almost finish project, still have comments to add to clarify
This commit is contained in:
parent
ca0aa50170
commit
63db964766
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@ -14,15 +14,19 @@ public abstract class Agent {
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this.color = color;
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this.color = color;
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}
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}
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public Color getDisplayColor() {
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public Color getDisplayColor() {
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return color;
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return color;
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}
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}
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public int getX() {
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public int getX() {
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return x;
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return x;
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}
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}
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public int getY() {
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public int getY() {
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return y;
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return y;
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}
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}
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public boolean isInArea(int x, int y, int radius) {
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public boolean isInArea(int x, int y, int radius) {
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int diffX = this.x-x;
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int diffX = this.x-x;
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int diffY = this.y-y;
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int diffY = this.y-y;
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@ -30,11 +34,23 @@ public abstract class Agent {
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return dist<radius;
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return dist<radius;
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}
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}
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@Override
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public String toString() {
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return String.format("%d, %d, %s, %s", x, y, color.getRGB());
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}
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public String getType() {
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return "agent";
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}
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// Does whatever the agent does during a step
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// Does whatever the agent does during a step
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// then returns a boolean
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// then returns a boolean
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// if false, agent dies at end of turn
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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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// see step function in Simulator
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public abstract boolean liveTurn(ArrayList<Agent> neighbors, Simulator world);
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public abstract boolean liveTurn(ArrayList<Agent> neighbors, Simulator world);
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public abstract String type();
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}
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}
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@ -0,0 +1,41 @@
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package backend;
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import java.util.Random;
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//The CellField class represents a grid of cells, used to simulate environments
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//Each cell in the grid can hold an integer value, used to represent different states
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public class CellField {
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private int[][] grid;
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public CellField(int width, int height) {
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grid = new int[width][height];
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}
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public void setCell(int x, int y, int val) {
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if (x >= 0 && x < grid.length && y >= 0 && y < grid[0].length) {
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grid[x][y] = val;
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} else {
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System.out.println("Invalid coordinates: (" + x + ", " + y + ")");
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}
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}
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public void generateRandom(float chanceOfLife) {
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Random random = new Random();
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for (int x = 0; x < grid.length; x++) {
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for (int y = 0; y < grid[0].length; y++) {
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if (random.nextFloat() < chanceOfLife) {
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setCell(x, y, 1);
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} else {
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setCell(x, y, 0);
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}
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}
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}
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}
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public int getCell(int x, int y) {
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return grid[x][y];
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}
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public int[][] getGrid() {
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return grid;
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}
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}
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@ -1,19 +1,16 @@
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package backend;
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package backend;
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import java.awt.Color;
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import java.awt.Color;
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import java.nio.file.AtomicMoveNotSupportedException;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.Random;
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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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public class Sheep extends Agent {
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int hunger;
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int hunger;
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Random rand;
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Random rand;
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Sheep(int x,int y){
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public Sheep(int x,int y){
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//first we call the constructor of the superClass(Animal)
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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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//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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// here we decide that a Sheep is initially white using this constructor
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@ -30,30 +27,46 @@ public class Sheep extends Agent {
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* as you wish
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* as you wish
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*/
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*/
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public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
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public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
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// Check if the current cell has food
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if(world.getCell(x, y)==1) {
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if(world.getCell(x, y)==1) {
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world.setCell(x, y, 0);
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world.setCell(x, y, 0);// Consume the food by setting the cell value to 0
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hunger --;//decrease hunger
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} else {
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} else {
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hunger++;
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hunger++;
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}
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}
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this.moveRandom();
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this.moveRandom(neighbors);
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return hunger>10;
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return hunger>10;// Return true if hunger is greater than 10, indicating the sheep is starving
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}
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}
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private void moveRandom() {
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private void moveRandom(ArrayList<Agent> neighbors) {
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int direction = rand.nextInt(4);
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int direction = rand.nextInt(4);
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if(direction == 0) {
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if(direction == 0 && isAvailable(x+1 , y, neighbors)) {
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x+=1;
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x+=1;
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}
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}
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if(direction == 1) {
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if(direction == 1 && isAvailable(x , y+1, neighbors)) {
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y+=1;
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y+=1;
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}
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}
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if(direction == 2) {
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if(direction == 2 && isAvailable(x-1 , y, neighbors)) {
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x-=1;
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x-=1;
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}
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}
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if(direction == 3) {
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if(direction == 3 && isAvailable(x , y-1, neighbors)) {
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y-=1;
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y-=1;
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}
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}
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}
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}
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//check if no sheep in the next cell
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private boolean isAvailable(int x, int y, ArrayList<Agent> neighbors) {
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for (Agent neighbor : neighbors) {
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if(neighbor.getX() ==x && neighbor.getY() ==y) {
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return false;
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}
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}
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return true;
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}
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public String type() {
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return "sheep";
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}
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}
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}
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@ -1,7 +1,14 @@
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package backend;
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package backend;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.Random;
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import java.util.Arrays;
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import java.util.HashMap;
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import java.util.Iterator;
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import java.util.List;
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import java.util.Map;
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import windowInterface.MyInterface;
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import windowInterface.MyInterface;
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import java.awt.Color;
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import java.lang.reflect.Constructor;
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import java.lang.reflect.InvocationTargetException;
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public class Simulator extends Thread {
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public class Simulator extends Thread {
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private boolean loopingBorder;
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private boolean loopingBorder;
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private boolean clickActionFlag;
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private boolean clickActionFlag;
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private int loopDelay = 150;
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private int loopDelay = 150;
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private int[][] board;
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private int clickActionFlagValue;
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private int clickActionFlagValue;
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private CellField cellField;
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private ArrayList<Agent> agentsToRemove;
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private ArrayList<Agent> agentsToAdd;
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// Populate this list if new Agents added:
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private final List<Class<?>> AGENT_LIST = Arrays.asList(Sheep.class,Wolf.class);
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//TODO : add missing attribute(s)
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public Simulator(MyInterface mjfParam) {
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public Simulator(MyInterface mjfParam) {
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mjf = mjfParam;
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mjf = mjfParam;
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fieldBirthValues = new ArrayList<Integer>();
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fieldBirthValues = new ArrayList<Integer>();
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fieldSurviveValues = new ArrayList<Integer>();
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fieldSurviveValues = new ArrayList<Integer>();
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//TODO : add missing attribute initialization
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cellField = new CellField(COL_NUM, LINE_NUM);
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board = new int [100][100];
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//Default rule : Survive always, birth never
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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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for(int i =0; i<9; i++) {
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fieldSurviveValues.add(i);
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fieldSurviveValues.add(i);
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}
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}
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fieldBirthValues.add(3);
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}
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}
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public int getWidth() {
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public int getWidth() {
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//TODO : replace with proper return
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return COL_NUM;
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return COL_NUM;
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}
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}
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public int getHeight() {
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public int getHeight() {
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//TODO : replace with proper return
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return LINE_NUM;
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return LINE_NUM;
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}
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}
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* method called at each step of the simulation
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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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* makes all the actions to go from one step to the other
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*/
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*/
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//iterates over each agent in the agents collection and performs a step of their lifecycle. If an agent dies during this step, it is removed from the collection
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public void makeStep() {
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public void makeStep() {
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// agent behaviors first
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// List to store agents to remove from the simulation
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// only modify if sure of what you do
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agentsToRemove = new ArrayList<>();
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// to modify agent behavior, see liveTurn method
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// Iterate over each agent in the simulation
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// in agent classes
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Iterator<Agent> iterator = agents.iterator();
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for(Agent agent : agents) {
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while (iterator.hasNext()) {
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ArrayList<Agent> neighbors =
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Agent agent = iterator.next();
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this.getNeighboringAnimals(
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// Get neighboring agents for the current agent
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agent.getX(),
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ArrayList<Agent> neighbors = getNeighboringAnimals(agent.getX(), agent.getY(), ANIMAL_AREA_RADIUS);
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agent.getY(),
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// Check if the current agent survives this step, remove if not
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ANIMAL_AREA_RADIUS);
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if ( agent.liveTurn(neighbors, this)) {
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if(!agent.liveTurn(
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iterator.remove();
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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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}
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}
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}
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//then evolution of the field
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// Remove agents that died during this step
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// TODO : apply game rule to all cells of the field
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if (agentsToRemove.size()!=0) {
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agents.removeAll(agentsToRemove);
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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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// Calculate the next generation of cells in the cellular automaton
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int[][] nextGeneration = new int[COL_NUM][LINE_NUM];
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for (int x = 0; x < COL_NUM; x++) {
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for (int y = 0; y < LINE_NUM; y++) {
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int aliveNeighbors = countAliveNeighbors(x, y);
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int currentState = cellField.getCell(x, y);
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// Apply rules of the cellular automaton to determine cell's state in next generation
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if (currentState == 1) {
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if (fieldSurviveValues.contains(aliveNeighbors)) {
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nextGeneration[x][y] = 1;
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} else {
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nextGeneration[x][y] = 0;
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}
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} else {
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if (fieldBirthValues.contains(aliveNeighbors)) {
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nextGeneration[x][y] = 1;
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} else {
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nextGeneration[x][y] = 0;
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}
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}
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}
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}
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// Update the grid with the new generation of cells
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for (int x = 0; x < COL_NUM; x++) {
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System.arraycopy(nextGeneration[x], 0, cellField.getGrid()[x], 0, LINE_NUM);
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}
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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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for (int i = -1; i <= 1; i++) {
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for (int j = -1; j <= 1; j++) {
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int neighborX = x + i;
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int neighborY = y + j;
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// We check if neighbor is within bounds and not the cell itself
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if (neighborX >= 0 && neighborX < COL_NUM && neighborY >= 0 && neighborY < LINE_NUM &&
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!(i == 0 && j == 0)) {
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count += cellField.getCell(neighborX, neighborY);
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}
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}
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}
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return count;
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}
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/*
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/*
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* leave this as is
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* leave this as is
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@ -140,7 +177,6 @@ public class Simulator extends Thread {
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* method called when clicking pause button
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* method called when clicking pause button
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*/
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*/
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public void togglePause() {
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public void togglePause() {
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// TODO : actually toggle the corresponding flag
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pauseFlag = !pauseFlag; // Toggles the value of pauseFlag
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pauseFlag = !pauseFlag; // Toggles the value of pauseFlag
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}
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}
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@ -148,29 +184,58 @@ public class Simulator extends Thread {
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* method called when clicking on a cell in the interface
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* method called when clicking on a cell in the interface
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*/
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*/
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// Method to handle different behaviors based on the clickActionFlagValue
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//handles user interaction with the grid, allowing for the addition, replacement, or removal of agents based on user clicks or cell states
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public void clickCell(int x, int y) {
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public void clickCell(int x, int y) {
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//TODO : complete method
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// Check if a specific action flag is set
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board[x][y] = (board[x][y] == 0) ? 1 : 0;
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if (clickActionFlagValue != 0) {
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// Check if an agent already exists at the clicked cell
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Agent agentExists = null;
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for (Agent agent : agents) {
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if (agent.getX() == x && agent.getY() == y) {
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agentExists = agent;
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break;
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}
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}
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// Get the class of the agent to be added or replaced
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if (agentExists != null) {
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Class<?> agentClass = AGENT_LIST.get(clickActionFlagValue - 1);
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try {
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// Create a new instance of the agent class at the clicked cell
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Constructor<?> constructor = agentClass.getConstructor(int.class, int.class);
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Agent agent = (Agent) constructor.newInstance(x, y);
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// If the new agent type matches the existing agent type, replace it
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if(agent.type() == agentExists.type()) {
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agents.remove(agents.indexOf(agentExists));
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} else {
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agents.remove(agents.indexOf(agentExists));
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agents.add(agent);
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}
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} catch (NoSuchMethodException | IllegalAccessException | InstantiationException | InvocationTargetException e) {
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e.printStackTrace();
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}
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} else {
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// If no agent exists at the clicked cell, add a new agent
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Class<?> agentClass = AGENT_LIST.get(clickActionFlagValue - 1);
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try {
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Constructor<?> constructor = agentClass.getConstructor(int.class, int.class);
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Agent agent = (Agent) constructor.newInstance(x, y);
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agents.add(agent);
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} catch (NoSuchMethodException | IllegalAccessException | InstantiationException | InvocationTargetException e) {
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e.printStackTrace();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// If no specific action flag is set, toggle the state of the cell
|
||||||
|
cellField.setCell(x, y, (cellField.getCell(x, y) == 0) ? 1 : 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* get cell value in simulated world
|
|
||||||
* @param x coordinate of cell
|
|
||||||
* @param y coordinate of cell
|
|
||||||
* @return value of cell
|
|
||||||
*/
|
|
||||||
|
|
||||||
// Method to get the value of cell at coordinates x, y
|
// Method to get the value of cell at coordinates x, y
|
||||||
public int getCell(int x, int y) {
|
public int getCell(int x, int y) {
|
||||||
//TODO : complete method with proper return
|
return cellField.getCell(x, y);
|
||||||
if (x >= 0 && x < getWidth() && y >= 0 && y < getHeight()) {
|
|
||||||
return board[x][y];
|
|
||||||
} else {
|
|
||||||
// Handle out of bounds condition or return default value
|
|
||||||
return -1; // We can choose any default value here
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -205,14 +270,7 @@ public class Simulator extends Thread {
|
||||||
* @param val to set in cell
|
* @param val to set in cell
|
||||||
*/
|
*/
|
||||||
public void setCell(int x, int y, int val) {
|
public void setCell(int x, int y, int val) {
|
||||||
//TODO : complete method
|
cellField.setCell(x, y, val);
|
||||||
if (x >= 0 && x < getWidth() && y >= 0 && y < getHeight()) {
|
|
||||||
board[x][y] = val;
|
|
||||||
} else {
|
|
||||||
// Handle out of bounds condition or throw an exception
|
|
||||||
System.out.println("Invalid coordinates: (" + x + ", " + y + ")");
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -221,8 +279,18 @@ public class Simulator extends Thread {
|
||||||
* the simulated world in its present state
|
* the simulated world in its present state
|
||||||
*/
|
*/
|
||||||
public ArrayList<String> getSaveState() {
|
public ArrayList<String> getSaveState() {
|
||||||
//TODO : complete method with proper return
|
ArrayList<String> saveState = new ArrayList<>();
|
||||||
return null;
|
for (int y = 0; y < LINE_NUM; y++) {
|
||||||
|
StringBuilder line = new StringBuilder();
|
||||||
|
for (int x = 0; x < COL_NUM; x++) {
|
||||||
|
line.append(cellField.getCell(x, y));
|
||||||
|
if (x < COL_NUM - 1) {
|
||||||
|
line.append(";");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
saveState.add(line.toString());
|
||||||
|
}
|
||||||
|
return saveState;
|
||||||
}
|
}
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
|
|
@ -266,49 +334,29 @@ public class Simulator extends Thread {
|
||||||
*/
|
*/
|
||||||
|
|
||||||
public void generateRandom(float chanceOfLife) {
|
public void generateRandom(float chanceOfLife) {
|
||||||
//TODO : complete method
|
cellField.generateRandom(chanceOfLife);
|
||||||
Random random = new Random ();
|
|
||||||
for (int x = 0; x < COL_NUM; x++) {
|
|
||||||
for (int y = 0; y < LINE_NUM; y++) {
|
|
||||||
if (random.nextFloat() < chanceOfLife) {
|
|
||||||
setCell(x, y, 1);
|
|
||||||
} else {
|
|
||||||
setCell(x, y, 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() {
|
public boolean isLoopingBorder() {
|
||||||
//TODO : complete method with proper return
|
|
||||||
return loopingBorder;
|
return loopingBorder;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void toggleLoopingBorder() {
|
public void toggleLoopingBorder() {
|
||||||
//TODO : complete method
|
loopingBorder = !loopingBorder;
|
||||||
loopingBorder = !loopingBorder; // Toggles the value of loopingBorder
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void setLoopDelay(int delay) {
|
public void setLoopDelay(int delay) {
|
||||||
//TODO : complete method
|
|
||||||
loopDelay = delay;
|
loopDelay = delay;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void toggleClickAction() {
|
public void toggleClickAction() {
|
||||||
//TODO : complete method
|
if(clickActionFlagValue<AGENT_LIST.size()){
|
||||||
clickActionFlag =! clickActionFlag;
|
clickActionFlagValue+=1;
|
||||||
|
} else{
|
||||||
|
clickActionFlagValue =0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -320,55 +368,166 @@ public class Simulator extends Thread {
|
||||||
* @see loadRule for inverse process
|
* @see loadRule for inverse process
|
||||||
*/
|
*/
|
||||||
public ArrayList<String> getRule() {
|
public ArrayList<String> getRule() {
|
||||||
//TODO : complete method with proper return
|
// Returns an ArrayList of strings representing the rules of evolution for the world.
|
||||||
|
// Each line of the list contains the survival and birth rules separated by semicolons (;).
|
||||||
|
ArrayList<String> ruleList = new ArrayList<>();
|
||||||
|
|
||||||
return null;
|
String surviveRule = String.join(";", fieldSurviveValues.stream().map(String::valueOf).toArray(String[]::new));
|
||||||
|
String birthRule = String.join(";", fieldBirthValues.stream().map(String::valueOf).toArray(String[]::new));
|
||||||
|
ruleList.add(surviveRule);
|
||||||
|
ruleList.add(birthRule);
|
||||||
|
|
||||||
|
return ruleList;
|
||||||
}
|
}
|
||||||
|
//loads survival and birth rules from a file into the program
|
||||||
public void loadRule(ArrayList<String> lines) {
|
public void loadRule(ArrayList<String> lines) {
|
||||||
|
// Check if the rule file is empty
|
||||||
if (lines.size() <= 0) {
|
if (lines.size() <= 0) {
|
||||||
System.out.println("empty rule file");
|
System.out.println("Empty rule file");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
//TODO : remove previous rule (=emptying lists)
|
|
||||||
|
|
||||||
|
// Clear previous rule lists
|
||||||
|
fieldSurviveValues.clear();
|
||||||
|
fieldBirthValues.clear();
|
||||||
|
|
||||||
|
// Extract survival and birth rule lines from the file
|
||||||
String surviveLine = lines.get(0);
|
String surviveLine = lines.get(0);
|
||||||
String birthLine = lines.get(1);
|
String birthLine = lines.get(1);
|
||||||
|
|
||||||
|
// Split survival rule line into individual elements and add to the survival rule list
|
||||||
String[] surviveElements = surviveLine.split(";");
|
String[] surviveElements = surviveLine.split(";");
|
||||||
for(int x=0; x<surviveElements.length;x++) {
|
for (String elem : surviveElements) {
|
||||||
String elem = surviveElements[x];
|
try {
|
||||||
int value = Integer.parseInt(elem);
|
int value = Integer.parseInt(elem.trim());
|
||||||
//TODO : add value to possible survive values
|
fieldSurviveValues.add(value);
|
||||||
|
} catch (NumberFormatException e) {
|
||||||
|
System.out.println("Invalid survival rule: " + elem);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Split birth rule line into individual elements and add to the birth rule list
|
||||||
String[] birthElements = birthLine.split(";");
|
String[] birthElements = birthLine.split(";");
|
||||||
for(int x=0; x<birthElements.length;x++) {
|
for (String elem : birthElements) {
|
||||||
String elem = birthElements[x];
|
try {
|
||||||
int value = Integer.parseInt(elem);
|
int value = Integer.parseInt(elem.trim());
|
||||||
//TODO : add value to possible birth values
|
fieldBirthValues.add(value);
|
||||||
|
} catch (NumberFormatException e) {
|
||||||
|
System.out.println("Invalid birth rule: " + elem);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
//simplify to add agent only in the agent list
|
||||||
public ArrayList<String> getAgentsSave() {
|
public ArrayList<String> getAgentsSave() {
|
||||||
//TODO : Same idea as the other save method, but for agents
|
// Iterates through the list of agents and saves them according to their place in the AGENT_LIST
|
||||||
return null;
|
// Allows for more flexibility when adding new agents
|
||||||
|
|
||||||
|
// Initialize a list to store the simplified representation of agents' positions
|
||||||
|
ArrayList<String> agentsSave = new ArrayList<>();
|
||||||
|
// Initialize a map to store the positions of agents based on their class types
|
||||||
|
Map<Class<?>, StringBuilder> agentPositions = new HashMap<>();
|
||||||
|
|
||||||
|
for (Class<?> agentClass : AGENT_LIST) {
|
||||||
|
agentPositions.put(agentClass, new StringBuilder());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void loadAgents(ArrayList<String> stringArray) {
|
// Check if the agent's class is present in the AGENT_LIST
|
||||||
//TODO : Same idea as other load methods, but for agent list
|
for (Agent agent : agents) {
|
||||||
|
if (AGENT_LIST.contains(agent.getClass())) {
|
||||||
|
StringBuilder positions = agentPositions.get(agent.getClass());
|
||||||
|
positions.append(String.format("%d,%d;", agent.getX(), agent.getY()));
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Construct the final list of agents' positions
|
||||||
|
for (Class<?> agentClass : AGENT_LIST) {
|
||||||
|
StringBuilder positions = agentPositions.get(agentClass);
|
||||||
|
if (positions.length() == 0) {
|
||||||
|
// Add "-1" if the line is skipped
|
||||||
|
agentsSave.add("-1");
|
||||||
|
} else {
|
||||||
|
// Remove the last semicolon
|
||||||
|
positions.deleteCharAt(positions.length() - 1);
|
||||||
|
agentsSave.add(positions.toString());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return agentsSave;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void loadAgents(ArrayList<String> lines) {
|
||||||
|
agents.clear();
|
||||||
|
// Iterate through each line in the list of strings representing agents' positions
|
||||||
|
int i = 0;
|
||||||
|
for (String line : lines) {
|
||||||
|
// Skip the line if it equals "-1"
|
||||||
|
if (line.equals("-1")) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// Split the line into individual coordinates based on the ";" delimiter
|
||||||
|
String[] coordinates = line.split(";");
|
||||||
|
|
||||||
|
// Iterate through each coordinate
|
||||||
|
for (String coord : coordinates) {
|
||||||
|
String[] xy = coord.split(",");
|
||||||
|
int x = Integer.parseInt(xy[0]);
|
||||||
|
int y = Integer.parseInt(xy[1]);
|
||||||
|
|
||||||
|
try {
|
||||||
|
// create an instance of an agent according to its place on the list
|
||||||
|
Class<?> agentClass = AGENT_LIST.get(i);
|
||||||
|
Constructor<?> constructor = agentClass.getConstructor(int.class, int.class);
|
||||||
|
Agent agent = (Agent) constructor.newInstance(x, y);
|
||||||
|
// Add the newly created agent to the list of agents
|
||||||
|
agents.add(agent);
|
||||||
|
} catch (Exception e) {
|
||||||
|
e.printStackTrace();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// Increment the index to correspond to the position of the next agent class in the AGENT_LIST
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* used by label in interface to show the active click action
|
* used by label in interface to show the active click action
|
||||||
* @return String representation of click action
|
* @return String representation of click action
|
||||||
*/
|
*/
|
||||||
|
//determines and returns the name of the action associated with a click event
|
||||||
public String clickActionName() {
|
public String clickActionName() {
|
||||||
// TODO : initially return "sheep" or "cell"
|
// Check if the click action flag value indicates an action related to the cell itself
|
||||||
// depending on clickActionFlag
|
if (clickActionFlagValue == 0) {
|
||||||
return "";
|
return "cell";// Return the name of the action related to the cell
|
||||||
|
} else {
|
||||||
|
// Check if the click action flag value indicates an action related to an agent
|
||||||
|
if (clickActionFlagValue <= AGENT_LIST.size()) {
|
||||||
|
// Get the class of the agent associated with the click action
|
||||||
|
Class<?> agentClass = AGENT_LIST.get(clickActionFlagValue - 1);
|
||||||
|
try {
|
||||||
|
// Create an instance of the agent to determine its type
|
||||||
|
Constructor<?> constructor = agentClass.getConstructor(int.class, int.class);
|
||||||
|
Agent agent = (Agent) constructor.newInstance(0, 0);
|
||||||
|
return agent.type();
|
||||||
|
} catch (NoSuchMethodException | IllegalAccessException | InstantiationException | InvocationTargetException e) {
|
||||||
|
e.printStackTrace();
|
||||||
|
return "Unknown";
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
throw new IllegalArgumentException("Invalid click action flag value");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ArrayList<Agent> getAgentsToRemove(){
|
||||||
|
return agentsToRemove;
|
||||||
|
}
|
||||||
|
|
||||||
|
public ArrayList<Agent> getAgentsToAdd(){
|
||||||
|
return agentsToAdd;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,81 @@
|
||||||
|
package backend;
|
||||||
|
|
||||||
|
import java.awt.Color;
|
||||||
|
import java.util.ArrayList;
|
||||||
|
import java.util.Iterator;
|
||||||
|
import java.util.Random;
|
||||||
|
|
||||||
|
public class Wolf extends Agent {
|
||||||
|
Random rand;
|
||||||
|
private int turnWithoutSheep;
|
||||||
|
|
||||||
|
public Wolf(int x, int y) {
|
||||||
|
super(x, y, Color.black);
|
||||||
|
rand = new Random();
|
||||||
|
turnWithoutSheep = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
|
||||||
|
Iterator<Agent> iterator = neighbors.iterator();
|
||||||
|
boolean flag = false;
|
||||||
|
while (iterator.hasNext() && !flag) {
|
||||||
|
Agent neighbor = iterator.next();
|
||||||
|
if (neighbor instanceof Sheep) {
|
||||||
|
// If sheep is found, move towards it and eat it
|
||||||
|
jumpTowards(neighbor.getX(), neighbor.getY());
|
||||||
|
// Add the eaten sheep to the list of agents to be removed from the world
|
||||||
|
world.getAgentsToRemove().add(neighbor);
|
||||||
|
turnWithoutSheep = 0;// Reset the counter for turns without finding a sheep
|
||||||
|
flag = true;// Set the flag to true as a sheep has been found and eaten
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// If no sheep found, move randomly
|
||||||
|
if(!flag) {
|
||||||
|
moveRandom(neighbors);
|
||||||
|
turnWithoutSheep += 1;// Increment the counter for turns without finding a sheep
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if(turnWithoutSheep <= 30) {
|
||||||
|
return false;
|
||||||
|
}else {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void moveRandom(ArrayList<Agent> neighbors) {
|
||||||
|
int direction = rand.nextInt(4);
|
||||||
|
if(direction == 0 && isAvailable(x+1 , y, neighbors)) {
|
||||||
|
x+=1;
|
||||||
|
}
|
||||||
|
if(direction == 1 && isAvailable(x , y+1, neighbors)) {
|
||||||
|
y+=1;
|
||||||
|
}
|
||||||
|
if(direction == 2 && isAvailable(x-1 , y, neighbors)) {
|
||||||
|
x-=1;
|
||||||
|
}
|
||||||
|
if(direction == 3 && isAvailable(x , y-1, neighbors)) {
|
||||||
|
y-=1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private boolean isAvailable(int x, int y, ArrayList<Agent> neighbors) {
|
||||||
|
for (Agent neighbor : neighbors) {
|
||||||
|
if(neighbor.getX() ==x && neighbor.getY() ==y) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void jumpTowards(int targetX, int targetY) {
|
||||||
|
x = targetX;
|
||||||
|
y = targetY;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public String type() {
|
||||||
|
return "wolf";
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue