO : complete method with proper return
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return 0;
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return this.gride.getCell(x,y).getValue();
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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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// Method to get list of animals
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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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// Method to get neighboring animals
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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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@ -181,36 +161,23 @@ public class Simulator extends Thread {
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return inArea;
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}
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/**
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* set value of cell
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* @param x coord of cell
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* @param y coord of cell
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* @param val to set in cell
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*/
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// Method to set cell value
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public void setCell(int x, int y, int val) {
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//TODO : complete method
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this.gride.getCell(x, y).setValue(val);
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}
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/**
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*
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* @return lines of file representing
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* the simulated world in its present state
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*/
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// Method to count surrounding cells
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public void countAround(int x, int y) {
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this.gride.countAround(x, y);
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}
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// Method to get save state
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public ArrayList<String> getSaveState() {
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//TODO : complete method with proper return
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return null;
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}
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/**
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*
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* @param lines of file representing saved world state
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*/
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// Method to load save state
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public void loadSaveState(ArrayList<String> lines) {
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/*
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* First some checks that the file is usable
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* We call early returns in conditions like this
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* "Guard clauses", as they guard the method
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* against unwanted inputs
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*/
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if(lines.size()<=0) {
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return;
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}
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@ -219,10 +186,6 @@ public class Simulator extends Thread {
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if(firstLineElements.length<=0) {
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return;
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}
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/*
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* now we fill in the world
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* with the content of the file
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*/
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for(int y =0; y<lines.size();y++) {
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String line = lines.get(y);
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String[] lineElements = line.split(";");
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@ -234,62 +197,41 @@ public class Simulator extends Thread {
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}
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}
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/**
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* called by button, with slider providing the argument
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* makes a new world state with random cell states
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* @param chanceOfLife the chance for each cell
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* to be alive in new state
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*/
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// Method to generate random grid
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public void generateRandom(float chanceOfLife) {
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//TODO : complete method
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/*
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* Advice :
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* as you should probably have a separate class
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* representing the field of cells...
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* maybe just make a constructor in there
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* and use it here
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*/
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this.gride.setRandom(chanceOfLife);
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}
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// Method to check looping border
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public boolean isLoopingBorder() {
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//TODO : complete method with proper return
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return false;
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return loopingBorder;
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}
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// Method to toggle looping border
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public void toggleLoopingBorder() {
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//TODO : complete method
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loopingBorder = !loopingBorder;
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}
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// Method to set loop delay
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public void setLoopDelay(int delay) {
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//TODO : complete method
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loopDelay = delay;
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}
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public void toggleClickAction() {
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//TODO : complete method
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}
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/**
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* prepare the content of a file saving present ruleSet
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* as you might want to save a state,
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* initialy written in this class constructor
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* as a file for future use
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* @return File content as an ArrayList of Lines (String)
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* @see loadRule for inverse process
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*/
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public ArrayList<String> getRule() {
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//TODO : complete method with proper return
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// Method to toggle click action
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public void toggleClickAction() {
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clickActionFlag = !clickActionFlag;
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}
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// Method to get rule
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public ArrayList<String> getRule() {
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return null;
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}
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}
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public void loadRule(ArrayList<String> lines) {
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// Method to load rule
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public void loadRule(ArrayList<String> lines) {
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if(lines.size()<=0) {
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System.out.println("empty rule file");
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return;
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}
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//TODO : remove previous rule (=emptying lists)
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||||
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String surviveLine = lines.get(0);
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String birthLine = lines.get(1);
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|
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@ -297,36 +239,60 @@ public class Simulator extends Thread {
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for(int x=0; x<surviveElements.length;x++) {
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String elem = surviveElements[x];
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int value = Integer.parseInt(elem);
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//TODO : add value to possible survive values
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}
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String[] birthElements = birthLine.split(";");
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for(int x=0; x<birthElements.length;x++) {
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String elem = birthElements[x];
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||||
int value = Integer.parseInt(elem);
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||||
//TODO : add value to possible birth values
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||||
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||||
}
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||||
}
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||||
}
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||||
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||||
public ArrayList<String> getAgentsSave() {
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||||
//TODO : Same idea as the other save method, but for agents
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||||
// Method to apply simulation step
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||||
public void applyStep() {
|
||||
Gride newGrideUpdated = new Gride(this.height, this.width, this);
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||||
for (int i = 0; i < this.height; i++) {
|
||||
for (int j = 0; j < this.width; j++) {
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int cellValue = this.gride.getCell(i, j).getValue();
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||||
|
||||
int newCellValue = cellValue;
|
||||
int count = this.gride.countAround(i, j);
|
||||
|
||||
if (cellValue == 1) {
|
||||
if (count == 2 || count == 3) {
|
||||
newCellValue = 1;
|
||||
} else {
|
||||
newCellValue = 0;
|
||||
}
|
||||
} else {
|
||||
if (count == 3) {
|
||||
newCellValue = 1;
|
||||
}
|
||||
}
|
||||
newGrideUpdated.setCell(i, j, new Cell(newCellValue));
|
||||
}
|
||||
}
|
||||
gride = newGrideUpdated;
|
||||
}
|
||||
|
||||
|
||||
// Method to get agents save
|
||||
public ArrayList<String> getAgentsSave() {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void loadAgents(ArrayList<String> stringArray) {
|
||||
//TODO : Same idea as other load methods, but for agent list
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 "";
|
||||
}
|
||||
// Method to load agents
|
||||
public void loadAgents(ArrayList<String> stringArray) {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Used by label in interface to show the active click action
|
||||
* @return String representation of click action
|
||||
*/
|
||||
public String clickActionName() {
|
||||
return "";
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -45,7 +45,7 @@ public class JPanelDraw extends JPanel {
|
|||
super.paintComponent(g);
|
||||
this.setBackground(Color.black);
|
||||
if (mySimu != null) {
|
||||
// Draw Interface from state of simulator
|
||||
// Create the Interface from state of simulator
|
||||
float cellWidth = (float)this.getWidth()/(float)mySimu.getWidth();
|
||||
float cellHeight = (float)this.getHeight()/(float)mySimu.getHeight();
|
||||
g.setColor(Color.gray);
|
||||
|
|
|
|||
Loading…
Reference in New Issue