Fix Simulation Neighbor Propagation
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b95d39d2b4
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a324d52df5
1 changed files with 17 additions and 16 deletions
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@ -23,11 +23,14 @@ class Simulation {
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int get w => map.width;
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int get h => map.height;
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Simulation(int w, int h) : this.map = new Grid.fill(w, h, _getGOLCell()) {
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Simulation(int w, int h) : this.map = new Grid(w, h) {
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for (int i = 0; i < map.length; i++) {
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map[i] = _getGOLCell();
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}
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print("Grid creation finished");
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}
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static 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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Rule threeTrue = new Rule((int n) {
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if (n == 3) return true;
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@ -37,8 +40,9 @@ class Simulation {
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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)..add(threeTrue);
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cell.birthRules.add(twoTrue);
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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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}
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@ -133,21 +137,20 @@ class Simulation {
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if (el.state != el.nextState) stateChanges = true;
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el.advanceState();
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});
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stateChanges ? _dirty = true : false;
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return stateChanges;
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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++) {
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for (int ix = x - range; ix <= x + range; ix++) {
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if (ix > 0 &&
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iy > 0 &&
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iy < map.height &&
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for (int ix = -range + x; ix <= range + x; ix++) {
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for (int iy = -range + y; iy <= range + y; iy++) {
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if (ix >= 0 &&
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iy >= 0 &&
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ix < map.width &&
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map.get(x, y).state == true &&
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!(x == ix && y == iy)) {
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count++;
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}
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iy < map.height &&
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map.get(ix, iy).state == true &&
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!(x == ix && y == iy)) count++;
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}
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}
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return count;
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@ -161,8 +164,7 @@ class Simulation {
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int brickW = (canvas.width ~/ map.width);
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int brickH = (canvas.height ~/ map.height);
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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for (int i; 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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if (_renderEdges) {
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ctx.setStrokeColorRgb(100, 100, 100);
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@ -175,7 +177,6 @@ class Simulation {
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ctx.setFillColorRgb(0, 0, 0);
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ctx.fillRect(p.x * brickW, p.y * brickH, brickW, brickH);
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}
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_dirty = false;
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}
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