475 lines
11 KiB
Java
475 lines
11 KiB
Java
package backend;
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import java.awt.Color;
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import java.io.BufferedReader;
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import java.io.FileReader;
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import java.util.ArrayList;
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import java.util.Random;
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import windowInterface.MyInterface;
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import windowInterface.JPanelDraw;
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public class Simulator extends Thread {
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private MyInterface mjf;
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public Rules rules;
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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 int clickActionFlag;
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private int loopDelay = 150;
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private int[][] worldGrid;
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private World world; //get the World instance
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//TODO : add missing attribute(s)
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private int stepCount;
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public Simulator(MyInterface mjfParam, int worldWidth, int worldHeight) {
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mjf = mjfParam;
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//stopFlag=false; //not necessary since i set the state when pressing the button start
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pauseFlag=false;
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loopingBorder=false;
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clickActionFlag=0;
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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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world =new World(worldWidth, worldHeight); //to initialize the world instance
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worldGrid = new int[world.getWidth()][world.getHeight()];
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this.rules = new Rules();
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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 int getWidth() {
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return world.getWidth();
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}
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public int getHeight() {
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return world.getHeight();
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}
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public World getActualWorld(){
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return world;
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}
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public int getCell(int x, int y) {
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return world.getCell(x, y);
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}
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public void setWorld(World world) {
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this.world = world;
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}
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//Should probably stay as is
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public void run() {
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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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private int countAliveNeighbors(int x, int y) {
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int count = 0;
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int[][] directions = {{-1, -1}, {-1, 0}, {-1, 1}, {0, -1}, {0, 1}, {1, -1}, {1, 0}, {1, 1}};
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for (int[] dir : directions) {
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int nx = x + dir[0];
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int ny = y + dir[1];
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if (nx >= 0 && nx < getWidth() && ny >= 0 && ny < getHeight()) {
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count += worldGrid[nx][ny];
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} else if (loopingBorder) {
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nx = (nx + getWidth()) % getWidth();
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ny = (ny + getHeight()) % getHeight();
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count += worldGrid[nx][ny];
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}
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}
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return count;
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}
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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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int[][] newWorld = new int[getWidth()][getHeight()];
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/*ArrayList<Agent> newAgents = new ArrayList<>();
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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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agent.getX(),
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agent.getY(),
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ANIMAL_AREA_RADIUS);}
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if(!agent.liveTurn(
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neighbors,
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this)) {
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agents.remove(agent);
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}*/
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// Apply Game of Life rules
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//for (int x = 0; x < getWidth(); x++) {
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// for (int y = 0; y < getHeight(); y++) {
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// int aliveNeighbors = countAliveNeighbors(x, y);
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// if (world[x][y] == 1) {
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// newWorld[x][y] = (aliveNeighbors < 2 || aliveNeighbors > 3) ? 0 : 1;
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// } else {
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// newWorld[x][y] = (aliveNeighbors == 3) ? 1 : 0;
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// }
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// }
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//}
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//world = newWorld;
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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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/*
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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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public void startSimu() { // same as stopSimu but will set the stopFlag value as false.
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stopFlag=false;
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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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// It changes the boolean value associated to pauseFlag (pauseFlag= not 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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public void clickCell(int x, int y) {
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if (clickActionFlag==0) { // cell
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world.setCell(x, y, getCell(x, y) == 1 ? 0 : 1);
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} else if (clickActionFlag==1) { // sheep
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ArrayList<Agent> nearby=getNeighboringAnimals(x,y,1);
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if (nearby.isEmpty()) {
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Sheep sheep = new Sheep(x,y);
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agents.add(sheep);
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}else {
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for (Agent animal:nearby) {
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agents.remove(animal);
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}
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}
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} else if (clickActionFlag==2) { // wolf
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ArrayList<Agent> nearby=getNeighboringAnimals(x,y,1);
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if (nearby.isEmpty()) {
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Wolf wolf = new Wolf(x,y);
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agents.add(wolf);
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}else {
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for (Agent animal:nearby) {
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agents.remove(animal);
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}
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}
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}
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}
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/**
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*
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* @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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}
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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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public ArrayList<String> getSaveState() {
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ArrayList<String> saveState = new ArrayList<>();
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for (int j = 0; j < getHeight(); j++) {
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StringBuilder lineState = new StringBuilder();
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for (int i = 0 ; i < getWidth() ; i++) {
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lineState.append(getCell(i, j));
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if (j < getHeight() -1) {
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lineState.append(";");
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}
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}
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saveState.add(lineState.toString());
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}
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return saveState;
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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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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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String firstLine = lines.get(0);
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String[] firstLineElements = firstLine.split(";");
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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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for(int x=0; x<lineElements.length;x++) {
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String elem = lineElements[x];
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int value = Integer.parseInt(elem);
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world.setCell(x, y, value);
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}
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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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public ArrayList<String> getRule() { //to check
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ArrayList<String> rule = new ArrayList<>();
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for (int i = 0; i < getHeight(); i++) {
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StringBuilder lineState = new StringBuilder();
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for (int j = 0 ; j < getHeight() ; j++) { // je crois qu'il y a un probleme, il fau+t mettre getWidth je crois
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lineState.append(getCell(i, j));
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if (j < getWidth() - 1) {
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lineState.append(";");
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}
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}
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rule.add(lineState.toString());
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}
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return rule;
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}
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/*
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* Advice for the generateRandom :
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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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public boolean isLoopingBorder() {
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return loopingBorder;
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}
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public void toggleLoopingBorder() {
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if (loopingBorder){
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loopingBorder = false;
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}else {
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loopingBorder = true;
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}
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}
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public void setLoopDelay(int delay) {
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loopDelay = delay;
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}
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public void toggleClickAction() {
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if (clickActionFlag < 2) {
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clickActionFlag ++ ;
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}else if (clickActionFlag == 2) {
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clickActionFlag=0;
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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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return null;
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}
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public void loadAgents(ArrayList<String> stringArray) {
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//TODO : Same idea as other load methods, but for agent list
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}
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/**
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* used by label in interface to show the active click action
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* @return String representation of click action
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*/
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public String clickActionName() {
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// TODO : initially return "sheep" or "cell"
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// depending on clickActionFlag
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if (clickActionFlag==0) {
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return "cell";
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}else if (clickActionFlag==1) {
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return "sheep";
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}else if (clickActionFlag==2) {
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return "wolf";
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}else {
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return "error";
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}
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}
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public void reset() {
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for (int i = 0; i < getHeight(); i++) {
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for (int j = 0 ; j < getWidth() ; j++) {
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world.setCell(i,j,0);
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}
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}
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this.stepCount = 0;
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}
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public boolean isWorldEmpty() {
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for (int x = 0; x < getWidth(); x++) {
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for (int y = 0; y < getHeight(); y++) {
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if (getCell(x, y) != 0) { //0 represents a "dead" cell
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return false;
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}
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}
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}
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return true;
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}
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public void startSimulation() {
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if (isWorldEmpty()) {
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mjf.clicLoadFileButtonCSV("World/baseworld.csv");
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}
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}
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public void generateRandomWorld(float chanceOfLife, JPanelDraw panelDraw) {
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Random rand = new Random();
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for (int x = 0; x < world.getWidth(); x++) {
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for (int y = 0; y < world.getHeight(); y++) {
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float randomValue = rand.nextFloat();
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world.setCell(x, y, randomValue < chanceOfLife ? 1 : 0);
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}
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}
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panelDraw.repaint();
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}
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}
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