Task 1 should work

This commit is contained in:
paull 2024-05-27 15:57:23 +02:00
parent 81cb13eb97
commit da3a5d5948
1 changed files with 248 additions and 309 deletions

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@ -1,332 +1,271 @@
package backend; package backend;
import java.util.ArrayList;
import java.util.ArrayList;
import windowInterface.MyInterface; import windowInterface.MyInterface;
public class Simulator extends Thread { public class Simulator extends Thread {
private MyInterface mjf; private MyInterface mjf;
private final int COL_NUM = 100;
private final int LINE_NUM = 100;
private final int LIFE_TYPE_NUM = 4;
//Conway Radius : 1
private final int LIFE_AREA_RADIUS = 1;
//Animal Neighborhood Radius : 5
private final int ANIMAL_AREA_RADIUS = 2;
private ArrayList<Integer> fieldSurviveValues;
private ArrayList<Integer> fieldBirthValues;
private ArrayList<Agent> agents;
private boolean stopFlag;
private boolean pauseFlag;
private boolean loopingBorder;
private boolean clickActionFlag;
private int loopDelay = 150;
//TODO : add missing attribute(s) private final int COL_NUM = 100;
private final int LINE_NUM = 100;
private final int LIFE_TYPE_NUM = 4;
private final int LIFE_AREA_RADIUS = 1;
private final int ANIMAL_AREA_RADIUS = 2;
private ArrayList<Integer> fieldSurviveValues;
private ArrayList<Integer> fieldBirthValues;
public Simulator(MyInterface mjfParam) { private ArrayList<Agent> agents;
mjf = mjfParam;
stopFlag=false;
pauseFlag=false;
loopingBorder=false;
clickActionFlag=false;
agents = new ArrayList<Agent>(); private boolean stopFlag;
fieldBirthValues = new ArrayList<Integer>(); private boolean pauseFlag;
fieldSurviveValues = new ArrayList<Integer>(); private boolean loopingBorder;
private boolean clickActionFlag;
private int loopDelay = 150;
//TODO : add missing attribute initialization private int[][] grid;
//Default rule : Survive always, birth never
for(int i =0; i<9; i++) {
fieldSurviveValues.add(i);
}
}
public int getWidth() { public Simulator(MyInterface mjfParam) {
//TODO : replace with proper return mjf = mjfParam;
return 0; stopFlag = false;
} pauseFlag = false;
loopingBorder = false;
clickActionFlag = false;
public int getHeight() { agents = new ArrayList<Agent>();
//TODO : replace with proper return fieldBirthValues = new ArrayList<Integer>();
return 0; fieldSurviveValues = new ArrayList<Integer>();
}
//Should probably stay as is grid = new int[LINE_NUM][COL_NUM];
public void run() {
int stepCount=0;
while(!stopFlag) {
stepCount++;
makeStep();
mjf.update(stepCount);
try {
Thread.sleep(loopDelay);
} catch (InterruptedException e) {
e.printStackTrace();
}
while(pauseFlag && !stopFlag) {
try {
Thread.sleep(loopDelay);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
} // Default rule : Survive always, birth never
for (int i = 0; i < 9; i++) {
fieldSurviveValues.add(i);
}
}
/** public int getWidth() {
* method called at each step of the simulation return COL_NUM;
* makes all the actions to go from one step to the other }
*/
public void makeStep() {
// agent behaviors first
// only modify if sure of what you do
// to modify agent behavior, see liveTurn method
// in agent classes
for(Agent agent : agents) {
ArrayList<Agent> neighbors =
this.getNeighboringAnimals(
agent.getX(),
agent.getY(),
ANIMAL_AREA_RADIUS);
if(!agent.liveTurn(
neighbors,
this)) {
agents.remove(agent);
}
}
//then evolution of the field
// TODO : apply game rule to all cells of the field
/* you should distribute this action in methods/classes
* don't write everything here !
*
* the idea is first to get the surrounding values
* then count how many are alive
* then check if that number is in the lists of rules
* if the cell is alive
* and the count is in the survive list,
* then the cell stays alive
* if the cell is not alive
* and the count is in the birth list,
* then the cell becomes alive
*/
}
/*
* leave this as is
*/
public void stopSimu() {
stopFlag=true;
}
/*
* method called when clicking pause button
*/
public void togglePause() {
// TODO : actually toggle the corresponding flag
}
/**
* method called when clicking on a cell in the interface
*/
public void clickCell(int x, int y) {
//TODO : complete method
}
/**
* get cell value in simulated world
* @param x coordinate of cell
* @param y coordinate of cell
* @return value of cell
*/
public int getCell(int x, int y) {
//TODO : complete method with proper return
return 0;
}
/**
*
* @return list of Animals in simulated world
*/
public ArrayList<Agent> getAnimals(){
return agents;
}
/**
* selects Animals in a circular area of simulated world
* @param x center
* @param y center
* @param radius
* @return list of agents in area
*/
public ArrayList<Agent> getNeighboringAnimals(int x, int y, int radius){
ArrayList<Agent> inArea = new ArrayList<Agent>();
for(int i=0;i<agents.size();i++) {
Agent agent = agents.get(i);
if(agent.isInArea(x,y,radius)) {
inArea.add(agent);
}
}
return inArea;
}
/** public int getHeight() {
* set value of cell return LINE_NUM;
* @param x coord of cell }
* @param y coord of cell
* @param val to set in cell
*/
public void setCell(int x, int y, int val) {
//TODO : complete method
}
/**
*
* @return lines of file representing
* the simulated world in its present state
*/
public ArrayList<String> getSaveState() {
//TODO : complete method with proper return
return null;
}
/**
*
* @param lines of file representing saved world state
*/
public void loadSaveState(ArrayList<String> lines) {
/*
* First some checks that the file is usable
* We call early returns in conditions like this
* "Guard clauses", as they guard the method
* against unwanted inputs
*/
if(lines.size()<=0) {
return;
}
String firstLine = lines.get(0);
String[] firstLineElements = firstLine.split(";");
if(firstLineElements.length<=0) {
return;
}
/*
* now we fill in the world
* with the content of the file
*/
for(int y =0; y<lines.size();y++) {
String line = lines.get(y);
String[] lineElements = line.split(";");
for(int x=0; x<lineElements.length;x++) {
String elem = lineElements[x];
int value = Integer.parseInt(elem);
setCell(x, y, value);
}
}
}
/** public void run() {
* called by button, with slider providing the argument int stepCount = 0;
* makes a new world state with random cell states while (!stopFlag) {
* @param chanceOfLife the chance for each cell stepCount++;
* to be alive in new state makeStep();
*/ mjf.update(stepCount);
public void generateRandom(float chanceOfLife) { try {
//TODO : complete method Thread.sleep(loopDelay);
/* } catch (InterruptedException e) {
* Advice : e.printStackTrace();
* as you should probably have a separate class }
* representing the field of cells... while (pauseFlag && !stopFlag) {
* maybe just make a constructor in there try {
* and use it here Thread.sleep(loopDelay);
*/ } catch (InterruptedException e) {
} e.printStackTrace();
}
public boolean isLoopingBorder() { }
//TODO : complete method with proper return }
return false; }
}
public void toggleLoopingBorder() {
//TODO : complete method
}
public void setLoopDelay(int delay) {
//TODO : complete method
}
public void toggleClickAction() {
//TODO : complete method
}
/** public void makeStep() {
* prepare the content of a file saving present ruleSet int[][] newGrid = new int[LINE_NUM][COL_NUM];
* as you might want to save a state,
* initialy written in this class constructor
* as a file for future use
* @return File content as an ArrayList of Lines (String)
* @see loadRule for inverse process
*/
public ArrayList<String> getRule() {
//TODO : complete method with proper return
return null;
}
public void loadRule(ArrayList<String> lines) { for (int y = 0; y < LINE_NUM; y++) {
if(lines.size()<=0) { for (int x = 0; x < COL_NUM; x++) {
System.out.println("empty rule file"); int aliveNeighbors = countAliveNeighbors(x, y);
return;
}
//TODO : remove previous rule (=emptying lists)
String surviveLine = lines.get(0);
String birthLine = lines.get(1);
String[] surviveElements = surviveLine.split(";");
for(int x=0; x<surviveElements.length;x++) {
String elem = surviveElements[x];
int value = Integer.parseInt(elem);
//TODO : add value to possible survive values
}
String[] birthElements = birthLine.split(";");
for(int x=0; x<birthElements.length;x++) {
String elem = birthElements[x];
int value = Integer.parseInt(elem);
//TODO : add value to possible birth values
}
}
public ArrayList<String> getAgentsSave() {
//TODO : Same idea as the other save method, but for agents
return null;
}
public void loadAgents(ArrayList<String> stringArray) { if (grid[y][x] == 1) {
//TODO : Same idea as other load methods, but for agent list if (aliveNeighbors < 2 || aliveNeighbors > 3) {
newGrid[y][x] = 0;
} } else {
newGrid[y][x] = 1;
}
} else {
if (aliveNeighbors == 3) {
newGrid[y][x] = 1;
} else {
newGrid[y][x] = 0;
}
}
}
}
/** grid = newGrid;
* 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 "";
}
private int countAliveNeighbors(int x, int y) {
int aliveCount = 0;
int[] dx = {-1, -1, -1, 0, 0, 1, 1, 1};
int[] dy = {-1, 0, 1, -1, 1, -1, 0, 1};
for (int i = 0; i < 8; i++) {
int nx = x + dx[i];
int ny = y + dy[i];
if (loopingBorder) {
nx = (nx + COL_NUM) % COL_NUM;
ny = (ny + LINE_NUM) % LINE_NUM;
}
if (nx >= 0 && nx < COL_NUM && ny >= 0 && ny < LINE_NUM) {
aliveCount += grid[ny][nx];
}
}
return aliveCount;
}
public void togglePause() {
pauseFlag = !pauseFlag;
}
public void clickCell(int x, int y) {
if (clickActionFlag) {
agents.add(new Sheep(x, y));
} else {
int currentState = getCell(x, y);
setCell(x, y, currentState == 0 ? 1 : 0);
}
}
public int getCell(int x, int y) {
if (x >= 0 && x < COL_NUM && y >= 0 && y < LINE_NUM) {
return grid[y][x];
}
return 0;
}
public void setCell(int x, int y, int val) {
if (x >= 0 && x < COL_NUM && y >= 0 && y < LINE_NUM) {
grid[y][x] = val;
}
}
public void toggleLoopingBorder() {
loopingBorder = !loopingBorder;
}
public boolean isLoopingBorder() {
return loopingBorder;
}
public void setLoopDelay(int delay) {
loopDelay = delay;
}
public void toggleClickAction() {
clickActionFlag = !clickActionFlag;
}
public void generateRandom(float chanceOfLife) {
for (int y = 0; y < LINE_NUM; y++) {
for (int x = 0; x < COL_NUM; x++) {
grid[y][x] = Math.random() < chanceOfLife ? 1 : 0;
}
}
}
public ArrayList<Agent> getAnimals() {
return agents;
}
public ArrayList<Agent> getNeighboringAnimals(int x, int y, int radius) {
ArrayList<Agent> inArea = new ArrayList<Agent>();
for (Agent agent : agents) {
if (agent.isInArea(x, y, radius)) {
inArea.add(agent);
}
}
return inArea;
}
public ArrayList<String> getSaveState() {
ArrayList<String> saveState = new ArrayList<String>();
for (int y = 0; y < LINE_NUM; y++) {
StringBuilder sb = new StringBuilder();
for (int x = 0; x < COL_NUM; x++) {
sb.append(grid[y][x]);
if (x < COL_NUM - 1) {
sb.append(";");
}
}
saveState.add(sb.toString());
}
return saveState;
}
public void loadSaveState(ArrayList<String> lines) {
if (lines.size() != LINE_NUM) {
return;
}
for (int y = 0; y < LINE_NUM; y++) {
String[] lineElements = lines.get(y).split(";");
if (lineElements.length != COL_NUM) {
return;
}
for (int x = 0; x < COL_NUM; x++) {
grid[y][x] = Integer.parseInt(lineElements[x]);
}
}
}
public ArrayList<String> getRule() {
ArrayList<String> rules = new ArrayList<String>();
StringBuilder surviveBuilder = new StringBuilder();
StringBuilder birthBuilder = new StringBuilder();
for (int value : fieldSurviveValues) {
surviveBuilder.append(value).append(";");
}
for (int value : fieldBirthValues) {
birthBuilder.append(value).append(";");
}
rules.add(surviveBuilder.toString());
rules.add(birthBuilder.toString());
return rules;
}
public void loadRule(ArrayList<String> lines) {
if (lines.size() < 2) {
System.out.println("empty rule file");
return;
}
fieldSurviveValues.clear();
fieldBirthValues.clear();
String[] surviveElements = lines.get(0).split(";");
for (String elem : surviveElements) {
if (!elem.isEmpty()) {
fieldSurviveValues.add(Integer.parseInt(elem));
}
}
String[] birthElements = lines.get(1).split(";");
for (String elem : birthElements) {
if (!elem.isEmpty()) {
fieldBirthValues.add(Integer.parseInt(elem));
}
}
}
public ArrayList<String> getAgentsSave() {
// TODO: Same idea as the other save method, but for agents
return null;
}
public void loadAgents(ArrayList<String> stringArray) {
// TODO: Same idea as other load methods, but for agent list
}
public String clickActionName() {
return clickActionFlag ? "sheep" : "cell";
}
} }