cellular-automata/lib/src/Grid.dart

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import 'dart:html' as html;
import 'dart:math' as math;
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import 'package:rules_of_living/src/Cell.dart';
import 'package:rules_of_living/src/Rule.dart';
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enum Pattern {
SpaceShip,
Blinker
}
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class Grid {
final int w;
final int h;
final List<List<Cell>> map;
bool _dirty = true;
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Grid(int w, int h)
: this.w = w,
this.h = h,
this.map = new List() {
map.addAll(_buildGrid(w, h));
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print("Grid creation finished");
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}
void startingPattern({Pattern pattern, int x, int y, int amount, int dispersal}) {
math.Random rng = new math.Random();
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int cx = x ?? rng.nextInt(w~/3) + (w~/3);
int cy = y ?? rng.nextInt(h~/3) + (h~/3);
switch (pattern) {
// Two blocks, offset
// ##
// ##
case Pattern.Blinker:
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setCellState(cx, cy, true);
setCellState(cx+1, cy, true);
setCellState(cx, cy+1, true);
setCellState(cx+1, cy+1, true);
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setCellState(cx+2, cy+2, true);
setCellState(cx+3, cy+2, true);
setCellState(cx+2, cy+3, true);
setCellState(cx+3, cy+3, true);
break;
// A 'gliding' Spaceship
// #
// #
// ###
case Pattern.SpaceShip:
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setCellState(1 + cx, 0 + cy, true);
setCellState(2 + cx, 1 + cy, true);
setCellState(2 + cx, 2 + cy, true);
setCellState(1 + cx, 2 + cy, true);
setCellState(0 + cx, 2 + cy, true);
break;
default:
for (var i = 0; i < amount ?? rng.nextInt(20); i++) {
setCellState(cx + dispersal ?? rng.nextInt(10), cy + dispersal ?? rng.nextInt(10), true);
}
break;
}
}
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void setCellState(int x, int y, bool state) {
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if (y < map.length && x < map[y].length) map[y][x].state = state;
}
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List<List<Cell>> _buildGrid(int w, int h) {
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print("grid being created");
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List<List<Cell>> grid = new List(h);
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// GENERAL RULE LAYOUT
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Rule threeTrue = new Rule((int n) {
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if (n == 3) return true;
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return false;
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});
Rule twoTrue = new Rule((int n) {
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if (n == 2) return true;
return false;
});
// DEBUG RULE TESTING FOR PATTERNS
Rule coagSurvive = new Rule((int n) {
if (n==1) return true;
return false;
});
Rule coagBirth = new Rule((int n) {
if (n==1) return true;
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return false;
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});
for (int y = 0; y < h; y++) {
grid[y] = new List(w);
for (int x = 0; x < w; x++) {
// GIVES RULES FOR CONWAY GAME OF LIFE BY DEFAULT S23/B3
Cell cell = new Cell();
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// cell.surviveRules.add(twoTrue);
cell.surviveRules.add(threeTrue);
cell.surviveRules.add(twoTrue);
cell.birthRules.add(threeTrue);
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grid[y][x] = cell;
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}
}
return grid;
}
void update() {
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
// DEFAULTS TO CONWAY GAME OF LIFE RANGE OF ONE
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map[y][x].update(getSurroundingNeighbors(x, y, 1));
if (!_dirty && map[y][x].dirty) _dirty = true;
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}
}
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
// DEFAULTS TO CONWAY GAME OF LIFE RANGE OF ONE
map[y][x].advanceState();
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}
}
}
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int getSurroundingNeighbors(int x, int y, int range) {
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int count = 0;
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for (int iy = y - range; iy <= y + range; iy++) {
for (int ix = x - range; ix <= x + range; ix++) {
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if (ix > 0 &&
iy > 0 &&
iy < map.length &&
ix < map[iy].length &&
map[iy][ix].state == true &&
!(x == ix && y == iy)) {
count++;
}
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}
}
return count;
}
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void render(html.CanvasElement canvas, [num interp]) {
// only renders if any cells changed between renders
if (!_dirty) return;
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html.CanvasRenderingContext2D ctx = canvas.getContext('2d');
int brickW = (canvas.width ~/ map[0].length);
int brickH = (canvas.height ~/ map.length);
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (int y = 0; y < map.length; y++) {
for (int x = 0; x < map[y].length; x++) {
Cell c = map[y][x];
if (c.state == true)
ctx.setFillColorRgb(155, 155, 255);
else
ctx.setFillColorRgb(0, 0, 0);
ctx.fillRect(x * brickW, y * brickH, brickW, brickH);
}
}
_dirty = false;
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}
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}