Merge branch '53-encapsulate-ruleset-patterns-in-separate-data-structure' into 'master'

Resolve "Encapsulate Ruleset, Patterns in separate Data Structure"

Closes #53

See merge request marty.oehme/cellular-automata!14
This commit is contained in:
Marty 2018-10-18 09:35:12 +00:00
commit b37487a222
7 changed files with 100 additions and 105 deletions

View file

@ -1,6 +0,0 @@
import 'package:rules_of_living/src/Rule.dart';
class Cell {
/// For determining if render updates are necessary in [Grid].render() function
bool dirty = false;
}

View file

@ -32,11 +32,11 @@ class Engine {
/// Grid Size
///
/// Number of cells on x coordinate and y coordinate. Can be set individually.
Point get gridSize => Point<int>(_grid.w, _grid.h);
Point get gridSize => Point<int>(_simulation.w, _simulation.h);
void set gridSize(Point<int> value) {
if (value.x <= 0 || value.y <= 0)
throw ArgumentError("grid size must not be smaller than 1");
_grid = Simulation(value.x, value.y);
_simulation = Simulation(value.x, value.y);
}
num _updateLag = 0.0;
@ -48,14 +48,14 @@ class Engine {
/// be used if no canvas was defined at engine creation and it should be
/// rendered later.
html.CanvasElement canvas;
Simulation _grid;
Simulation _simulation;
bool running = false;
Engine([x = 100, y = 100, this.canvas]) {
_grid = Simulation(x, y);
_simulation = Simulation(x, y);
_elapsed.start();
_grid.addPattern(amount: 15, dispersal: 5);
_simulation.addRandomPattern(amount: 15, dispersal: 5);
html.window.animationFrame.then(animFrame);
}
@ -65,12 +65,12 @@ class Engine {
}
void reset() {
_grid.reset();
_simulation.reset();
running = false;
}
void clear() {
_grid = new Simulation(gridSize.x, gridSize.y);
_simulation = new Simulation(gridSize.x, gridSize.y);
running = false;
}
@ -101,8 +101,10 @@ class Engine {
/// directly, since it is automatically taken care of by the processing function.
/// If simulation should be advanced manually one time, prefer using step().
void update() {
// TODO: create hasUpdated/hasAdvanced method in simulation to abstract actual updating away
if (_grid.update().length == 0) running = false;
Map<int, bool> simulationUpdate = _simulation.update();
_simulation.mergeStateChanges(simulationUpdate);
if (simulationUpdate.length == 0) running = false;
}
/// Advances Logic One Update
@ -111,8 +113,8 @@ class Engine {
/// simulation. Does not automatically re-render the new state
/// (though this should usually not pose a problem).
void step() {
update();
running = false;
_grid.update();
}
/// Renders the Current Simulation State
@ -121,26 +123,16 @@ class Engine {
/// the internal engine processing. Does not do anything if no canvas is
/// defined.
void render([num interp]) {
if (canvas != null) _grid.render(canvas, interp);
if (canvas == null) return;
_simulation.render(canvas, interp);
}
void addPattern(
{CellPattern pattern,
int x,
int y,
int amount,
int dispersal,
int seed}) {
_grid.addPattern(
pattern: pattern,
x: x,
y: y,
amount: amount,
dispersal: dispersal,
seed: seed);
void addPattern({int amount, int dispersal}) {
_simulation.addRandomPattern(amount: amount, dispersal: dispersal);
}
void toggleEdgeRendering() {
_grid.renderEdges = !_grid.renderEdges;
_simulation.renderEdges = !_simulation.renderEdges;
}
}

View file

@ -1,5 +0,0 @@
class Rule {
final Function evaluate;
Rule(this.evaluate);
}

View file

@ -2,21 +2,20 @@ import 'dart:html' as html;
import 'dart:math' as math;
import 'package:rules_of_living/src/Grid.dart';
import 'package:rules_of_living/src/rules/GameOfLife.dart';
import 'package:rules_of_living/src/rules/RuleSet.dart';
enum CellPattern { SpaceShip, Blinker }
class Simulation {
final Grid<bool> map;
RuleSet rules = GameOfLife();
bool _dirty = true;
bool _renderEdges = true;
int _startingSeed;
int _x;
int _y;
int _amount;
int _dispersal;
CellPattern _pattern;
int get w => map.width;
int get h => map.height;
@ -28,71 +27,27 @@ class Simulation {
void reset() {
map.setAll(0, List.filled(map.length, false));
if (_startingSeed != null)
addPattern(
pattern: _pattern,
dispersal: _dispersal,
amount: _amount,
seed: _startingSeed,
x: _x,
y: _y);
_dirty = true;
}
void addPattern(
{CellPattern pattern,
int x,
int y,
int amount,
int dispersal,
int seed}) {
_startingSeed = seed ?? DateTime.now().millisecondsSinceEpoch;
void addRandomPattern({int amount, int dispersal}) {
int _startingSeed = DateTime.now().millisecondsSinceEpoch;
math.Random rng = new math.Random(_startingSeed);
_x = x;
_y = y;
_amount = amount ?? rng.nextInt(20);
_dispersal = dispersal ?? 10;
_pattern = pattern;
int cx = x ?? rng.nextInt(map.width ~/ 3) + (map.width ~/ 3);
int cy = y ?? rng.nextInt(map.height ~/ 3) + (map.height ~/ 3);
switch (pattern) {
// Two blocks, offset
// ##
// ##
case CellPattern.Blinker:
setCellState(cx, cy, true);
setCellState(cx + 1, cy, true);
setCellState(cx, cy + 1, true);
setCellState(cx + 1, cy + 1, true);
int cx = rng.nextInt(map.width ~/ 3) + (map.width ~/ 3);
int cy = rng.nextInt(map.height ~/ 3) + (map.height ~/ 3);
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 CellPattern.SpaceShip:
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:
int sanityCheck = 0;
for (var i = 0; i < (_amount); i++) {
sanityCheck++;
getCellState(cx, cy)
? i--
: setCellState(cx + rng.nextInt(_dispersal),
cy + rng.nextInt(_dispersal), true);
: setCellState(
cx + rng.nextInt(_dispersal), cy + rng.nextInt(_dispersal), true);
if (sanityCheck > 100 && sanityCheck > i * 3) break;
}
break;
}
_dirty = true;
}
@ -118,29 +73,31 @@ class Simulation {
Map<int, bool> update() {
Map<int, bool> stateChanges = calculateNextState(map);
stateChanges.forEach((i, el) => map[i] = el);
stateChanges.length != 0 ? _dirty = true : false;
return stateChanges;
}
void mergeStateChanges(Map<int, bool> stateChanges) {
stateChanges.forEach((i, el) => map[i] = el);
if (stateChanges.length != 0) _dirty = true;
}
Map<int, bool> calculateNextState(Grid<bool> oldState) {
Map<int, bool> stateChanges = Map();
for (int i = 0; i < map.length; i++) {
math.Point p = map.toCoordinates(i);
bool cell = map[i];
int neighbors = getSurroundingNeighbors(p.x, p.y, 1);
if (cell == false && neighbors == 3) {
int neighbors = getNeighbors(p.x, p.y, rules.range);
if (cell == false && rules.checkBirth(neighbors) == true) {
stateChanges[i] = true;
} else if (cell == true && neighbors != 2 && neighbors != 3) {
} else if (cell == true && rules.checkSurvival(neighbors) == false) {
stateChanges[i] = false;
}
}
return stateChanges;
}
int getSurroundingNeighbors(int x, int y, int range) {
int getNeighbors(int x, int y, int range) {
int count = 0;
for (int ix = -range + x; ix <= range + x; ix++) {
for (int iy = -range + y; iy <= range + y; iy++) {

View file

@ -0,0 +1,10 @@
import 'package:collection/collection.dart';
class CellPattern<Point> extends DelegatingList<Point> {
final String _name;
CellPattern(String name, List base)
: _name = name,
super(base);
String get name => _name;
}

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@ -0,0 +1,38 @@
import 'dart:math';
import 'package:rules_of_living/src/rules/RuleSet.dart';
import 'package:rules_of_living/src/rules/CellPattern.dart';
class GameOfLife implements RuleSet {
int range = 1;
List<CellPattern> patterns = <CellPattern>[
// Two blocks, offset
// ##
// ##
CellPattern("Blinker", [
Point(0, 0),
Point(1, 0),
Point(0, 1),
Point(1, 1),
Point(2, 2),
Point(3, 2),
Point(2, 3),
Point(3, 3)
]),
// A 'gliding' Spaceship
// #
// #
// ###
CellPattern("SpaceShip", [
Point(1, 0),
Point(2, 1),
Point(2, 2),
Point(1, 2),
Point(0, 2),
])
];
bool checkSurvival(int neighbors) =>
neighbors == 2 || neighbors == 3 ? true : false;
bool checkBirth(int neighbors) => neighbors == 3 ? true : false;
}

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@ -0,0 +1,9 @@
import 'package:rules_of_living/src/rules/CellPattern.dart';
abstract class RuleSet {
int range;
List<CellPattern> patterns;
bool checkSurvival(int neighbors);
bool checkBirth(int neighbors);
}