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Flock.m
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Flock.m
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//
// Flock.m
// Flocking
//
// Created by Marc Charbonneau on 3/18/10.
// Copyright 2010 Downtown Software House. All rights reserved.
//
#import "Flock.h"
#import "Boid.h"
#import "Predator.h"
#import "Constants.h"
@interface Flock (Private)
- (void)endScatter;
- (Boid *)createBoid;
- (Predator *)createPredator;
@end
@implementation Flock
#pragma mark Flock Methods
@synthesize bounds = _bounds;
@synthesize isScattered = _isScattered;
@synthesize boids = _boids;
@synthesize predators = _predators;
- (id)initWithCount:(NSInteger)count;
{
if ( self = [super init] )
{
_bounds = NSMakeRect( 0.0f, 0.0f, 10000.0, 7500.0 );
_boids = [NSMutableArray arrayWithCapacity:count];
_predators = [NSMutableArray arrayWithCapacity:1];
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSInteger index;
for ( index = 0; index < count; index++ )
[_boids addObject:[self createBoid]];
for ( index = 0; index < [defaults integerForKey:PredatorCountDefaultsKey]; index++ )
[_predators addObject:[self createPredator]];
[defaults addObserver:self forKeyPath:BoidFlockDistanceDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:BoidDistanceDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:WindXVelocityDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:WindYVelocityDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:BoidMaxVelocityDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:PredatorDistanceDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:CohesionMultiplierDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:AvoidanceMultiplierDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:VelocityMultiplierDefaultsKey options:0 context:NULL];
[defaults addObserver:self forKeyPath:PredatorMultiplierDefaultsKey options:0 context:NULL];
}
return self;
}
- (NSInteger)boidCount;
{
return [self.boids count];
}
- (void)setBoidCount:(NSInteger)boidCount;
{
NSInteger current = [self.boids count];
NSInteger index;
for ( index = 0; index < abs( boidCount - current ); index++ )
{
if ( boidCount < current )
[self.boids removeLastObject];
else
[self.boids addObject:[self createBoid]];
}
}
- (NSInteger)predatorCount;
{
return [self.predators count];
}
- (void)setPredatorCount:(NSInteger)predatorCount;
{
NSInteger current = [self.predators count];
NSInteger index;
for ( index = 0; index < abs( predatorCount - current ); index++ )
{
if ( predatorCount < current )
[self.predators removeLastObject];
else
[self.predators addObject:[self createPredator]];
}
}
- (void)update;
{
UpdateMethod method = [[NSUserDefaults standardUserDefaults] integerForKey:UpdateMethodKey];
if ( method == SMPMethodA )
{
// Split the boid array and execute in parallel. Grand Central Dispatch
// takes care of sizing the for loop for us.
dispatch_queue_t queue = dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0 );
NSInteger count = [self.boids count];
dispatch_apply( count, queue, ^( size_t index ) {
[[self.boids objectAtIndex:index] move];
});
}
else if ( method == SMPMethodB )
{
// Move boids in a sequential loop, but split the move method into
// multiple threads.
for ( Boid *boid in self.boids )
[boid move:YES];
}
else
{
// Plain old sequential update.
for ( Boid *boid in self.boids )
[boid move:NO];
}
for ( Predator *predator in self.predators )
[predator move];
}
- (void)scatterFlock;
{
self.isScattered = YES;
[NSTimer scheduledTimerWithTimeInterval:( arc4random() % 5 + 3 ) target:self selector:@selector(endScatter) userInfo:nil repeats:NO];
}
#pragma mark NSObject Overrides
- (void)dealloc;
{
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults removeObserver:self forKeyPath:BoidFlockDistanceDefaultsKey];
[defaults removeObserver:self forKeyPath:BoidDistanceDefaultsKey];
[defaults removeObserver:self forKeyPath:WindXVelocityDefaultsKey];
[defaults removeObserver:self forKeyPath:WindYVelocityDefaultsKey];
[defaults removeObserver:self forKeyPath:BoidMaxVelocityDefaultsKey];
[defaults removeObserver:self forKeyPath:PredatorDistanceDefaultsKey];
[defaults removeObserver:self forKeyPath:CohesionMultiplierDefaultsKey];
[defaults removeObserver:self forKeyPath:AvoidanceMultiplierDefaultsKey];
[defaults removeObserver:self forKeyPath:VelocityMultiplierDefaultsKey];
[defaults removeObserver:self forKeyPath:PredatorMultiplierDefaultsKey];
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context;
{
for ( Boid *boid in self.boids )
[boid resetBehaviors];
}
@end
@implementation Flock (Private)
- (void)endScatter;
{
self.isScattered = NO;
}
- (Boid *)createBoid;
{
double x = arc4random() % (NSInteger)NSMaxX( self.bounds );
double y = arc4random() % (NSInteger)NSMaxY( self.bounds );
return [[Boid alloc] initWithPosition:NSMakePoint( x, y ) flock:self];
}
- (Predator *)createPredator;
{
double x = arc4random() % (NSInteger)NSMaxX( self.bounds );
double y = arc4random() % (NSInteger)NSMaxY( self.bounds );
return [[Predator alloc] initWithPosition:NSMakePoint( x, y ) flock:self];
}
@end