接上篇
C#使用迷宫地图来模拟新冠疫情的传播速度(二)_斯内科的博客-CSDN博客
上一篇我们对网格并没有隔离阻挡,本篇增加隔离障碍属性IsBarrier,
当IsBarrier=true时,无法感染。
第一步,更新类Grid,增加IsBarrier属性
Grid.cs源程序如下:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace NovelCoronavirusDemo
{
/// <summary>
/// 一个单元格,由行索引,列索引,是否已被感染等属性组成
/// </summary>
public class Grid
{
/// <summary>
/// 网格所在的行的索引
/// </summary>
public int RowIndex { get; set; }
/// <summary>
/// 网格所在的列的索引
/// </summary>
public int ColumnIndex { get; set; }
/// <summary>
/// 是否已被感染新冠
/// </summary>
public bool IsInfected { get; set; }
/// <summary>
/// 是否是障碍,障碍将无法新冠传播【隔离区无法传播新冠】
/// </summary>
public bool IsBarrier { get; set; }
/// <summary>
/// 是否已访问
/// </summary>
public bool IsVisited { get; set; }
/// <summary>
/// 打印该网格对象
/// </summary>
/// <returns></returns>
public override string ToString()
{
return $"{{Row={RowIndex},Column={ColumnIndex},IsInfected={IsInfected},IsBarrier={IsBarrier}}}";
}
}
}
第二步,更新关键类MazeGridUtil,增加IsBarrier属性判断
MazeGridUtil.cs源程序如下:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace NovelCoronavirusDemo
{
/// <summary>
/// 网格地图可以认为是一个N*M的行列式,也可以认为是一个二维数组,每个元素都是一个单元格Grid
/// </summary>
public class MazeGridUtil
{
/// <summary>
/// 行数
/// </summary>
public int RowCount { get; set; }
/// <summary>
/// 列数
/// </summary>
public int ColumnCount { get; set; }
/// <summary>
/// 网格行列式
/// </summary>
public Grid[,] GridArray { get; set; }
/// <summary>
/// 初始化网格地图:需指定行数和列数
/// </summary>
/// <param name="rowCount">行数</param>
/// <param name="columnCount">列数</param>
public MazeGridUtil(int rowCount, int columnCount)
{
RowCount = rowCount;
ColumnCount = columnCount;
GridArray = new Grid[RowCount, ColumnCount];
for (int i = 0; i < RowCount; i++)
{
for (int j = 0; j < ColumnCount; j++)
{
GridArray[i, j] = new Grid()
{
RowIndex = i,
ColumnIndex = j,
IsInfected = false,
IsVisited = false,
//增加随机障碍单元格
IsBarrier = new Random(Guid.NewGuid().GetHashCode()).Next(0, 2) == 1
};
}
}
}
/// <summary>
/// 找出所有不是障碍的单元格
/// </summary>
/// <param name="mazeGridUtil"></param>
/// <returns></returns>
public static List<Grid> GetAllNotBarrier(MazeGridUtil mazeGridUtil)
{
List<Grid> mazeGrids = new List<Grid>();
for (int i = 0; i < mazeGridUtil.RowCount; i++)
{
for (int j = 0; j < mazeGridUtil.ColumnCount; j++)
{
if (!mazeGridUtil.GridArray[i, j].IsBarrier)
{
mazeGrids.Add(mazeGridUtil.GridArray[i, j]);
}
}
}
return mazeGrids;
}
/// <summary>
/// 统计所有未感染的单元格
/// </summary>
/// <param name="mazeGridUtil"></param>
/// <returns></returns>
public static List<Grid> StatisticAllNotInfected(MazeGridUtil mazeGridUtil)
{
List<Grid> mazeGrids = new List<Grid>();
for (int i = 0; i < mazeGridUtil.RowCount; i++)
{
for (int j = 0; j < mazeGridUtil.ColumnCount; j++)
{
if (!mazeGridUtil.GridArray[i, j].IsInfected && !mazeGridUtil.GridArray[i, j].IsBarrier)
{
mazeGrids.Add(mazeGridUtil.GridArray[i, j]);
}
}
}
return mazeGrids;
}
/// <summary>
/// 获取所有已感染的并且未访问的单元格
/// </summary>
/// <returns></returns>
public static List<Grid> GetAllInfectedAndUnvisited(MazeGridUtil mazeGridUtil)
{
List<Grid> mazeGrids = new List<Grid>();
for (int i = 0; i < mazeGridUtil.RowCount; i++)
{
for (int j = 0; j < mazeGridUtil.ColumnCount; j++)
{
if (mazeGridUtil.GridArray[i, j].IsInfected && !mazeGridUtil.GridArray[i, j].IsVisited && !mazeGridUtil.GridArray[i, j].IsBarrier)
{
//考虑到可能会重复,这里过滤掉重复的
if (!mazeGrids.Contains(mazeGridUtil.GridArray[i, j]))
{
mazeGrids.Add(mazeGridUtil.GridArray[i, j]);
}
}
}
}
return mazeGrids;
}
/// <summary>
/// 将当前已感染的单元格的相邻的8个九宫格设置为已感染新冠状态 不考虑障碍【IsBarrier=true】的单元格
/// </summary>
/// <param name="mazeGrids">所有已感染的并且未访问的单元格</param>
/// <param name="mazeGridUtil"></param>
public static void InfectEightGrid(List<Grid> mazeGrids, MazeGridUtil mazeGridUtil)
{
for (int index = 0; index < mazeGrids.Count; index++)
{
int i = mazeGrids[index].RowIndex;//i对应行Row
int j = mazeGrids[index].ColumnIndex;//j对应列Column
mazeGridUtil.GridArray[i, j].IsVisited = true;
//将当前已感染的单元格的相邻的8个九宫格设置为感染
if (i - 1 >= 0 && j - 1 >= 0)
{
if (!mazeGridUtil.GridArray[i - 1, j - 1].IsInfected && !mazeGridUtil.GridArray[i - 1, j - 1].IsBarrier)
{
mazeGridUtil.GridArray[i - 1, j - 1].IsInfected = true;
}
}
if (i - 1 >= 0)
{
if (!mazeGridUtil.GridArray[i - 1, j].IsInfected && !mazeGridUtil.GridArray[i - 1, j].IsBarrier)
{
mazeGridUtil.GridArray[i - 1, j].IsInfected = true;
}
}
if (j + 1 < mazeGridUtil.ColumnCount && i - 1 >= 0)
{
if (!mazeGridUtil.GridArray[i - 1, j + 1].IsInfected && !mazeGridUtil.GridArray[i - 1, j + 1].IsBarrier)
{
mazeGridUtil.GridArray[i - 1, j + 1].IsInfected = true;
}
}
if (j - 1 >= 0)
{
if (!mazeGridUtil.GridArray[i, j - 1].IsInfected && !mazeGridUtil.GridArray[i, j - 1].IsBarrier)
{
mazeGridUtil.GridArray[i, j - 1].IsInfected = true;
}
}
if (j + 1 < mazeGridUtil.ColumnCount)
{
if (!mazeGridUtil.GridArray[i, j + 1].IsInfected && !mazeGridUtil.GridArray[i, j + 1].IsBarrier)
{
mazeGridUtil.GridArray[i, j + 1].IsInfected = true;
}
}
if (j - 1 >= 0 && i + 1 < mazeGridUtil.RowCount)
{
if (!mazeGridUtil.GridArray[i + 1, j - 1].IsInfected && !mazeGridUtil.GridArray[i + 1, j - 1].IsBarrier)
{
mazeGridUtil.GridArray[i + 1, j - 1].IsInfected = true;
}
}
if (i + 1 < mazeGridUtil.RowCount)
{
if (!mazeGridUtil.GridArray[i + 1, j].IsInfected && !mazeGridUtil.GridArray[i + 1, j].IsBarrier)
{
mazeGridUtil.GridArray[i + 1, j].IsInfected = true;
}
}
if (i + 1 < mazeGridUtil.RowCount && j + 1 < mazeGridUtil.ColumnCount)
{
if (!mazeGridUtil.GridArray[i + 1, j + 1].IsInfected && !mazeGridUtil.GridArray[i + 1, j + 1].IsBarrier)
{
mazeGridUtil.GridArray[i + 1, j + 1].IsInfected = true;
}
}
}
}
/// <summary>
/// 是否已全部感染
/// </summary>
/// <returns></returns>
public static bool IsAllSpread(MazeGridUtil mazeGridUtil)
{
bool isAce = true;//是否全部感染
for (int i = 0; i < mazeGridUtil.RowCount; i++)
{
bool existOK = false;//是否存在未感染
for (int j = 0; j < mazeGridUtil.ColumnCount; j++)
{
if (!mazeGridUtil.GridArray[i, j].IsInfected && !mazeGridUtil.GridArray[i, j].IsBarrier)
{
isAce = false;
existOK = true;
break;
}
}
if (existOK)
{
break;
}
}
return isAce;
}
}
}
第三步,更新FormNovelVirusSpread窗体,增加如果单元格IsBarrier=true为true时,显示黑色,以及相应的逻辑更新
窗体FormNovelVirusSpread更新后源程序如下【注意移除btnSpread的Click事件】:
using MazeDemo;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace NovelCoronavirusDemo
{
public partial class FormNovelVirusSpread : Form
{
/// <summary>
/// 是否已描绘病毒源,确保只描绘病毒源一次
/// </summary>
bool isDrawVirusSource = false;
/// <summary>
/// 病毒感染全部网格所需天数
/// </summary>
int spreadDays = 0;
MazeGridUtil mazeGridUtil = null;
/// <summary>
/// 病毒源单元格
/// </summary>
Grid gridSource = null;
public FormNovelVirusSpread()
{
InitializeComponent();
btnSpread.Enabled = false;//传播按钮永久不响应
}
/// <summary>
/// 显示文本框内容
/// </summary>
/// <param name="message"></param>
private void DisplayContent(string message)
{
this.BeginInvoke(new Action(() =>
{
if (rtxbDisplay.TextLength > 10240)
{
rtxbDisplay.Clear();
}
rtxbDisplay.AppendText(message + "\n");
rtxbDisplay.ScrollToCaret();
}));
}
/// <summary>
/// 检查输入
/// </summary>
/// <param name="txb"></param>
/// <param name="commentStr"></param>
/// <param name="count"></param>
/// <returns></returns>
private bool CheckInputCount(TextBox txb, string commentStr, out int count)
{
if (!int.TryParse(txb.Text, out count))
{
MessageBox.Show($"[{commentStr}]请输入正整数", "错误");
txb.Focus();
return false;
}
if (count <= 0 || count >= 100)
{
MessageBox.Show($"[{commentStr}]范围是【1~99】,请重新输入", "错误");
txb.Focus();
return false;
}
return true;
}
/// <summary>
/// 窗体的重绘事件,调用Invalidate()会触发重绘事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void FormNovelVirusSpread_Paint(object sender, PaintEventArgs e)
{
if (mazeGridUtil == null)
{
return;
}
int sideLength = 50;//正方形【迷宫的一个网格MazeGrid】的边长。
float fontSize = 13;//打印的起点、终点文字的字体大小
//以边长为50为例:因当前窗体的高度为606,去除窗体顶部和底部的高度【约56】,只能正常显示11行。因Panel控件的横坐标为705,因此只能显示14列。
if (mazeGridUtil.RowCount <= 11 && mazeGridUtil.ColumnCount <= 14)
{
sideLength = 50;
fontSize = 13;
}
else if (mazeGridUtil.RowCount <= 22 && mazeGridUtil.ColumnCount <= 28)
{
//如果行数在22行之内,列数在28列之内,则将网格的边长设置25
sideLength = 25;
fontSize = 8;
}
else
{
//如果行数、列数过大(行数大于22,列数大于28)。则应该将界面变大,并增加滚动条
sideLength = 25;
fontSize = 8;
if (mazeGridUtil.RowCount > 22)
{
this.Height = this.Height + (mazeGridUtil.RowCount - 22) * sideLength;
}
if (mazeGridUtil.ColumnCount > 28)
{
this.Width = this.Width + (mazeGridUtil.ColumnCount - 28) * sideLength;
//Panel操作面板要整体向右移动,即X坐标增加
panel1.Location = new Point(panel1.Location.X + (mazeGridUtil.ColumnCount - 28) * sideLength, panel1.Location.Y);
}
}
Graphics graphics = e.Graphics;
for (int i = 0; i < mazeGridUtil.RowCount; i++)
{
for (int j = 0; j < mazeGridUtil.ColumnCount; j++)
{
//注意:第一行是Y坐标没变,X坐标在变化。因此i是纵坐标 j是横坐标
Rectangle rect = new Rectangle(sideLength * j, sideLength * i, sideLength, sideLength);
graphics.DrawRectangle(new Pen(Color.Red), rect);
if (mazeGridUtil.GridArray[i, j].IsInfected)
{
graphics.FillRectangle(new SolidBrush(Color.Red), rect);//如果已感染
}
else if (mazeGridUtil.GridArray[i, j].IsBarrier)
{
graphics.FillRectangle(new SolidBrush(Color.Black), rect);//障碍为黑色
}
else
{
graphics.FillRectangle(Brushes.SpringGreen, rect);
}
//绘制网格的(行索引,列索引)
if ((gridSource == null || gridSource.RowIndex != i || gridSource.ColumnIndex != j)
&& !mazeGridUtil.GridArray[i, j].IsBarrier)
{
AddTextAlignCenter(graphics, $"({i},{j})", new Font("宋体", fontSize), rect);
}
}
}
//画横线
for (int i = 0; i < mazeGridUtil.RowCount + 1; i++)
{
graphics.DrawLine(Pens.GhostWhite, 0, sideLength * i, sideLength * mazeGridUtil.ColumnCount, sideLength * i);
}
//画纵线
for (int j = 0; j < mazeGridUtil.ColumnCount + 1; j++)
{
graphics.DrawLine(Pens.GhostWhite, sideLength * j, 0, sideLength * j, sideLength * mazeGridUtil.RowCount);
}
//设置新冠病毒源为红色,居中显示,
if (!isDrawVirusSource)
{
isDrawVirusSource = true;
DisplayContent($"新冠传播的病毒源为【({gridSource.RowIndex},{gridSource.ColumnIndex})】...");
}
Rectangle rectEnd = new Rectangle(sideLength * gridSource.ColumnIndex, sideLength * gridSource.RowIndex, sideLength, sideLength);
graphics.FillRectangle(new SolidBrush(Color.Red), rectEnd);
AddTextAlignCenter(graphics, "病毒源", new Font("宋体", fontSize), rectEnd);
}
/// <summary>
/// 将显示的文字放在矩形的中间
/// </summary>
/// <param name="graphics"></param>
/// <param name="text"></param>
/// <param name="font"></param>
/// <param name="rect"></param>
private void AddTextAlignCenter(Graphics graphics, string text, Font font, Rectangle rect)
{
SizeF sizeF = graphics.MeasureString(text, font);
float destX = rect.X + (rect.Width - sizeF.Width) / 2;
float destY = rect.Y + (rect.Height - sizeF.Height) / 2;
graphics.DrawString(text, font, Brushes.Black, destX, destY);
}
private async void btnInit_Click(object sender, EventArgs e)
{
int rowCount;//行数
int columnCount;//列数
if (!CheckInputCount(txbRowCount, "行数", out rowCount))
{
return;
}
if (!CheckInputCount(txbColumnCount, "列数", out columnCount))
{
return;
}
btnInit.Enabled = false;
isDrawVirusSource = false;
spreadDays = 0;
DisplayContent($"正在生成新冠传播网格地图【{rowCount}行{columnCount}列】,请稍候...");
mazeGridUtil = new MazeGridUtil(rowCount, columnCount);
//病毒源为 中心单元格
//gridSource = mazeGridUtil.GridArray[(mazeGridUtil.RowCount - 1) / 2, (mazeGridUtil.ColumnCount - 1) / 2];
//更新病毒源为随机单元格
//找出所有不是障碍的单元格
List<Grid> notBarrierGrids = MazeGridUtil.GetAllNotBarrier(mazeGridUtil);
if (notBarrierGrids.Count == 0)
{
DisplayContent($"没有找到不是障碍的单元格,网格地图【{rowCount}行{columnCount}列】");
MessageBox.Show($"没有找到不是障碍的单元格,网格地图【{rowCount}行{columnCount}列】", "出错");
return;
}
Random random = new Random(Guid.NewGuid().GetHashCode());
//gridSource = mazeGridUtil.GridArray[random.Next(mazeGridUtil.RowCount), random.Next(mazeGridUtil.ColumnCount)];
gridSource = notBarrierGrids[random.Next(notBarrierGrids.Count)];
gridSource.IsInfected = true;
//重绘迷宫,新的开始
this.Invalidate();
System.Threading.Thread.Sleep(2000);//等待两秒后开始
await Task.Run(() =>
{
do
{
bool isContinueSpread = SpreadVirus();
if (!isContinueSpread)
{
break;
}
System.Threading.Thread.Sleep(2000);
} while (!MazeGridUtil.IsAllSpread(mazeGridUtil));
});
btnInit.Enabled = true;
}
/// <summary>
/// 新冠病毒感染附近的8个单元格,返回是否可以继续传播【即:无隔离,无障碍】
/// </summary>
/// <returns></returns>
private bool SpreadVirus()
{
bool isContinueSpread = true;//是否可以继续传播
spreadDays++;
//获取所有已感染的并且未访问的单元格
List<Grid> mazeGrids = MazeGridUtil.GetAllInfectedAndUnvisited(mazeGridUtil);
MazeGridUtil.InfectEightGrid(mazeGrids, mazeGridUtil);
this.Invalidate();//触发paint事件
//重新获取已感染的单元格
mazeGrids = MazeGridUtil.GetAllInfectedAndUnvisited(mazeGridUtil);
bool isAce = MazeGridUtil.IsAllSpread(mazeGridUtil);//是否全部感染
if (mazeGrids.Count == 0 && !isAce)
{
isContinueSpread = false;
List<Grid> notInfectedGrids = MazeGridUtil.StatisticAllNotInfected(mazeGridUtil);
DisplayContent($"第【{spreadDays}】天,因网格隔离政策,新冠传播已无法继续传播。未感染的网格个数【{notInfectedGrids.Count}】,分别为【{string.Join(";", notInfectedGrids.Select(grid => $"({grid.RowIndex},{grid.ColumnIndex})"))}】");
MessageBox.Show($"第【{spreadDays}】天,因网格隔离政策,新冠传播已无法继续传播。未感染的网格个数【{notInfectedGrids.Count}】,分别为【{string.Join(";", notInfectedGrids.Select(grid => $"({grid.RowIndex},{grid.ColumnIndex})"))}】", "隔离");
}
else if (mazeGrids.Count > 0)
{
DisplayContent($"第【{spreadDays}】天,新冠传播已感染网格个数【{mazeGrids.Count}】,分别为【{string.Join(";", mazeGrids.Select(grid => $"({grid.RowIndex},{grid.ColumnIndex})"))}】");
}
if (isAce)
{
DisplayContent($"已全部感染新冠病毒,网格地图已被病毒沦陷,所需天数【{spreadDays}】");
MessageBox.Show($"已全部感染新冠病毒,网格地图已被病毒沦陷,所需天数【{spreadDays}】", "Ace");
}
return isContinueSpread;
}
}
}
测试运行如图: