Move Simulation Accesses to Simulation Class
Everything has been refactored away from engine, which now only controls updating & rendering within a specific timestep. (As well as stepping forward by calling a single update) Everything regarding grids, patterns and cells has been moved into the simulation and the Services have been updated to reflect that.
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5 changed files with 33 additions and 63 deletions
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@ -1,4 +1,5 @@
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import 'package:rules_of_living/src/Engine.dart';
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import 'package:rules_of_living/src/Simulation.dart';
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class EngineService {
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Engine _uncachedEngineAccess;
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@ -41,18 +42,7 @@ class EngineService {
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int get simSpeed => engine.stepsPerSecond;
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void set simSpeed(int val) => engine.stepsPerSecond = val;
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void reset() {
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engine.reset();
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}
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void addRandomPattern() {
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engine.running = false;
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engine.addPattern();
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}
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void clear() {
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engine.clear();
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}
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bool get isRunning => engine.running;
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void set simulation(Simulation value) => engine.simulation = value;
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}
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@ -2,35 +2,42 @@ import 'dart:html' as html;
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import 'dart:math';
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import 'package:rules_of_living/service/engine_service.dart';
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import 'package:rules_of_living/src/Simulation.dart';
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class SimulationService {
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final EngineService _engine;
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// DEFAULT VALUES
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static final int DEFAULT_GRID_SIZE = 50;
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SimulationService(this._engine);
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final EngineService _engine;
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final Simulation _sim = Simulation(DEFAULT_GRID_SIZE, DEFAULT_GRID_SIZE);
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SimulationService(this._engine) {
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_engine.simulation = _sim;
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_sim.addRandomPattern(amount: 15, dispersal: 5);
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}
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void reset() {
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_engine.reset();
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_sim.reset();
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}
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void addRandomPattern() {
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_engine.addRandomPattern();
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_sim.addRandomPattern();
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}
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void clear() {
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_engine.clear();
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_sim.reset();
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}
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Point<int> get gridSize => _sim.gridSize;
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void set gridSize(Point<int> size) {
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_engine.engine.gridSize = size;
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_sim.gridSize = size;
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}
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Point<int> get gridSize => _engine.engine.gridSize;
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//TODO split into RenderService when rendering is decoupled from engine.
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html.CanvasElement get canvas => _engine.engine.canvas;
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void set canvas(html.CanvasElement canvas) => _engine.engine.canvas = canvas;
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void toggleGrid() {
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_engine.engine.toggleEdgeRendering();
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_sim.renderEdges = !_sim.renderEdges;
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}
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}
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@ -29,16 +29,6 @@ class Engine {
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// ms stuck in updateloop after which game will declare itself unresponsive
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final int SAFETY_TIMEOUT = 2000;
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/// Grid Size
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///
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/// Number of cells on x coordinate and y coordinate. Can be set individually.
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Point get gridSize => Point<int>(_simulation.w, _simulation.h);
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void set gridSize(Point<int> value) {
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if (value.x <= 0 || value.y <= 0)
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throw ArgumentError("grid size must not be smaller than 1");
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_simulation = Simulation(value.x, value.y);
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}
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num _updateLag = 0.0;
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num _drawLag = 0.0;
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@ -51,11 +41,8 @@ class Engine {
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Simulation _simulation;
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bool running = false;
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Engine([x = 100, y = 100, this.canvas]) {
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_simulation = Simulation(x, y);
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Engine() {
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_elapsed.start();
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_simulation.addRandomPattern(amount: 15, dispersal: 5);
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html.window.animationFrame.then(animFrame);
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}
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@ -64,16 +51,6 @@ class Engine {
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html.window.animationFrame.then(animFrame);
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}
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void reset() {
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_simulation.reset();
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running = false;
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}
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void clear() {
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_simulation = new Simulation(gridSize.x, gridSize.y);
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running = false;
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}
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void process(num now) {
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_drawLag += _elapsed.elapsedMilliseconds;
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_updateLag += _elapsed.elapsedMilliseconds;
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@ -101,6 +78,8 @@ class Engine {
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/// directly, since it is automatically taken care of by the processing function.
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/// If simulation should be advanced manually one time, prefer using step().
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void update() {
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if (_simulation == null) return;
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Map<int, bool> simulationUpdate = _simulation.update();
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_simulation.mergeStateChanges(simulationUpdate);
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@ -123,16 +102,10 @@ class Engine {
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/// the internal engine processing. Does not do anything if no canvas is
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/// defined.
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void render([num interp]) {
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if (canvas == null) return;
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if (canvas == null || _simulation == null) return;
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_simulation.render(canvas, interp);
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}
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void addPattern({int amount, int dispersal}) {
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_simulation.addRandomPattern(amount: amount, dispersal: dispersal);
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}
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void toggleEdgeRendering() {
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_simulation.renderEdges = !_simulation.renderEdges;
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}
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void set simulation(Simulation value) => _simulation = value;
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}
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@ -1,5 +1,6 @@
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import 'dart:html' as html;
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import 'dart:math' as math;
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import 'dart:math';
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import 'package:rules_of_living/src/Grid.dart';
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import 'package:rules_of_living/src/rules/GameOfLife.dart';
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@ -8,7 +9,7 @@ import 'package:rules_of_living/src/rules/RuleSet.dart';
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enum CellPattern { SpaceShip, Blinker }
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class Simulation {
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final Grid<bool> map;
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Grid<bool> map;
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RuleSet rules = GameOfLife();
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bool _dirty = true;
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@ -20,6 +21,13 @@ class Simulation {
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int get w => map.width;
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int get h => map.height;
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Point get gridSize => Point<int>(w, h);
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void set gridSize(Point<int> value) {
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if (value.x <= 0 || value.y <= 0)
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throw ArgumentError("grid size must not be smaller than 1");
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map = Grid(value.x, value.y);
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}
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Simulation(int w, int h) : this.map = new Grid(w, h) {
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reset();
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print("Grid Created");
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@ -31,12 +31,4 @@ void main() {
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expect(sut.canvas, isNotNull);
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});
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});
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group("gridSize", () {
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test("zero gridSizes throw ArgumentErrors", () {
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expect(() => sut.gridSize = Point(0, 5), throwsArgumentError);
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});
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test("negative gridSizes throw ArgumentErrors", () {
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expect(() => sut.gridSize = Point(1, -5), throwsArgumentError);
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});
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});
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}
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