328 lines
11 KiB
Java
328 lines
11 KiB
Java
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// Class CritterModel keeps track of the state of the critter simulation.
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import java.util.*;
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import java.awt.Point;
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import java.awt.Color;
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import java.lang.reflect.*;
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public class CritterModel {
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private int height;
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private int width;
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private Critter[][] grid;
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private Map<Critter, PrivateData> info;
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private SortedMap<String, Integer>critterCount;
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private boolean debugView;
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private int simulationCount;
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private static boolean created;
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public CritterModel(int width, int height) {
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// this prevents someone from trying to create their own copy of
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// the GUI components
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if (created)
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throw new RuntimeException("Only one world allowed");
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created = true;
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this.width = width;
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this.height = height;
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grid = new Critter[width][height];
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info = new HashMap<Critter, PrivateData>();
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critterCount = new TreeMap<String, Integer>();
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this.debugView = false;
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}
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public Iterator<Critter> iterator() {
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return info.keySet().iterator();
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}
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public Point getPoint(Critter c) {
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return info.get(c).p;
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}
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public Color getColor(Critter c) {
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return info.get(c).color;
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}
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public String getString(Critter c) {
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return info.get(c).string;
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}
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public void add(int number, Class<? extends Critter> critter) {
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Random r = new Random();
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Critter.Direction[] directions = Critter.Direction.values();
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if (info.size() + number > width * height)
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throw new RuntimeException("adding too many critters");
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for (int i = 0; i < number; i++) {
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Critter next;
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try {
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next = makeCritter(critter);
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} catch (IllegalArgumentException e) {
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System.out.println("ERROR: " + critter + " does not have" +
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" the appropriate constructor.");
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System.exit(1);
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return;
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} catch (Exception e) {
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System.out.println("ERROR: " + critter + " threw an " +
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" exception in its constructor.");
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System.exit(1);
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return;
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}
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int x, y;
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do {
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x = r.nextInt(width);
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y = r.nextInt(height);
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} while (grid[x][y] != null);
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grid[x][y] = next;
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Critter.Direction d = directions[r.nextInt(directions.length)];
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info.put(next, new PrivateData(new Point(x, y), d));
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}
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String name = critter.getName();
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if (!critterCount.containsKey(name))
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critterCount.put(name, number);
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else
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critterCount.put(name, critterCount.get(name) + number);
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}
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@SuppressWarnings("unchecked")
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private Critter makeCritter(Class critter) throws Exception {
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Constructor c = critter.getConstructors()[0];
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if (critter.toString().equals("class Bear")) {
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// flip a coin
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boolean b = Math.random() < 0.5;
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return (Critter) c.newInstance(new Object[] {b});
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} else {
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return (Critter) c.newInstance();
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}
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}
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public int getWidth() {
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return width;
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}
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public int getHeight() {
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return height;
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}
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public String getAppearance(Critter c) {
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// Override specified toString if debug flag is true
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if (!debugView)
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return info.get(c).string;
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else {
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PrivateData data = info.get(c);
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if (data.direction == Critter.Direction.NORTH) return "^";
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else if (data.direction == Critter.Direction.SOUTH) return "v";
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else if (data.direction == Critter.Direction.EAST) return ">";
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else return "<";
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}
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}
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public void toggleDebug() {
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this.debugView = !this.debugView;
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}
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private boolean inBounds(int x, int y) {
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return (x >= 0 && x < width && y >= 0 && y < height);
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}
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private boolean inBounds(Point p) {
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return inBounds(p.x, p.y);
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}
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// returns the result of rotating the given direction clockwise
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private Critter.Direction rotate(Critter.Direction d) {
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if (d == Critter.Direction.NORTH) return Critter.Direction.EAST;
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else if (d == Critter.Direction.SOUTH) return Critter.Direction.WEST;
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else if (d == Critter.Direction.EAST) return Critter.Direction.SOUTH;
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else return Critter.Direction.NORTH;
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}
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private Point pointAt(Point p, Critter.Direction d) {
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if (d == Critter.Direction.NORTH) return new Point(p.x, p.y - 1);
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else if (d == Critter.Direction.SOUTH) return new Point(p.x, p.y + 1);
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else if (d == Critter.Direction.EAST) return new Point(p.x + 1, p.y);
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else return new Point(p.x - 1, p.y);
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}
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private Info getInfo(PrivateData data, Class original) {
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Critter.Neighbor[] neighbors = new Critter.Neighbor[4];
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Critter.Direction d = data.direction;
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Critter.Direction[] neighborDirections = new Critter.Direction[4];
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for (int i = 0; i < 4; i++) {
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neighbors[i] = getStatus(pointAt(data.p, d), original);
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if (neighbors[i] == Critter.Neighbor.OTHER ||
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neighbors[i] == Critter.Neighbor.SAME){
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Point p = pointAt(data.p, d);
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PrivateData oldData = info.get(grid[p.x][p.y]);
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neighborDirections[i] = oldData.direction;
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} else {
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neighborDirections[i] = Critter.Direction.NORTH;
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}
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d = rotate(d);
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}
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return new Info(neighbors, data.direction, neighborDirections);
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}
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private Critter.Neighbor getStatus(Point p, Class original) {
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if (!inBounds(p))
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return Critter.Neighbor.WALL;
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else if (grid[p.x][p.y] == null)
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return Critter.Neighbor.EMPTY;
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else if (grid[p.x][p.y].getClass() == original)
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return Critter.Neighbor.SAME;
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else
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return Critter.Neighbor.OTHER;
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}
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@SuppressWarnings("unchecked")
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public void update() {
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simulationCount++;
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Object[] list = info.keySet().toArray();
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Collections.shuffle(Arrays.asList(list));
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// This keeps track of critters that are locked and cannot be
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// infected this turn. The happens when:
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// * a Critter is infected
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// * a Critter hops
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Set<Critter> locked = new HashSet<Critter>();
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for (int i = 0; i < list.length; i++) {
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Critter next = (Critter)list[i];
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PrivateData data = info.get(next);
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if (data == null) {
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// happens when creature was infected earlier in this round
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continue;
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}
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Point p = data.p;
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Point p2 = pointAt(p, data.direction);
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// try to perform the critter's action
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Critter.Action move = next.getMove(getInfo(data, next.getClass()));
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if (move == Critter.Action.LEFT)
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data.direction = rotate(rotate(rotate(data.direction)));
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else if (move == Critter.Action.RIGHT)
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data.direction = rotate(data.direction);
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else if (move == Critter.Action.HOP) {
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if (inBounds(p2) && grid[p2.x][p2.y] == null) {
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grid[p2.x][p2.y] = grid[p.x][p.y];
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grid[p.x][p.y] = null;
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data.p = p2;
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locked.add(next); //successful hop locks a critter from
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// being infected for the rest of the
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// turn
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}
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} else if (move == Critter.Action.INFECT) {
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if (inBounds(p2) && grid[p2.x][p2.y] != null
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&& grid[p2.x][p2.y].getClass() != next.getClass()
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&& !locked.contains(grid[p2.x][p2.y])) {
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Critter other = grid[p2.x][p2.y];
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// remember the old critter's private data
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PrivateData oldData = info.get(other);
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// then remove that old critter
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String c1 = other.getClass().getName();
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critterCount.put(c1, critterCount.get(c1) - 1);
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String c2 = next.getClass().getName();
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critterCount.put(c2, critterCount.get(c2) + 1);
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info.remove(other);
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// and add a new one to the grid
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try {
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grid[p2.x][p2.y] = makeCritter(next.getClass());
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// This critter has been infected and is now locked
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// for the rest of this turn
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locked.add(grid[p2.x][p2.y]);
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} catch (Exception e) {
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throw new RuntimeException("" + e);
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}
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// and add to the map
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info.put(grid[p2.x][p2.y], oldData);
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}
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}
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}
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updateColorString();
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}
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// calling this method causes each critter to update the stored color and
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// text for toString; should be called each time update is performed and
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// once before the simulation begins
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public void updateColorString() {
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for (Critter next : info.keySet()) {
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info.get(next).color = next.getColor();
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info.get(next).string = next.toString();
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}
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}
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public Set<Map.Entry<String, Integer>> getCounts() {
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return Collections.unmodifiableSet(critterCount.entrySet());
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}
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public int getSimulationCount() {
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return simulationCount;
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}
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private class PrivateData {
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public Point p;
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public Critter.Direction direction;
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public Color color;
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public String string;
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public PrivateData(Point p, Critter.Direction d) {
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this.p = p;
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this.direction = d;
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}
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public String toString() {
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return p + " " + direction;
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}
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}
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// an object used to query a critter's state (neighbors, direction)
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private static class Info implements CritterInfo {
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private Critter.Neighbor[] neighbors;
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private Critter.Direction direction;
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private Critter.Direction[] neighborDirections;
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public Info(Critter.Neighbor[] neighbors, Critter.Direction d,
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Critter.Direction[] neighborDirections) {
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this.neighbors = neighbors;
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this.direction = d;
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this.neighborDirections = neighborDirections;
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}
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public Critter.Neighbor getFront() {
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return neighbors[0];
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}
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public Critter.Neighbor getBack() {
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return neighbors[2];
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}
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public Critter.Neighbor getLeft() {
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return neighbors[3];
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}
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public Critter.Neighbor getRight() {
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return neighbors[1];
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}
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public Critter.Direction getDirection() {
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return direction;
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}
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public Critter.Direction getFrontDirection() {
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return neighborDirections[0];
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}
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public Critter.Direction getBackDirection() {
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return neighborDirections[2];
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}
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public Critter.Direction getLeftDirection() {
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return neighborDirections[3];
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}
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public Critter.Direction getRightDirection() {
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return neighborDirections[1];
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}
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}
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}
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