Refactor Simulation to be List of dumb cells
Cells are now only an empty struct, they carry no information beyond needing to be re-rendered. All Simulation logic is handled in the Simulation Class.
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08155b70a5
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2 changed files with 17 additions and 51 deletions
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@ -1,36 +1,6 @@
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import 'package:rules_of_living/src/Rule.dart';
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import 'package:rules_of_living/src/Rule.dart';
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class Cell {
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class Cell {
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bool state;
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bool nextState = false;
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List<Rule> surviveRules = new List<Rule>();
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List<Rule> birthRules = new List<Rule>();
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/// For determining if render updates are necessary in [Grid].render() function
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/// For determining if render updates are necessary in [Grid].render() function
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bool dirty = false;
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bool dirty = false;
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Cell([bool state = false]) : this.state = state;
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// Sets the actual state to what it should be next update
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// Returns the newly assumed actual state of the cell.
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bool advanceState() {
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this.state = this.nextState;
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this.nextState = false;
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this.dirty = true;
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return this.state;
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}
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void update(int neighbors) {
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if (state == true) {
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surviveRules.forEach((Rule rule) {
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if (rule.evaluate(neighbors) == true) this.nextState = true;
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});
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} else {
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birthRules.forEach((Rule rule) {
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if (rule.evaluate(neighbors) == true) this.nextState = true;
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});
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}
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}
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}
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}
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@ -3,7 +3,6 @@ import 'dart:math' as math;
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import 'package:rules_of_living/src/Cell.dart';
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import 'package:rules_of_living/src/Cell.dart';
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import 'package:rules_of_living/src/Grid.dart';
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import 'package:rules_of_living/src/Grid.dart';
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import 'package:rules_of_living/src/Rule.dart';
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enum CellPattern { SpaceShip, Blinker }
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enum CellPattern { SpaceShip, Blinker }
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@ -31,18 +30,7 @@ class Simulation {
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}
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}
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Cell _getGOLCell([bool defaultState = false]) {
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Cell _getGOLCell([bool defaultState = false]) {
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Cell cell = Cell(defaultState);
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Cell cell = Cell();
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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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});
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Rule twoTrue = new Rule((int n) {
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if (n == 2) return true;
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return false;
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});
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cell.surviveRules.add(twoTrue);
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cell.surviveRules.add(threeTrue);
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cell.birthRules.add(threeTrue);
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return cell;
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return cell;
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}
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}
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@ -117,12 +105,15 @@ class Simulation {
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}
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}
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void setCellState(int x, int y, bool state) {
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void setCellState(int x, int y, bool state) {
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if (y < map.height && x < map.width) map.get(x, y).state = state;
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if (y >= map.height || x >= map.width) return;
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state ? map.set(x, y, Cell()) : map.set(x, y, null);
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}
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}
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bool getCellState(int x, int y) {
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bool getCellState(int x, int y) {
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if (y < map.height && x < map.width) return map.get(x, y).state;
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if (y >= map.height || x >= map.width) return null;
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return null;
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return map.get(x, y) == null ? false : true;
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}
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}
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Map<int, Cell> update() {
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Map<int, Cell> update() {
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@ -131,10 +122,15 @@ class Simulation {
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for (int i = 0; i < map.length; i++) {
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for (int i = 0; i < map.length; i++) {
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math.Point p = map.toCoordinates(i);
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math.Point p = map.toCoordinates(i);
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Cell el = map[i];
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Cell el = map[i];
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el.update(getSurroundingNeighbors(p.x, p.y, 1));
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bool changed = false;
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stateChanges[i] = el;
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int neighbors = getSurroundingNeighbors(p.x, p.y, 1);
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if (el == null && neighbors == 3) {
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stateChanges[i] = Cell();
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} else if (el != null && neighbors != 2 && neighbors != 3) {
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stateChanges[i] = null;
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}
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}
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stateChanges.forEach((_, el) => el.advanceState());
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}
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stateChanges.forEach((i, el) => map[i] = el);
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stateChanges.length != 0 ? _dirty = true : false;
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stateChanges.length != 0 ? _dirty = true : false;
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return stateChanges;
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return stateChanges;
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}
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}
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@ -147,7 +143,7 @@ class Simulation {
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iy >= 0 &&
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iy >= 0 &&
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ix < map.width &&
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ix < map.width &&
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iy < map.height &&
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iy < map.height &&
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map.get(ix, iy).state == true &&
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map.get(ix, iy) != null &&
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!(x == ix && y == iy)) count++;
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!(x == ix && y == iy)) count++;
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}
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}
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}
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}
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@ -169,7 +165,7 @@ class Simulation {
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ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
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ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
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}
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}
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if (map[i].state == true)
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if (map[i] != null)
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ctx.setFillColorRgb(155, 155, 255);
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ctx.setFillColorRgb(155, 155, 255);
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else
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else
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ctx.setFillColorRgb(0, 0, 0);
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ctx.setFillColorRgb(0, 0, 0);
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