cellular-automata/lib/src/Grid.dart

219 lines
5.6 KiB
Dart

import 'dart:html' as html;
import 'dart:math' as math;
import 'package:rules_of_living/src/Cell.dart';
import 'package:rules_of_living/src/Rule.dart';
enum Pattern { SpaceShip, Blinker }
class Grid {
final int w;
final int h;
final List<List<Cell>> map;
bool _dirty = true;
bool _renderEdges = true;
int _startingSeed;
int _x;
int _y;
int _amount;
int _dispersal;
Pattern _pattern;
Grid(int w, int h)
: this.w = w,
this.h = h,
this.map = new List() {
map.addAll(_buildGrid(w, h));
print("Grid creation finished");
}
void reset() {
map.setAll(0, _buildGrid(w, h));
if (_startingSeed != null)
addPattern(
pattern: _pattern,
dispersal: _dispersal,
amount: _amount,
seed: _startingSeed,
x: _x,
y: _y);
_dirty = true;
}
void addPattern(
{Pattern pattern, int x, int y, int amount, int dispersal, int seed}) {
_startingSeed = seed ?? 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(w ~/ 3) + (w ~/ 3);
int cy = y ?? rng.nextInt(h ~/ 3) + (h ~/ 3);
switch (pattern) {
// Two blocks, offset
// ##
// ##
case Pattern.Blinker:
setCellState(cx, cy, true);
setCellState(cx + 1, cy, true);
setCellState(cx, cy + 1, true);
setCellState(cx + 1, cy + 1, true);
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:
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);
if (sanityCheck > 100 && sanityCheck > i * 3) break;
}
break;
}
_dirty = true;
}
void setCellState(int x, int y, bool state) {
if (y < map.length && x < map[y].length) map[y][x].state = state;
}
bool getCellState(int x, int y) {
if (y < map.length && x < map[y].length) return map[y][x].state;
return null;
}
List<List<Cell>> _buildGrid(int w, int h) {
print("grid being created");
List<List<Cell>> grid = new List(h);
// GENERAL RULE LAYOUT
Rule threeTrue = new Rule((int n) {
if (n == 3) return true;
return false;
});
Rule twoTrue = new Rule((int n) {
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;
return false;
});
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();
// cell.surviveRules.add(twoTrue);
cell.surviveRules.add(threeTrue);
cell.surviveRules.add(twoTrue);
cell.birthRules.add(threeTrue);
grid[y][x] = cell;
}
}
return grid;
}
bool update() {
bool stateChanges = false;
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].update(getSurroundingNeighbors(x, y, 1));
}
}
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
Cell c = map[y][x];
if(c.state != c.nextState) stateChanges = true;
c.advanceState();
if (!_dirty && map[y][x].dirty) _dirty = true;
}
}
return stateChanges;
}
int getSurroundingNeighbors(int x, int y, int range) {
int count = 0;
for (int iy = y - range; iy <= y + range; iy++) {
for (int ix = x - range; ix <= x + range; ix++) {
if (ix > 0 &&
iy > 0 &&
iy < map.length &&
ix < map[iy].length &&
map[iy][ix].state == true &&
!(x == ix && y == iy)) {
count++;
}
}
}
return count;
}
void render(html.CanvasElement canvas, [num interp]) {
// only renders if any cells changed between renders
if (!_dirty) return;
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++) {
if (_renderEdges) {
ctx.setStrokeColorRgb(100, 100, 100);
ctx.strokeRect(x * brickW, y * brickH, brickW, brickH);
}
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;
}
void switchEdgeRendering([bool on]) {
_renderEdges = on ?? !_renderEdges;
void set renderEdges(bool on) {
_renderEdges = on;
_dirty = true;
}
bool get renderEdges => _renderEdges;
}