* converted line-endings to UNIX style
This commit is contained in:
parent
6a90788777
commit
66f1b5a757
132
Einwohner.cs
132
Einwohner.cs
@ -1,28 +1,28 @@
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using System;
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namespace vampi
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{
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class Einwohner : Spielfigur {
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using System;
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namespace vampi
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{
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class Einwohner : Spielfigur {
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public const int F_SEX = 10;
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public const int SEX_MALE = 1;
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public const int SEX_FEMALE = 2;
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public const int F_INFECTED = 11;
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private static int count = 0;
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public static int Count {
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get { return Einwohner.count; }
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}
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public bool Infected {
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get { return (this.props[F_INFECTED] != 0); }
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}
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public string name;
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public Einwohner(Spielfeld sfeld)
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: base(sfeld) {
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this.props[F_TYPE] = TYPE_HUMAN;
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this.props[F_MAXAGE] = Settings.humanMaxAge;
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this.props[F_AGE] = Program.random.Next(0, Settings.humanMaxInitAge);
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private static int count = 0;
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public static int Count {
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get { return Einwohner.count; }
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}
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public bool Infected {
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get { return (this.props[F_INFECTED] != 0); }
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}
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public string name;
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public Einwohner(Spielfeld sfeld)
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: base(sfeld) {
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this.props[F_TYPE] = TYPE_HUMAN;
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this.props[F_MAXAGE] = Settings.humanMaxAge;
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this.props[F_AGE] = Program.random.Next(0, Settings.humanMaxInitAge);
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Einwohner.count++;
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this.props[F_SEX] = (Program.random.Next(0, 100) < 85)?SEX_MALE:SEX_FEMALE;
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if (this.props[F_SEX] == SEX_MALE) {
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@ -31,57 +31,57 @@ namespace vampi
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this.name = Settings.namesFemale[Program.random.Next(0, Settings.namesFemale.GetLength(0))];
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}
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// Console.WriteLine(this.name+" is born! (" + ((this.ismale)?"m":"f") + ")");
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}
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public void infect() {
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if (this.Infected)
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}
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public void infect() {
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if (this.Infected)
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return;
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// Console.WriteLine(this.name+" got infected!");
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this.props[F_INFECTED] = 1;
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if (this.props[F_AGE] < this.props[F_MAXAGE] - Settings.humanInfectedMaxAge) this.props[F_AGE] = this.props[F_MAXAGE] - Settings.humanInfectedMaxAge;
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}
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public override void die() {
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Einwohner.count--;
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if (this.Infected) {
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int rvalue = Program.random.Next(0, 100);
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if (rvalue <= Settings.humanVampireConversionPercent) {
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new Vampir(this.sfeld);
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return;
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}
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}
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base.die();
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}
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public override void runStep() {
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base.runStep();
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// Console.WriteLine(this.name+" got infected!");
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this.props[F_INFECTED] = 1;
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if (this.props[F_AGE] < this.props[F_MAXAGE] - Settings.humanInfectedMaxAge) this.props[F_AGE] = this.props[F_MAXAGE] - Settings.humanInfectedMaxAge;
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}
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public override void die() {
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Einwohner.count--;
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if (this.Infected) {
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int rvalue = Program.random.Next(0, 100);
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if (rvalue <= Settings.humanVampireConversionPercent) {
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new Vampir(this.sfeld);
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return;
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}
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}
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base.die();
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}
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public override void runStep() {
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base.runStep();
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this.tryMate();
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}
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protected void tryMate() {
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if (this.Infected && !Settings.humanInfectedCanReproduceWithNormal) return;
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// search for constraints (empty field, partner to mate > 10 yrs)
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Spielfeld birthplace = null;
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bool mateFound = false;
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for (int i = 1; i <= 8; i++) {
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Spielfeld neighbor = this.sfeld.getNachbarfeld(i);
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if (neighbor != null && neighbor.Sfigur != null) {
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if (neighbor.Sfigur.props[F_TYPE] == TYPE_HUMAN) {
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if (this.Infected && !Settings.humanInfectedCanReproduceWithNormal) return;
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// search for constraints (empty field, partner to mate > 10 yrs)
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Spielfeld birthplace = null;
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bool mateFound = false;
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for (int i = 1; i <= 8; i++) {
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Spielfeld neighbor = this.sfeld.getNachbarfeld(i);
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if (neighbor != null && neighbor.Sfigur != null) {
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if (neighbor.Sfigur.props[F_TYPE] == TYPE_HUMAN) {
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if (neighbor.Sfigur.Age >= Settings.humanLegalSexAge && (Settings.humanNormalCanReproduceWithInfected || !((Einwohner)neighbor.Sfigur).Infected)) {
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if (neighbor.Sfigur.props[F_SEX] != this.props[F_SEX]) {
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mateFound = true;
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}
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}
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}
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} else if (neighbor != null && neighbor.Sfigur == null) {
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birthplace = neighbor;
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}
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}
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// reproduce!
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if (mateFound && birthplace != null) {
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new Einwohner(birthplace);
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}
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}
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}
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}//namespace
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}
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}
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}
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} else if (neighbor != null && neighbor.Sfigur == null) {
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birthplace = neighbor;
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}
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}
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// reproduce!
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if (mateFound && birthplace != null) {
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new Einwohner(birthplace);
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}
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}
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}
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}//namespace
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170
Output_CLI.cs
170
Output_CLI.cs
@ -7,23 +7,23 @@ namespace vampi {
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public class Output_CLI : Output {
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public Output_CLI() {
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Console.BackgroundColor = ConsoleColor.Black;
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//Console.CursorVisible = false;
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Console.SetWindowSize(1, 1);
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/*
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Console.SetBufferSize(Console.LargestWindowWidth, Console.LargestWindowHeight);
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Console.SetWindowSize(Console.LargestWindowWidth, Console.LargestWindowHeight);
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Console.BackgroundColor = ConsoleColor.Black;
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//Console.CursorVisible = false;
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Console.SetWindowSize(1, 1);
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/*
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Console.SetBufferSize(Console.LargestWindowWidth, Console.LargestWindowHeight);
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Console.SetWindowSize(Console.LargestWindowWidth, Console.LargestWindowHeight);
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*/
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if (System.Environment.OSVersion.Platform.ToString() != "Unix") {
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Console.SetBufferSize(Settings.size + 2, Settings.size + 8);
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Console.SetBufferSize(Settings.size + 2, Settings.size + 8);
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Console.SetWindowSize(Settings.size + 2, Settings.size + 8);
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}
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Console.Title = "Vampi CLI --- ©2008 Markus Birth, FA76";
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Console.Clear();
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}
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Console.Title = "Vampi CLI --- ©2008 Markus Birth, FA76";
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Console.Clear();
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}
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~Output_CLI() {
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Console.Read();
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Console.Read();
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}
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public override void doOutput() {
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@ -31,82 +31,82 @@ namespace vampi {
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this.drawStatistics();
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}
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public void testSpielfeld() {
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Position pos;
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Spielfeld nachbarfeld;
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//Schleife ueber alle Spielfelder
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for (int y = 1; y <= Settings.size; y++) {
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for (int x = 1; x <= Settings.size; x++) {
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pos.x = x;
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pos.y = y;
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Console.SetCursorPosition(x, y);
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Console.BackgroundColor = ConsoleColor.Green;
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Console.Write(' ');
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//Schleife ueber alle Nachbarfelder eines Spielfeldes
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for (int lage = 1; lage <= 8; lage++) {
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nachbarfeld = Program.sflaeche.getSpielfeld(pos).getNachbarfeld(lage);
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if (nachbarfeld != null) { //Nachbarfeld existiert
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Console.SetCursorPosition(nachbarfeld.Pos.x, nachbarfeld.Pos.y);
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Console.BackgroundColor = ConsoleColor.Red;
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Console.Write(' ');
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Console.SetCursorPosition(nachbarfeld.Pos.x, nachbarfeld.Pos.y);
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System.Threading.Thread.Sleep(10);
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Console.BackgroundColor = ConsoleColor.Gray;
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Console.Write(' ');
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}
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}
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Console.SetCursorPosition(x, y);
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Console.BackgroundColor = ConsoleColor.Gray;
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Console.Write(' ');
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}//for
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}//for
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}
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public void drawGameMap() {
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Position pos;
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Console.SetCursorPosition(0, 0);
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for (pos.y = 1; pos.y <= Settings.size; pos.y++) {
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for (pos.x = 1; pos.x <= Settings.size; pos.x++) {
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Spielfigur sf = Program.sflaeche.getSpielfeld(pos).Sfigur;
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if (sf == null) //Spielfeld leer
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Console.BackgroundColor = Settings.colorEmpty;
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else { //Spielfeld besetzt
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switch (sf.Typ) {
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case Spielfigur.TYPE_HUMAN:
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if (((Einwohner)sf).Infected)
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Console.BackgroundColor = Settings.colorHumanInfected;
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else
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Console.BackgroundColor = Settings.colorHuman;
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break;
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case Spielfigur.TYPE_VAMPIRE:
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Console.BackgroundColor = Settings.colorVampire;
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break;
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}//switch
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}//else
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Console.Write(' ');
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}//for
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Console.WriteLine();
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}//for
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Console.ResetColor();
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public void testSpielfeld() {
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Position pos;
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Spielfeld nachbarfeld;
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//Schleife ueber alle Spielfelder
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for (int y = 1; y <= Settings.size; y++) {
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for (int x = 1; x <= Settings.size; x++) {
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pos.x = x;
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pos.y = y;
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Console.SetCursorPosition(x, y);
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Console.BackgroundColor = ConsoleColor.Green;
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Console.Write(' ');
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//Schleife ueber alle Nachbarfelder eines Spielfeldes
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for (int lage = 1; lage <= 8; lage++) {
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nachbarfeld = Program.sflaeche.getSpielfeld(pos).getNachbarfeld(lage);
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if (nachbarfeld != null) { //Nachbarfeld existiert
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Console.SetCursorPosition(nachbarfeld.Pos.x, nachbarfeld.Pos.y);
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Console.BackgroundColor = ConsoleColor.Red;
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Console.Write(' ');
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Console.SetCursorPosition(nachbarfeld.Pos.x, nachbarfeld.Pos.y);
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System.Threading.Thread.Sleep(10);
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Console.BackgroundColor = ConsoleColor.Gray;
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Console.Write(' ');
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}
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}
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Console.SetCursorPosition(x, y);
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Console.BackgroundColor = ConsoleColor.Gray;
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Console.Write(' ');
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}//for
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}//for
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}
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public void drawStatistics() {
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int Ecount = Einwohner.Count; // sflaeche.countTypeOccurrences(Typliste.EINWOHNER);
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int Vcount = Vampir.Count; // sflaeche.countTypeOccurrences(Typliste.VAMPIR);
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Console.WriteLine("\n" + String.Format("Steps Done: {0:D5} ", Program.AnzSimDone));
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Console.WriteLine(String.Format("Einwohner: {0:D} / Vampire: {1:D} ", Ecount, Vcount));
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Console.WriteLine(String.Format("Verhältnis Vampire/Einwohner = 1/{0:N5} ", (double)Ecount / Vcount));
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Console.WriteLine(String.Format("Bedeckung: {0:N5} %", (double)(Ecount + Vcount) / Settings.size*Settings.size * 100) + " ");
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}
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public void drawGameMap() {
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Position pos;
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Console.SetCursorPosition(0, 0);
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for (pos.y = 1; pos.y <= Settings.size; pos.y++) {
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for (pos.x = 1; pos.x <= Settings.size; pos.x++) {
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Spielfigur sf = Program.sflaeche.getSpielfeld(pos).Sfigur;
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if (sf == null) //Spielfeld leer
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Console.BackgroundColor = Settings.colorEmpty;
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else { //Spielfeld besetzt
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switch (sf.Typ) {
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case Spielfigur.TYPE_HUMAN:
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if (((Einwohner)sf).Infected)
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Console.BackgroundColor = Settings.colorHumanInfected;
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else
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Console.BackgroundColor = Settings.colorHuman;
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break;
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case Spielfigur.TYPE_VAMPIRE:
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Console.BackgroundColor = Settings.colorVampire;
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break;
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}//switch
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}//else
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Console.Write(' ');
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}//for
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Console.WriteLine();
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}//for
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Console.ResetColor();
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}
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public void drawStatistics() {
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int Ecount = Einwohner.Count; // sflaeche.countTypeOccurrences(Typliste.EINWOHNER);
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int Vcount = Vampir.Count; // sflaeche.countTypeOccurrences(Typliste.VAMPIR);
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Console.WriteLine("\n" + String.Format("Steps Done: {0:D5} ", Program.AnzSimDone));
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Console.WriteLine(String.Format("Einwohner: {0:D} / Vampire: {1:D} ", Ecount, Vcount));
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Console.WriteLine(String.Format("Verhältnis Vampire/Einwohner = 1/{0:N5} ", (double)Ecount / Vcount));
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Console.WriteLine(String.Format("Bedeckung: {0:N5} %", (double)(Ecount + Vcount) / Settings.size*Settings.size * 100) + " ");
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}
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}
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}
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@ -108,29 +108,29 @@ namespace vampi {
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fp.Lock();
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Position pos;
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Color c = Color.Black;
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for (pos.y = 1; pos.y <= Settings.size; pos.y++) {
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for (pos.x = 1; pos.x <= Settings.size; pos.x++) {
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Spielfigur sf = Program.sflaeche.getSpielfeld(pos).Sfigur;
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if (sf == null) c = Settings.guiColorEmpty; //Spielfeld leer
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else { //Spielfeld besetzt
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switch (sf.Typ) {
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case Spielfigur.TYPE_HUMAN:
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if (((Einwohner)sf).Infected)
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c = getGradient(Settings.guiColorHumanInfected, 100-(double)(sf.Age-Settings.humanMaxAge+Settings.humanInfectedMaxAge)*100/(double)Settings.humanInfectedMaxAge);
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for (pos.y = 1; pos.y <= Settings.size; pos.y++) {
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for (pos.x = 1; pos.x <= Settings.size; pos.x++) {
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Spielfigur sf = Program.sflaeche.getSpielfeld(pos).Sfigur;
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if (sf == null) c = Settings.guiColorEmpty; //Spielfeld leer
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else { //Spielfeld besetzt
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switch (sf.Typ) {
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case Spielfigur.TYPE_HUMAN:
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if (((Einwohner)sf).Infected)
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c = getGradient(Settings.guiColorHumanInfected, 100-(double)(sf.Age-Settings.humanMaxAge+Settings.humanInfectedMaxAge)*100/(double)Settings.humanInfectedMaxAge);
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else
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if (sf.props[Einwohner.F_SEX] == Einwohner.SEX_MALE)
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if (sf.props[Einwohner.F_SEX] == Einwohner.SEX_MALE)
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c = getGradient(Settings.guiColorHumanMale, 100-(double)sf.Age*100/(double)Settings.humanMaxAge);
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else
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c = getGradient(Settings.guiColorHumanFemale, 100-(double)sf.Age*100/(double)Settings.humanMaxAge);
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break;
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case Spielfigur.TYPE_VAMPIRE:
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c = getGradient(Settings.guiColorVampire, 100-(double)sf.Age*100/(double)Settings.vampireMaxAge);
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break;
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}
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}
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fp.SetPixel(pos.x-1, pos.y-1, c);
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}
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c = getGradient(Settings.guiColorHumanFemale, 100-(double)sf.Age*100/(double)Settings.humanMaxAge);
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break;
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case Spielfigur.TYPE_VAMPIRE:
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c = getGradient(Settings.guiColorVampire, 100-(double)sf.Age*100/(double)Settings.vampireMaxAge);
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break;
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}
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}
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fp.SetPixel(pos.x-1, pos.y-1, c);
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}
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}
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fp.Unlock(true);
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fg.DrawImage(this.field, 0, Output_GUI.statsHeight, Settings.size * this.scale, Settings.size * this.scale);
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@ -144,8 +144,8 @@ namespace vampi {
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g.Clear(Color.White);
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int lineSpc = 10;
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int Ecount = Einwohner.Count; // sflaeche.countTypeOccurrences(Typliste.EINWOHNER);
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int Vcount = Vampir.Count; // sflaeche.countTypeOccurrences(Typliste.VAMPIR);
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int Ecount = Einwohner.Count; // sflaeche.countTypeOccurrences(Typliste.EINWOHNER);
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int Vcount = Vampir.Count; // sflaeche.countTypeOccurrences(Typliste.VAMPIR);
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g.DrawString(String.Format("Step: {0:D5}", Program.AnzSimDone), Settings.guiFont, Settings.guiFontBrush, 5, 0);
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g.DrawString(String.Format("T{0:N} = {1:D}/sec", Program.lastOverallTime, (int)Math.Floor(1000/(Program.lastOverallTime))), Settings.guiFont, Settings.guiFontBrush, 100, 0);
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g.DrawString(String.Format("C{0:N} D{1:N}", Program.lastCalcTime, Program.lastStatsTime), Settings.guiFont, Settings.guiFontBrush, 200, 0);
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38
Position.cs
38
Position.cs
@ -1,19 +1,19 @@
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using System;
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namespace vampi {
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public struct Position {
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public int x;
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public int y;
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public Position(int x, int y) {
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this.x = x;
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this.y = y;
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}
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public Position(Position pos) {
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this.x = pos.x;
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this.y = pos.y;
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}
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}
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}
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using System;
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namespace vampi {
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public struct Position {
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public int x;
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public int y;
|
||||
|
||||
public Position(int x, int y) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public Position(Position pos) {
|
||||
this.x = pos.x;
|
||||
this.y = pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
39
Program.cs
39
Program.cs
@ -1,23 +1,22 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Timers;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace vampi {
|
||||
class Program {
|
||||
private static int anz_sim = 100000;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace vampi {
|
||||
class Program {
|
||||
private static int anz_sim = 100000;
|
||||
private static int anz_sim_done = 0;
|
||||
public static int AnzSimDone {
|
||||
get { return Program.anz_sim_done; }
|
||||
}
|
||||
public static Random random = new Random();
|
||||
}
|
||||
public static Random random = new Random();
|
||||
public static Spielflaeche sflaeche = new Spielflaeche(Settings.size, Settings.coveragePercent, Settings.vampireRatio);
|
||||
public static double lastCalcTime = 0;
|
||||
public static double lastStatsTime = 0;
|
||||
public static double lastOverallTime = 0;
|
||||
|
||||
public static double lastOverallTime = 0;
|
||||
|
||||
static void Main(string[] args) {
|
||||
Output output = new Output_GUI();
|
||||
Stopwatch sw = new Stopwatch();
|
||||
@ -28,10 +27,10 @@ namespace vampi {
|
||||
sw2.Stop();
|
||||
Program.lastOverallTime = sw2.Elapsed.TotalMilliseconds/Settings.drawEveryNthStep;
|
||||
sw2.Reset();
|
||||
sw2.Start();
|
||||
sw2.Start();
|
||||
sw.Reset();
|
||||
sw.Start();
|
||||
Program.lastCalcTime /= Settings.drawEveryNthStep;
|
||||
Program.lastCalcTime /= Settings.drawEveryNthStep;
|
||||
output.doOutput();
|
||||
sw.Stop();
|
||||
Program.lastCalcTime = 0;
|
||||
@ -39,11 +38,11 @@ namespace vampi {
|
||||
}
|
||||
if (output.requestAbort) break;
|
||||
sw.Reset();
|
||||
sw.Start();
|
||||
sw.Start();
|
||||
sflaeche.simulateStep();
|
||||
sw.Stop();
|
||||
Program.lastCalcTime += sw.Elapsed.TotalMilliseconds;
|
||||
}
|
||||
}//Main
|
||||
}//class
|
||||
}//namespace
|
||||
}
|
||||
}//Main
|
||||
}//class
|
||||
}//namespace
|
||||
|
56
Settings.cs
56
Settings.cs
@ -1,16 +1,16 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
|
||||
namespace vampi {
|
||||
public abstract class Settings {
|
||||
public const int size = 120;
|
||||
public const int coveragePercent = 77;
|
||||
public const int vampireRatio = 3;
|
||||
using System.Drawing;
|
||||
|
||||
namespace vampi {
|
||||
public abstract class Settings {
|
||||
public const int size = 120;
|
||||
public const int coveragePercent = 77;
|
||||
public const int vampireRatio = 3;
|
||||
public const int drawEveryNthStep = 1;
|
||||
|
||||
public const ConsoleColor colorHuman = ConsoleColor.Green;
|
||||
public const ConsoleColor colorHumanInfected = ConsoleColor.DarkMagenta;
|
||||
public const ConsoleColor colorVampire = ConsoleColor.Red;
|
||||
|
||||
public const ConsoleColor colorHuman = ConsoleColor.Green;
|
||||
public const ConsoleColor colorHumanInfected = ConsoleColor.DarkMagenta;
|
||||
public const ConsoleColor colorVampire = ConsoleColor.Red;
|
||||
public const ConsoleColor colorEmpty = ConsoleColor.Gray;
|
||||
|
||||
/* public static Color guiColorHuman = Color.LimeGreen;
|
||||
@ -25,22 +25,22 @@ namespace vampi {
|
||||
|
||||
public static Font guiFont = new Font("sans-serif", 8);
|
||||
public static Brush guiFontBrush = Brushes.Black;
|
||||
|
||||
public const int humanLegalSexAge = 10;
|
||||
|
||||
public const int humanLegalSexAge = 10;
|
||||
public const int humanVampireConversionPercent = 5;
|
||||
public const int humanMaxInitAge = 10;
|
||||
public const int humanMaxAge = 80;
|
||||
public const int humanInfectedMaxAge = 20;
|
||||
public const bool humanInfectedCanReproduceWithNormal = false;
|
||||
public const bool humanNormalCanReproduceWithInfected = false;
|
||||
|
||||
public const int humanMaxInitAge = 10;
|
||||
public const int humanMaxAge = 80;
|
||||
public const int humanInfectedMaxAge = 20;
|
||||
public const bool humanInfectedCanReproduceWithNormal = false;
|
||||
public const bool humanNormalCanReproduceWithInfected = false;
|
||||
|
||||
public const int vampireInitialFill = 100;
|
||||
public const int vampireMaxInitAge = 60;
|
||||
public const int vampireMaxAge = 500;
|
||||
public const int vampireDecreaseFillPerStep = 3;
|
||||
public const int vampireIncreaseFillPerBite = 1;
|
||||
public const bool vampireInfectOnlyOneHuman = false;
|
||||
public const bool vampireInfectOneOrMoreHumans = false;
|
||||
public const int vampireMaxInitAge = 60;
|
||||
public const int vampireMaxAge = 500;
|
||||
public const int vampireDecreaseFillPerStep = 3;
|
||||
public const int vampireIncreaseFillPerBite = 1;
|
||||
public const bool vampireInfectOnlyOneHuman = false;
|
||||
public const bool vampireInfectOneOrMoreHumans = false;
|
||||
|
||||
public static string[] namesMale = {
|
||||
"Aaron", "Achim", "Adalger", "Adam", "Adelar", "Adrian", "Aginulf", "Agomar", "Alain", "Alarich", "Alban", "Albero", "Albert", "Alderich", "Aldo", "Alexander", "Alger", "Ali", "Allen", "Amon", "Andrew", "Antoine", "Arnaud", "Arnie", "Art", "Arwed", "Arve", "Aquarius",
|
||||
@ -98,6 +98,6 @@ namespace vampi {
|
||||
"Yolande", "Yvette", "Yerba", "Yvonne",
|
||||
"Zoe", "Zenja", "Zancara", "Zarah"
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
76
Spielfeld.cs
76
Spielfeld.cs
@ -1,38 +1,38 @@
|
||||
using System;
|
||||
|
||||
namespace vampi
|
||||
{
|
||||
public class Spielfeld {
|
||||
private Position pos;
|
||||
private Spielflaeche sflaeche;
|
||||
private Spielfigur sfigur = null;
|
||||
private int[] mx = {-1, 0, 1, 1, 1, 0, -1, -1};
|
||||
private int[] my = {-1, -1, -1, 0, 1, 1, 1, 0};
|
||||
|
||||
public Spielfigur Sfigur {
|
||||
get { return this.sfigur; }
|
||||
set { this.sfigur = value; }
|
||||
}
|
||||
|
||||
public Position Pos {
|
||||
get { return pos; }
|
||||
}
|
||||
|
||||
public Spielfeld(Position pos, Spielflaeche sflaeche) {
|
||||
this.pos = pos;
|
||||
this.sflaeche = sflaeche;
|
||||
}
|
||||
|
||||
public Spielfeld getNachbarfeld(int lage) {
|
||||
return this.sflaeche.getSpielfeld(this.getNachbarpos(lage));
|
||||
}
|
||||
|
||||
private Position getNachbarpos(int lage) {
|
||||
Position nachbarpos = new Position(this.pos);
|
||||
nachbarpos.x += mx[lage - 1];
|
||||
nachbarpos.y += my[lage - 1];
|
||||
return nachbarpos;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
using System;
|
||||
|
||||
namespace vampi
|
||||
{
|
||||
public class Spielfeld {
|
||||
private Position pos;
|
||||
private Spielflaeche sflaeche;
|
||||
private Spielfigur sfigur = null;
|
||||
private int[] mx = {-1, 0, 1, 1, 1, 0, -1, -1};
|
||||
private int[] my = {-1, -1, -1, 0, 1, 1, 1, 0};
|
||||
|
||||
public Spielfigur Sfigur {
|
||||
get { return this.sfigur; }
|
||||
set { this.sfigur = value; }
|
||||
}
|
||||
|
||||
public Position Pos {
|
||||
get { return pos; }
|
||||
}
|
||||
|
||||
public Spielfeld(Position pos, Spielflaeche sflaeche) {
|
||||
this.pos = pos;
|
||||
this.sflaeche = sflaeche;
|
||||
}
|
||||
|
||||
public Spielfeld getNachbarfeld(int lage) {
|
||||
return this.sflaeche.getSpielfeld(this.getNachbarpos(lage));
|
||||
}
|
||||
|
||||
private Position getNachbarpos(int lage) {
|
||||
Position nachbarpos = new Position(this.pos);
|
||||
nachbarpos.x += mx[lage - 1];
|
||||
nachbarpos.y += my[lage - 1];
|
||||
return nachbarpos;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,41 +1,41 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace vampi
|
||||
{
|
||||
using System.Collections;
|
||||
|
||||
namespace vampi
|
||||
{
|
||||
public abstract class Spielfigur {
|
||||
public const int F_TYPE = 0;
|
||||
public const int TYPE_HUMAN = 1;
|
||||
public const int TYPE_VAMPIRE = 2;
|
||||
|
||||
|
||||
public const int F_AGE = 1;
|
||||
public const int F_MAXAGE = 2;
|
||||
public int[] props = new int[20];
|
||||
|
||||
protected Spielfeld sfeld;
|
||||
protected Spielfeld sfeld;
|
||||
|
||||
public int Age {
|
||||
public int Age {
|
||||
get { return this.props[F_AGE]; }
|
||||
}
|
||||
|
||||
public int Typ {
|
||||
get { return this.props[F_TYPE]; }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public int Typ {
|
||||
get { return this.props[F_TYPE]; }
|
||||
}
|
||||
|
||||
public Spielfigur(Spielfeld sfeld) {
|
||||
sfeld.Sfigur = this;
|
||||
sfeld.Sfigur = this;
|
||||
this.sfeld = sfeld;
|
||||
}
|
||||
|
||||
public virtual void runStep() {
|
||||
this.props[F_AGE]++;
|
||||
if (this.props[F_AGE] >= this.props[F_MAXAGE]) {
|
||||
this.die();
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void die() {
|
||||
this.sfeld.Sfigur = null;
|
||||
}
|
||||
}
|
||||
public virtual void runStep() {
|
||||
this.props[F_AGE]++;
|
||||
if (this.props[F_AGE] >= this.props[F_MAXAGE]) {
|
||||
this.die();
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void die() {
|
||||
this.sfeld.Sfigur = null;
|
||||
}
|
||||
}
|
||||
}
|
166
Spielflaeche.cs
166
Spielflaeche.cs
@ -1,83 +1,83 @@
|
||||
using System;
|
||||
|
||||
namespace vampi {
|
||||
public class Spielflaeche {
|
||||
private Spielfeld[,] sfeld_2dim;
|
||||
private int groesse;
|
||||
public int Groesse {
|
||||
get { return sfeld_2dim.GetLength(0) * sfeld_2dim.GetLength(1); }
|
||||
}
|
||||
|
||||
public Spielflaeche(int groesse) {
|
||||
this.groesse = groesse;
|
||||
sfeld_2dim = new Spielfeld[groesse, groesse];
|
||||
for (int i = 0; i < groesse; i++) {
|
||||
for (int j = 0; j < groesse; j++) {
|
||||
sfeld_2dim[i, j] = new Spielfeld(new Position(i+1, j+1), this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Spielflaeche(int groesse, int initBedeckung, int initVerhaeltnis) : this(groesse) {
|
||||
initSpielfeld(initBedeckung, initVerhaeltnis);
|
||||
}
|
||||
|
||||
private void initSpielfeld(int initBedeckung, int initVerhaeltnis) {
|
||||
// INFO: Andere Idee: Spielfeld linear befüllen, danach alle Felder durchgehen
|
||||
// und das aktuelle Feld jeweils mit einem zufälligen Feld tauschen
|
||||
int feldX, feldY;
|
||||
int bedeckung = this.groesse * this.groesse * initBedeckung / 100; // groesse^2 * Prozent
|
||||
int vampire = (int)Math.Round((double)bedeckung / (initVerhaeltnis+1)); // Felder / (Verhaeltnis+1)
|
||||
|
||||
for (int i = bedeckung; i > 0; i--) {
|
||||
// find an empty, random field
|
||||
do {
|
||||
feldX = Program.random.Next(0, this.groesse);
|
||||
feldY = Program.random.Next(0, this.groesse);
|
||||
} while (this.sfeld_2dim[feldX, feldY].Sfigur != null);
|
||||
|
||||
// first set all vampires then set inhabitants
|
||||
if (vampire > 0) {
|
||||
new Vampir(this.sfeld_2dim[feldX, feldY]);
|
||||
vampire--;
|
||||
} else {
|
||||
new Einwohner(this.sfeld_2dim[feldX, feldY]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Spielfeld getSpielfeld(Position pos) {
|
||||
if (pos.x > this.groesse)
|
||||
pos.x -= this.groesse; // should be 1
|
||||
if (pos.x < 1)
|
||||
pos.x += this.groesse; // should be this.groesse
|
||||
|
||||
if (pos.y > this.groesse || pos.y < 1) {
|
||||
// y-direction doesn't wrap
|
||||
return null;
|
||||
}
|
||||
|
||||
return sfeld_2dim[pos.x-1, pos.y-1];
|
||||
}
|
||||
|
||||
public int countTypeOccurrences(int typ) {
|
||||
int result = 0;
|
||||
for (int i = 0; i < this.groesse; i++) {
|
||||
for (int j = 0; j < this.groesse; j++) {
|
||||
if (this.sfeld_2dim[i, j].Sfigur != null && this.sfeld_2dim[i, j].Sfigur.Typ == typ)
|
||||
result++;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public void simulateStep() {
|
||||
for (int i = 0; i < this.groesse; i++) {
|
||||
for (int j = 0; j < this.groesse; j++) {
|
||||
if (this.sfeld_2dim[i, j].Sfigur != null)
|
||||
this.sfeld_2dim[i, j].Sfigur.runStep();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
|
||||
namespace vampi {
|
||||
public class Spielflaeche {
|
||||
private Spielfeld[,] sfeld_2dim;
|
||||
private int groesse;
|
||||
public int Groesse {
|
||||
get { return sfeld_2dim.GetLength(0) * sfeld_2dim.GetLength(1); }
|
||||
}
|
||||
|
||||
public Spielflaeche(int groesse) {
|
||||
this.groesse = groesse;
|
||||
sfeld_2dim = new Spielfeld[groesse, groesse];
|
||||
for (int i = 0; i < groesse; i++) {
|
||||
for (int j = 0; j < groesse; j++) {
|
||||
sfeld_2dim[i, j] = new Spielfeld(new Position(i+1, j+1), this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Spielflaeche(int groesse, int initBedeckung, int initVerhaeltnis) : this(groesse) {
|
||||
initSpielfeld(initBedeckung, initVerhaeltnis);
|
||||
}
|
||||
|
||||
private void initSpielfeld(int initBedeckung, int initVerhaeltnis) {
|
||||
// INFO: Andere Idee: Spielfeld linear befüllen, danach alle Felder durchgehen
|
||||
// und das aktuelle Feld jeweils mit einem zufälligen Feld tauschen
|
||||
int feldX, feldY;
|
||||
int bedeckung = this.groesse * this.groesse * initBedeckung / 100; // groesse^2 * Prozent
|
||||
int vampire = (int)Math.Round((double)bedeckung / (initVerhaeltnis+1)); // Felder / (Verhaeltnis+1)
|
||||
|
||||
for (int i = bedeckung; i > 0; i--) {
|
||||
// find an empty, random field
|
||||
do {
|
||||
feldX = Program.random.Next(0, this.groesse);
|
||||
feldY = Program.random.Next(0, this.groesse);
|
||||
} while (this.sfeld_2dim[feldX, feldY].Sfigur != null);
|
||||
|
||||
// first set all vampires then set inhabitants
|
||||
if (vampire > 0) {
|
||||
new Vampir(this.sfeld_2dim[feldX, feldY]);
|
||||
vampire--;
|
||||
} else {
|
||||
new Einwohner(this.sfeld_2dim[feldX, feldY]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Spielfeld getSpielfeld(Position pos) {
|
||||
if (pos.x > this.groesse)
|
||||
pos.x -= this.groesse; // should be 1
|
||||
if (pos.x < 1)
|
||||
pos.x += this.groesse; // should be this.groesse
|
||||
|
||||
if (pos.y > this.groesse || pos.y < 1) {
|
||||
// y-direction doesn't wrap
|
||||
return null;
|
||||
}
|
||||
|
||||
return sfeld_2dim[pos.x-1, pos.y-1];
|
||||
}
|
||||
|
||||
public int countTypeOccurrences(int typ) {
|
||||
int result = 0;
|
||||
for (int i = 0; i < this.groesse; i++) {
|
||||
for (int j = 0; j < this.groesse; j++) {
|
||||
if (this.sfeld_2dim[i, j].Sfigur != null && this.sfeld_2dim[i, j].Sfigur.Typ == typ)
|
||||
result++;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
public void simulateStep() {
|
||||
for (int i = 0; i < this.groesse; i++) {
|
||||
for (int j = 0; j < this.groesse; j++) {
|
||||
if (this.sfeld_2dim[i, j].Sfigur != null)
|
||||
this.sfeld_2dim[i, j].Sfigur.runStep();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
138
Vampir.cs
138
Vampir.cs
@ -1,76 +1,76 @@
|
||||
using System;
|
||||
|
||||
namespace vampi
|
||||
{
|
||||
class Vampir : Spielfigur {
|
||||
using System;
|
||||
|
||||
namespace vampi
|
||||
{
|
||||
class Vampir : Spielfigur {
|
||||
public const int F_FILLER = 10;
|
||||
|
||||
private static int count = 0;
|
||||
public static int Count {
|
||||
get { return Vampir.count; }
|
||||
}
|
||||
|
||||
public Vampir(Spielfeld sfeld)
|
||||
: base(sfeld) {
|
||||
this.props[F_TYPE] = TYPE_VAMPIRE;
|
||||
this.props[F_MAXAGE] = Settings.vampireMaxAge;
|
||||
|
||||
private static int count = 0;
|
||||
public static int Count {
|
||||
get { return Vampir.count; }
|
||||
}
|
||||
|
||||
public Vampir(Spielfeld sfeld)
|
||||
: base(sfeld) {
|
||||
this.props[F_TYPE] = TYPE_VAMPIRE;
|
||||
this.props[F_MAXAGE] = Settings.vampireMaxAge;
|
||||
this.props[F_AGE] = Program.random.Next(0, Settings.vampireMaxInitAge);
|
||||
this.props[F_FILLER] = Settings.vampireInitialFill;
|
||||
Vampir.count++;
|
||||
}
|
||||
|
||||
public override void die() {
|
||||
base.die();
|
||||
Vampir.count--;
|
||||
}
|
||||
|
||||
public override void runStep() {
|
||||
base.runStep();
|
||||
this.props[F_FILLER] -= Settings.vampireDecreaseFillPerStep;
|
||||
if (this.props[F_FILLER] <= 0) {
|
||||
this.die();
|
||||
return;
|
||||
this.props[F_FILLER] = Settings.vampireInitialFill;
|
||||
Vampir.count++;
|
||||
}
|
||||
|
||||
public override void die() {
|
||||
base.die();
|
||||
Vampir.count--;
|
||||
}
|
||||
|
||||
public override void runStep() {
|
||||
base.runStep();
|
||||
this.props[F_FILLER] -= Settings.vampireDecreaseFillPerStep;
|
||||
if (this.props[F_FILLER] <= 0) {
|
||||
this.die();
|
||||
return;
|
||||
}
|
||||
this.tryInfect();
|
||||
this.tryInfect();
|
||||
} // runStep()
|
||||
|
||||
protected void tryInfect() {
|
||||
// count humans around me
|
||||
int humans = 0;
|
||||
for (int i = 1; i <= 8; i++) {
|
||||
Spielfeld neighbor = this.sfeld.getNachbarfeld(i);
|
||||
if (neighbor != null && neighbor.Sfigur != null) {
|
||||
if (neighbor.Sfigur.props[F_TYPE] == TYPE_HUMAN) {
|
||||
if (Settings.vampireInfectOnlyOneHuman) {
|
||||
humans++;
|
||||
} else {
|
||||
((Einwohner)neighbor.Sfigur).infect();
|
||||
this.props[F_FILLER] += Settings.vampireIncreaseFillPerBite;
|
||||
// humans is still 0, so runStep() will return after this
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (humans == 0)
|
||||
return;
|
||||
|
||||
// randomly infect one human
|
||||
int infect = Program.random.Next(0, humans);
|
||||
|
||||
for (int i = 1; i <= 8; i++) {
|
||||
Spielfeld neighbor = this.sfeld.getNachbarfeld(i);
|
||||
if (neighbor != null && neighbor.Sfigur != null && neighbor.Sfigur.props[F_TYPE] == TYPE_HUMAN) {
|
||||
if (infect == 0) {
|
||||
((Einwohner)neighbor.Sfigur).infect();
|
||||
this.props[F_FILLER] += Settings.vampireIncreaseFillPerBite;
|
||||
if (!Settings.vampireInfectOneOrMoreHumans) break;
|
||||
} else {
|
||||
infect--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// count humans around me
|
||||
int humans = 0;
|
||||
for (int i = 1; i <= 8; i++) {
|
||||
Spielfeld neighbor = this.sfeld.getNachbarfeld(i);
|
||||
if (neighbor != null && neighbor.Sfigur != null) {
|
||||
if (neighbor.Sfigur.props[F_TYPE] == TYPE_HUMAN) {
|
||||
if (Settings.vampireInfectOnlyOneHuman) {
|
||||
humans++;
|
||||
} else {
|
||||
((Einwohner)neighbor.Sfigur).infect();
|
||||
this.props[F_FILLER] += Settings.vampireIncreaseFillPerBite;
|
||||
// humans is still 0, so runStep() will return after this
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (humans == 0)
|
||||
return;
|
||||
|
||||
// randomly infect one human
|
||||
int infect = Program.random.Next(0, humans);
|
||||
|
||||
for (int i = 1; i <= 8; i++) {
|
||||
Spielfeld neighbor = this.sfeld.getNachbarfeld(i);
|
||||
if (neighbor != null && neighbor.Sfigur != null && neighbor.Sfigur.props[F_TYPE] == TYPE_HUMAN) {
|
||||
if (infect == 0) {
|
||||
((Einwohner)neighbor.Sfigur).infect();
|
||||
this.props[F_FILLER] += Settings.vampireIncreaseFillPerBite;
|
||||
if (!Settings.vampireInfectOneOrMoreHumans) break;
|
||||
} else {
|
||||
infect--;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user