final version in the right gitarero folder this time

This commit is contained in:
natha 2024-05-31 21:12:20 +02:00
parent 2ed0bc55e8
commit 7b97b7861d
6 changed files with 574 additions and 95 deletions

45
src/backend/Cell.java Normal file
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@ -0,0 +1,45 @@
package backend;
public class Cell {
int positionX; // X position
int positionY; // Y position
int state; // Current state of the cell
int timeOfLifeSinceCut = 0; // Time since the cell was last alive
int GROWING_TIME = 50; // Time it takes to grow back
// Constructor to initialize the cell
public Cell(int x, int y, int lifeState) {
positionX = x;
positionY = y;
state = lifeState;
}
// Change the cell's state
public void toggleCell() {
state++;
if (state > 5) {
state = 0;
}
}
// Set the cell's state
public void setState(int lifeState) {
state = lifeState;
}
// Update the cell's state based on time
public void updateCell() {
if (state == 0) { // If the cell is dead
timeOfLifeSinceCut++;
if (timeOfLifeSinceCut > GROWING_TIME) { // If enough time has passed
timeOfLifeSinceCut = 0;
state = 1; // Grow the cell back
}
}
}
// Get the cell's state
public int getState() {
return state;
}
}

160
src/backend/GameScreen.java Normal file
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@ -0,0 +1,160 @@
package backend;
import java.util.ArrayList;
import java.util.Random;
import java.util.stream.IntStream;
public class GameScreen {
private Grid grid; // The grid representing the game world
private int width; // Width of the game screen
private int height; // Height of the game screen
private boolean loopingBorder; // Flag to determine if borders are looping
private ArrayList<ArrayList<Integer>> rule; // Rules for cell evolution
// Constructor to initialize the game screen with a given size and rules
public GameScreen(int sizeX, int sizeY, ArrayList<ArrayList<Integer>> _rule) {
width = sizeX;
height = sizeY;
rule = _rule;
grid = new Grid(sizeX, sizeY); // Initialize the grid with the given size
}
// Method to update the state of a specific cell
public void updateCell(int x, int y) {
grid.getCell(x, y).updateCell(); // Update the cell at (x, y)
}
// Method to check the number of neighbors of a cell that are in a specific state
private int checkNeighbors(int x, int y, int state) {
int numberNeighbors = 0; // Counter for neighbors
int width = getWidth(); // Get the width of the grid
int height = getHeight(); // Get the height of the grid
// Iterate over the 3x3 neighborhood around the cell at (x, y)
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
if (i == 0 && j == 0) continue; // Skip the cell itself
int NeighborX = x + i; // Calculate the x coordinate of the neighbor
int NeighborY = y + j; // Calculate the y coordinate of the neighbor
// Handle looping borders if enabled
if (loopingBorder) {
NeighborX = (NeighborX + width) % width;
NeighborY = (NeighborY + height) % height;
}
// Check if the neighbor cell is within valid bounds
if (isValidCell(NeighborX, NeighborY, width, height)) {
// Increment the neighbor counter if the neighbor cell is in the desired state
if (grid.getCell(NeighborX, NeighborY).getState() == state) {
numberNeighbors++;
}
}
}
}
System.out.println(numberNeighbors); // Print the number of neighbors (for debugging)
return numberNeighbors; // Return the number of neighbors
}
// Method to check if a cell coordinate is within the grid bounds
private boolean isValidCell(int x, int y, int width, int height) {
return x >= 0 && x < width && y >= 0 && y < height;
}
// Method to advance the game by one step
public void makeStep() {
int width = getWidth(); // Get the width of the grid
int height = getHeight(); // Get the height of the grid
Grid nextGrid = new Grid(width, height); // Create a new grid for the next state
// Iterate over all cells in the grid
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
int presentState = getCell(x, y); // Get the current state of the cell
int futureState = determineFutureState(x, y, presentState); // Determine the future state of the cell
nextGrid.setCell(x, y, futureState); // Set the future state in the new grid
}
}
grid = nextGrid; // Update the grid to the new state
}
// Method to determine the future state of a cell based on its current state
private int determineFutureState(int x, int y, int presentState) {
if (presentState == 0) {
return determineStateForDeadCell(x, y); // Determine state for a dead cell
} else {
return determineStateForLiveCell(x, y, presentState); // Determine state for a live cell
}
}
// Method to determine the future state of a dead cell based on neighbor states
private int determineStateForDeadCell(int x, int y) {
for (int i = 1; i <= 5; i++) {
if (rule.get(0).contains(checkNeighbors(x, y, i))) {
return i; // Return the state if the rule matches the neighbor count
}
}
return 0; // Remain dead if no rules match
}
// Method to determine the future state of a live cell based on neighbor states
private int determineStateForLiveCell(int x, int y, int presentState) {
if (rule.get(1).contains(checkNeighbors(x, y, presentState))) {
return presentState; // Remain in the same state if the rule matches the neighbor count
}
return 0; // Die if no rules match
}
// Method to randomly generate the initial state of the grid
public void generateRandom(float chanceOfLife) {
int width = getWidth(); // Get the width of the grid
int height = getHeight(); // Get the height of the grid
Random random = new Random(); // Create a random number generator
// Iterate over all cells in the grid
IntStream.range(0, height).forEach(y ->
IntStream.range(0, width).forEach(x ->
// Set the cell state based on the chance of life
setCell(x, y, random.nextFloat() < chanceOfLife ? 1 : 0)
)
);
}
// Method to toggle the state of a cell when clicked
public void clickCell(int x, int y) {
grid.getCell(x, y).toggleCell(); // Toggle the cell state at (x, y)
}
// Method to set the state of a specific cell
public void setCell(int x, int y, int val) {
grid.getCell(x, y).setState(val); // Set the state of the cell at (x, y)
}
// Method to set the rules for cell evolution
public void setRules(ArrayList<ArrayList<Integer>> _rule) {
rule = _rule; // Update the rules
}
// Method to enable or disable looping borders
public void setLoopingBorders(boolean loop) {
loopingBorder = loop; // Set the looping border flag
}
// Method to get the state of a specific cell
public int getCell(int x, int y) {
return grid.getCell(x, y).getState(); // Return the state of the cell at (x, y)
}
// Method to get the width of the grid
public int getWidth() {
return grid.getWidth(); // Return the width of the grid
}
// Method to get the height of the grid
public int getHeight() {
return grid.getHeight(); // Return the height of the grid
}
}

41
src/backend/Grid.java Normal file
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@ -0,0 +1,41 @@
package backend;
public class Grid {
private Cell[][] playTable; // The grid of cells
private int width; // Grid width
private int height; // Grid height
// Constructor to initialize the grid
public Grid(int X, int Y) {
width = X;
height = Y;
playTable = new Cell[width][height];
// Initialize all cells in the grid
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
playTable[x][y] = new Cell(x, y, 0); // Set initial state to 0
}
}
}
// Get a cell from the grid
public Cell getCell(int x, int y) {
return playTable[x][y];
}
// Set the state of a specific cell
public void setCell(int x, int y, int value) {
playTable[x][y].setState(value);
}
// Get the grid width
public int getWidth() {
return width;
}
// Get the grid height
public int getHeight() {
return height;
}
}

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@ -10,9 +10,14 @@ import java.util.Random;
// for example wolves that eat Sheep
public class Sheep extends Agent {
int hunger;
Random rand;
int hunger; // Hunger level
Random rand; // Random number generator
int height; // World height
int width; // World width
private final int REPRODUCTION_RADIUS = 1; // Radius within which sheep can reproduce
private final double REPRODUCTION_PROBABILITY = 0.05; // Probability of reproduction per turn
// Constructor to initialize the sheep
Sheep(int x,int y){
//first we call the constructor of the superClass(Animal)
//with the values we want.
@ -31,29 +36,57 @@ public class Sheep extends Agent {
*/
public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
if(world.getCell(x, y)==1) {
world.setCell(x, y, 0);
world.setCell(x, y, 0);// Eat if on food
} else {
hunger++;
hunger++;// Increase hunger if no food
}
height = world.getHeight();
width = world.getHeight();
// Check for reproduction
for (Agent neighbor : neighbors) {
if (neighbor instanceof Sheep && this.isInArea(neighbor.getX(), neighbor.getY(), REPRODUCTION_RADIUS)) {
if (rand.nextDouble() < REPRODUCTION_PROBABILITY) {
reproduce(world);
break;
}
}
}
this.moveRandom();
return hunger>10;
return hunger>10;// Return true if the sheep is hungry over the limit
}
private void reproduce(Simulator world) {
// Find a random adjacent cell
int newX = x + rand.nextInt(3) - 1;
int newY = y + rand.nextInt(3) - 1;
// Ensure the new position is within bounds and empty
if (newX >= 0 && newX < world.getWidth() && newY >= 0 && newY < world.getHeight() && !world.getOccupied(newX, newY)) {
world.setAgent(newX, newY, new Sheep(newX, newY));
}
}
// Move randomly
private void moveRandom() {
int direction = rand.nextInt(4);
int nx = x;
int ny = y;
if(direction == 0) {
x+=1;
nx+=1;
}
if(direction == 1) {
y+=1;
ny+=1;
}
if(direction == 2) {
x-=1;
nx-=1;
}
if(direction == 3) {
y-=1;
ny-=1;
}
}
}
}

View File

@ -1,5 +1,6 @@
package backend;
import java.util.ArrayList;
import java.util.Iterator;
import windowInterface.MyInterface;
@ -13,17 +14,19 @@ public class Simulator extends Thread {
//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 final int ANIMAL_AREA_RADIUS = 3;
private ArrayList<Integer> surviveValues;
private ArrayList<Integer> birthValues;
private ArrayList<Agent> agents;
ArrayList<ArrayList<Integer>> rule = new ArrayList<>();
private boolean stopFlag;
private boolean pauseFlag;
private boolean loopingBorder;
private boolean clickActionFlag;
private int loopDelay = 150;
private GameScreen gameScreen;
//TODO : add missing attribute(s)
@ -35,28 +38,28 @@ public class Simulator extends Thread {
clickActionFlag=false;
agents = new ArrayList<Agent>();
fieldBirthValues = new ArrayList<Integer>();
fieldSurviveValues = new ArrayList<Integer>();
//TODO : add missing attribute initialization
birthValues = new ArrayList<Integer>();
surviveValues = new ArrayList<Integer>();
// Normal Game of Life rules
birthValues.add(3); // Birth condition
surviveValues.add(2); // Survival condition
surviveValues.add(3); // Survival condition
//Default rule : Survive always, birth never
for(int i =0; i<9; i++) {
fieldSurviveValues.add(i);
}
rule.add(birthValues);
rule.add(surviveValues);
gameScreen = new GameScreen(COL_NUM, LINE_NUM, rule);
}
public int getWidth() {
//TODO : replace with proper return
return 0;
return gameScreen.getWidth();
}
public int getHeight() {
//TODO : replace with proper return
return 0;
return gameScreen.getHeight();
}
//Should probably stay as is
@ -91,17 +94,15 @@ public class Simulator extends Thread {
// 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);
}
//Modified because of cross-modifications to the arraylist and java doesn't like that much
for (int i = 0; i < agents.size(); i++) {
Agent agent = agents.get(i);
ArrayList<Agent> neighbors = this.getNeighboringAnimals(agent.getX(), agent.getY(), ANIMAL_AREA_RADIUS);
if (agent.liveTurn(neighbors, this)) {
agents.remove(i);
i--; // Adjust the index to account for the removed element
}
}
//then evolution of the field
// TODO : apply game rule to all cells of the field
@ -119,10 +120,9 @@ public class Simulator extends Thread {
* and the count is in the birth list,
* then the cell becomes alive
*/
if (!clickActionFlag)
gameScreen.makeStep();
else updateCells();
}
/*
@ -136,35 +136,99 @@ public class Simulator extends Thread {
* method called when clicking pause button
*/
public void togglePause() {
// TODO : actually toggle the corresponding flag
pauseFlag = !pauseFlag;
}
/**
* method called when clicking on a cell in the interface
*/
public void clickCell(int x, int y) {
//TODO : complete method
if (clickActionFlag) {
setAgent(x, y);
} else {
gameScreen.clickCell(x, y);;
}
}
public void setAgent(int x, int y) {
int cellValue = getCell(x, y);
String agentType = null;
int indexOfAgent = 0;
for (int i = 0; i < agents.size(); i++) {
Agent agent = agents.get(i);
if (agent.getX() == x && agent.getY() == y) {
if (agent instanceof Sheep) {
agentType = "Sheep";
} else {
agentType = "Wolf";
}
indexOfAgent = i;
break;
}
}
if (cellValue == 0 && agentType == null) {
setCell(x, y, 1);
} else if (cellValue == 1) {
agents.add(new Sheep(x, y));
setCell(x, y, 0);
} else if ("Sheep".equals(agentType)) {
agents.remove(indexOfAgent);
agents.add(new Wolf(x, y));
} else if ("Wolf".equals(agentType)) {
agents.remove(indexOfAgent);
setCell(x, y, 0);
}
}
public void setAgent(int x, int y, Agent agent) {
agents.add(agent);
setCell(x, y, 0); // Clear the cell if it had food
}
public void removeAgent(Agent agent) {
agents.remove(agent);
}
/**
* get cell value in simulated world
* get cell value in simulated gameScreen
* @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 gameScreen.getCell(x, y);
}
private void updateCells() {
for (int y = 0; y < getHeight(); y++) {
for (int x = 0; x < getWidth(); x++) {
gameScreen.updateCell(x, y);
}
}
}
/**
*
* @return list of Animals in simulated world
* @return list of Animals in simulated gameScreen
*/
public ArrayList<Agent> getAnimals(){
return agents;
}
public boolean getOccupied(int x, int y) {
for (Agent agent : agents) {
if (agent.getX() == x && agent.getY() == y) {
return true;
}
}
return false;
}
/**
* selects Animals in a circular area of simulated world
* selects Animals in a circular area of simulated gameScreen
* @param x center
* @param y center
* @param radius
@ -188,21 +252,35 @@ public class Simulator extends Thread {
* @param val to set in cell
*/
public void setCell(int x, int y, int val) {
//TODO : complete method
gameScreen.setCell(x, y, val);
}
/**
*
* @return lines of file representing
* the simulated world in its present state
* the simulated gameScreen in its present state
*/
public ArrayList<String> getSaveState() {
//TODO : complete method with proper return
return null;
ArrayList<String> lines = new ArrayList<>();
// Iterate over the gameScreen and construct the lines
for (int y = 0; y < LINE_NUM; y++) {
StringBuilder lineBuilder = new StringBuilder();
for (int x = 0; x < COL_NUM; x++) {
lineBuilder.append(getCell(x, y)).append(";");
}
// Remove the last semicolon
if (lineBuilder.length() > 0) {
lineBuilder.deleteCharAt(lineBuilder.length() - 1);
}
lines.add(lineBuilder.toString());
}
return lines;
}
/**
*
* @param lines of file representing saved world state
* @param lines of file representing saved gameScreen state
*/
public void loadSaveState(ArrayList<String> lines) {
/*
@ -220,7 +298,7 @@ public class Simulator extends Thread {
return;
}
/*
* now we fill in the world
* now we fill in the gameScreen
* with the content of the file
*/
for(int y =0; y<lines.size();y++) {
@ -236,51 +314,45 @@ public class Simulator extends Thread {
/**
* called by button, with slider providing the argument
* makes a new world state with random cell states
* makes a new gameScreen state with random cell states
* @param chanceOfLife the chance for each cell
* to be alive in new state
*/
public void generateRandom(float chanceOfLife) {
//TODO : complete method
/*
* 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
*/
gameScreen.generateRandom(chanceOfLife);
}
public boolean isLoopingBorder() {
//TODO : complete method with proper return
return false;
return loopingBorder;
}
public void toggleLoopingBorder() {
//TODO : complete method
loopingBorder = !loopingBorder;
gameScreen.setLoopingBorders(loopingBorder);
}
public void setLoopDelay(int delay) {
//TODO : complete method
loopDelay = delay;
}
public void toggleClickAction() {
//TODO : complete method
clickActionFlag = !clickActionFlag;
}
/**
* prepare the content of a file saving present ruleSet
* as you might want to save a state,
* initialy written in this class constructor
* as a file for future use
* @return File content as an ArrayList of Lines (String)
* @see loadRule for inverse process
*/
public ArrayList<String> getRule() {
//TODO : complete method with proper return
ArrayList<String> lines = new ArrayList<>();
return null;
// Add birth conditions
for (Integer birthCondition : rule.get(0)) {
lines.add(birthCondition.toString());
}
// Add survival conditions
for (Integer survivalCondition : rule.get(1)) {
lines.add(survivalCondition.toString());
}
return lines;
}
public void loadRule(ArrayList<String> lines) {
@ -288,8 +360,9 @@ public class Simulator extends Thread {
System.out.println("empty rule file");
return;
}
//TODO : remove previous rule (=emptying lists)
rule.clear();
birthValues.clear();
surviveValues.clear();
String surviveLine = lines.get(0);
String birthLine = lines.get(1);
@ -297,36 +370,80 @@ public class Simulator extends Thread {
for(int x=0; x<surviveElements.length;x++) {
String elem = surviveElements[x];
int value = Integer.parseInt(elem);
//TODO : add value to possible survive values
surviveValues.add(value);
}
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
birthValues.add(value);
}
rule.add(birthValues);
rule.add(surviveValues);
gameScreen.setRules(rule);
}
public ArrayList<String> getAgentsSave() {
//TODO : Same idea as the other save method, but for agents
return null;
ArrayList<String> lines = new ArrayList<>();
StringBuilder sheepCoordinates = new StringBuilder();
StringBuilder wolfCoordinates = new StringBuilder();
for (Agent agent : agents) {
String coordinates = agent.getX() + "," + agent.getY();
if (agent instanceof Sheep) {
if (sheepCoordinates.length() > 0) {
sheepCoordinates.append(";");
}
sheepCoordinates.append(coordinates);
} else if (agent instanceof Wolf) {
if (wolfCoordinates.length() > 0) {
wolfCoordinates.append(";");
}
wolfCoordinates.append(coordinates);
}
}
lines.add(sheepCoordinates.toString());
lines.add(wolfCoordinates.toString());
return lines;
}
public void loadAgents(ArrayList<String> stringArray) {
//TODO : Same idea as other load methods, but for agent list
agents.clear();
// Load sheeps
String sheepLine = stringArray.get(0);
String[] sheepCoords = sheepLine.split(";");
for (String coord : sheepCoords) {
String[] xy = coord.split(",");
int x = Integer.parseInt(xy[0]);
int y = Integer.parseInt(xy[1]);
agents.add(new Sheep(x, y));
}
// Load wolves
String wolfLine = stringArray.get(1);
String[] wolfCoords = wolfLine.split(";");
for (String coord : wolfCoords) {
String[] xy = coord.split(",");
int x = Integer.parseInt(xy[0]);
int y = Integer.parseInt(xy[1]);
agents.add(new Wolf(x, y));
}
}
/**
* 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 "";
return clickActionFlag ? "Agents" : "Cells";
}
}

83
src/backend/Wolf.java Normal file
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@ -0,0 +1,83 @@
package backend;
import java.awt.Color;
import java.util.ArrayList;
import java.util.Random;
public class Wolf extends Agent {
int hunger;
Random rand;
private final int REPRODUCTION_RADIUS = 1; // radius max of reproduction
private final double REPRODUCTION_PROBABILITY = 0.2; // proba of reproduction
Wolf(int x, int y) {
super(x, y, Color.red);
hunger = 0;
rand = new Random(); // generate random
}
/**
* The main behavior of the wolf each turn.
* @param neighbors List of neighboring agents
* @param world The simulation world
* @return true if the wolf is starving and should be removed
*/
@Override
public boolean liveTurn(ArrayList<Agent> neighbors, Simulator world) {
boolean ateSheep = false;
// check to see if can eat a sheep
for (Agent neighbor : neighbors) {
if (neighbor instanceof Sheep) {
world.removeAgent(neighbor); // eat the sheep so removes it
hunger = 0; // rest hunger to 0
ateSheep = true;
break;
}
}
// if not eating increase hunger
if (!ateSheep) {
hunger++;
}
// Check for reproduction with neighboring wolves
for (Agent neighbor : neighbors) {
if (neighbor instanceof Wolf && isInArea(neighbor.getX(), neighbor.getY(), REPRODUCTION_RADIUS)) {
if (rand.nextDouble() < REPRODUCTION_PROBABILITY) {
reproduce(world); // Reproduce a new wolf
break;
}
}
}
// Move randomly
moveRandom();
return hunger > 10; //cehck if the wolf is hungry above the limit
}
//reproduction makes a wolve appear on a adjacent cell
private void reproduce(Simulator world) {
int newX = x + rand.nextInt(3) - 1;
int newY = y + rand.nextInt(3) - 1;
// Ensure the new position is within bounds and empty
if (newX >= 0 && newX < world.getWidth() && newY >= 0 && newY < world.getHeight() && world.getCell(newX, newY) == 0) {
world.setAgent(newX, newY, new Wolf(newX, newY));
}
}
// Move randomly
private void moveRandom() {
int direction = rand.nextInt(4);
switch (direction) {
case 0 : x += 1;
case 1 : y += 1;
case 2 : x -= 1;
case 3 : y -= 1;
}
}
}