Beispiel #1
0
        public static WaitingArea EvolveWaitingAreaUntilSteadyState(
            WaitingArea initialWaitingArea,
            EvolutionRules evolutionRules)
        {
            WaitingArea previousState = null;
            var         nextState     = initialWaitingArea;

            while (!nextState.Equals(previousState))
            {
                previousState = nextState;
                nextState     = GetNextWaitingAreaState(previousState, evolutionRules);
            }
            return(previousState);
        }
Beispiel #2
0
        public static WaitingArea GetNextWaitingAreaState(
            WaitingArea waitingArea,
            EvolutionRules evolutionRules)
        {
            // For each cell:
            // If a seat is empty (L) and there are no occupied seats adjacent to it, the seat becomes occupied.
            // If a seat is occupied(#) and four or more seats adjacent to it are also occupied, the seat becomes empty.
            // Otherwise, the seat's state does not change.
            // Floor(.) never changes; seats don't move, and nobody sits on the floor.
            var updatedGridCellTypes = new Dictionary <GridPoint, CellType>();

            for (int row = 0; row < waitingArea.Height; row++)
            {
                for (int column = 0; column < waitingArea.Width; column++)
                {
                    var point    = new GridPoint(column, row);
                    var cellType = CellType.Floor;
                    if (waitingArea.GridCellTypes.ContainsKey(point))
                    {
                        cellType = waitingArea.GridCellTypes[point];
                    }
                    if (CellType.Floor.Equals(cellType))
                    {
                        updatedGridCellTypes.Add(point, cellType);
                        continue;
                    }
                    int numberOfAdjacentOccupiedSeats = GetNumberOfSeenOccupiedSeats(waitingArea, point, evolutionRules.OnlyConsiderAdjacentCells);
                    if (CellType.ChairOpen.Equals(cellType) && numberOfAdjacentOccupiedSeats == 0)
                    {
                        cellType = CellType.ChairOccupied;
                    }
                    else if (CellType.ChairOccupied.Equals(cellType) && numberOfAdjacentOccupiedSeats >= evolutionRules.MinimumNumberOfSeenOccupiedSeatsToFlipToEmpty)
                    {
                        cellType = CellType.ChairOpen;
                    }
                    updatedGridCellTypes.Add(point, cellType);
                }
            }
            var result = new WaitingArea(waitingArea.Width, waitingArea.Width, updatedGridCellTypes);

            return(result);
        }