-
Notifications
You must be signed in to change notification settings - Fork 0
/
Species.cs
101 lines (86 loc) · 3.57 KB
/
Species.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
using System.Runtime.Serialization;
using Microsoft.VisualBasic;
namespace ReactionDiffusionLibrary;
public class Species
{
public string PredOrPrey { get; set; }
public double InitialEnergy { get; set; }
public double MinProcreationEnergy { get; set; }
public int NumAgents { get; set; }
public Grid Grid { get; set; }
public List<Agent> AgentsList { get; set; } = new List<Agent>();
public List<Agent> DeathList { get; set; } = new List<Agent>();
public List<Agent> Babies { get; set; } = new List<Agent>();
public List<double[]> SpeciesCoords { get; set; } = new List<double[]>();
public bool Dying { get; set; } = new bool();
public Species(string predOrPrey, double initialEnergy, double minProcreationEnergy, int InputNumAgents, Grid grid)
{
PredOrPrey = predOrPrey;
InitialEnergy = initialEnergy;
MinProcreationEnergy = minProcreationEnergy;
NumAgents = InputNumAgents;
Grid = grid;
InitialiseAgents();
}
public void Move()
{
if (AgentsList.Count < 3500) Dying = true;
else Dying = false;
List<double[]> SpeciesCoords = new List<double[]>(AgentsList.Count);
Random random = new Random();
for (int i = 0; i < AgentsList.Count; i++)
{
var agent = AgentsList[i];
int dirIndex = random.Next(0, 5);
agent.Move(Grid.Directions[dirIndex]);
SpeciesCoords.Add(new double[] {agent.X, agent.Y});
char yOrDCondition = PredOrPrey == "Prey" ? 'y' : 'd';
agent.AgentId = $"{yOrDCondition}{i}";
agent.AgentIndex = i;
Grid.AnimalsInGrid[(int)agent.X][(int)agent.Y].Add(agent.AgentId);
}
}
public void InitialiseAgents()
{
for (int i = 0; i < this.NumAgents; i++)
{
Random rand = new Random();
double x = Math.Truncate(rand.NextDouble() * (Grid.GridXSize - 1));
double y = Math.Truncate(rand.NextDouble() * (Grid.GridYSize - 1));
SpeciesCoords.Add(new double[] { x, y });
Agent thisAgent = new Agent(this, i, InitialEnergy);
this.AgentsList.Add(thisAgent);
int agentX = (int)x;
int agentY = (int)y;
string yOrDCondition = (this.PredOrPrey == "Prey") ? "y" : "d";
this.Grid.AnimalsInGrid[agentX][agentY].Add($"{yOrDCondition}{i}");
}
}
// This overload for making killed players explode into agents
public void InitialiseAgents(int numToSpawn, List<int> Xs, List<int> Ys)
{
int currentAgentsNum = AgentsList.Count;
for (int i = 0; i < numToSpawn; i++)
{
Random random = new Random();
int x = Xs[random.Next(Xs.Count)];
int y = Ys[random.Next(Ys.Count)];
// SpeciesCoords.Add(new double[] { x,y });
Agent thisAgent = new Agent(this, currentAgentsNum+i, 1000);
// AgentsList.Add(thisAgent);
Babies.Add(thisAgent);
// int agentX = (int)x;
// int agentY = (int)y;
// string yOrDCondition = (this.PredOrPrey == "Prey") ? "y" : "d";
// this.Grid.AnimalsInGrid[agentX][agentY].Add($"{yOrDCondition}{i}");
}
}
public void NewDay()
{
foreach (var baby in Babies) AgentsList.Add(baby);
Babies.Clear();
List<int> deathIndices = DeathList.Select(slain => slain.AgentIndex).ToList();
foreach (var index in deathIndices.Distinct().OrderByDescending(i => i)) AgentsList.RemoveAt(index);
DeathList.Clear();
}
}