cellular-automata/lib/src/Simulation.dart

156 lines
4.5 KiB
Dart

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';
class Simulation {
Grid<bool> map;
Grid<bool> _snapshot;
final int _RANDOM_PATTERN_AMOUNT = 20;
final double _RANDOM_PATTERN_SPREAD_FROM_CENTER = 1 / 3;
RuleSet rules = GameOfLife();
bool dirty = true;
bool _renderEdges = true;
bool get renderEdges => _renderEdges;
math.Point get gridSize => math.Point<int>(map.width, map.height);
void set gridSize(math.Point<int> value) {
if (value.x <= 0 || value.y <= 0)
throw ArgumentError("grid size must not be smaller than 1");
map = Grid(value.x, value.y);
}
Simulation(int w, int h) : this.map = new Grid(w, h) {
this.map = clearMap();
}
Simulation.fromGrid(Grid<bool> map) : this.map = map;
Grid<bool> clearMap() {
dirty = true;
map.setAll(0, List.filled(map.length, false));
return map;
}
void toggleCell(int x, int y) {
map.set(x, y, !map.get(x, y));
}
Map<int, bool> update() {
Map<int, bool> stateChanges = calculateNextState(map);
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 = getNeighbors(p.x, p.y, rules.range);
if (cell == false && rules.checkBirth(neighbors) == true) {
stateChanges[i] = true;
} else if (cell == true && rules.checkSurvival(neighbors) == false) {
stateChanges[i] = false;
}
}
return stateChanges;
}
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++) {
if (ix >= 0 &&
iy >= 0 &&
ix < map.width &&
iy < map.height &&
map.get(ix, iy) == true &&
!(x == ix && y == iy)) count++;
}
}
return count;
}
void addRandomPattern({int seed, int amount, num spreadFromCenter}) {
math.Random rng = _getRNG(seed ?? DateTime.now().millisecondsSinceEpoch);
amount ??= rng.nextInt(_RANDOM_PATTERN_AMOUNT);
spreadFromCenter ??= _RANDOM_PATTERN_SPREAD_FROM_CENTER;
int sanityCheck = 0;
Map<int, bool> changeSet = {};
for (var i = 0; i < (amount); i++) {
sanityCheck++;
math.Point cell = _getRandomPoint(rng, spreadFromCenter);
map.get(cell.x, cell.y)
? i--
: changeSet[map.toIndex(cell.x, cell.y)] = true;
if (sanityCheck > 100 && sanityCheck > i * 3) break;
}
mergeStateChanges(changeSet);
}
math.Random _getRNG(int seed) {
math.Random rng = new math.Random(seed);
return rng;
}
math.Point<int> _getRandomPoint(math.Random rng, num spreadFromCenter) {
math.Point absoluteSpread =
math.Point(map.width * spreadFromCenter, map.height * spreadFromCenter);
math.Point center = math.Point(map.width / 2, map.height / 2);
num cx = rng.nextInt(absoluteSpread.x.toInt()) +
(center.x - absoluteSpread.x / 2);
num cy = rng.nextInt(absoluteSpread.y.toInt()) +
(center.y - absoluteSpread.y / 2);
return math.Point<int>(cx.toInt(), cy.toInt());
}
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.width);
int brickH = (canvas.height ~/ map.height);
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (int i = 0; i < map.length; i++) {
math.Point p = map.toCoordinates(i);
if (_renderEdges) {
ctx.setStrokeColorRgb(100, 100, 100);
ctx.strokeRect(p.x * brickW, p.y * brickH, brickW, brickH);
}
if (map[i] == true)
ctx.setFillColorRgb(155, 155, 255);
else
ctx.setFillColorRgb(0, 0, 0);
ctx.fillRect(p.x * brickW, p.y * brickH, brickW, brickH);
}
dirty = false;
}
void set renderEdges(bool on) {
_renderEdges = on;
dirty = true;
}
void saveSnapshot() => _snapshot = Grid.from(map);
Grid<bool> loadSnapshot() {
map = Grid.from(_snapshot);
dirty = true;
return map;
}
}