Starting work on making the game exist on a torus

cat-town
Dan Buch 12 years ago
parent fc3f94e78f
commit 7567f1c991

@ -2,6 +2,7 @@ package conway_test
import ( import (
"fmt" "fmt"
"math/rand"
"strings" "strings"
"testing" "testing"
) )
@ -180,7 +181,7 @@ func TestNewGameOfLifeHasGameStateOfSameDimensions(t *testing.T) {
t.Fail() t.Fail()
} }
if len(game.State.Rows[0].Cols) < 16 { if len(game.State.Rows[0].Cells) < 16 {
t.Fail() t.Fail()
} }
} }
@ -480,3 +481,86 @@ func TestGameOfLifeEmitsGenerationTicksUntilStasis(t *testing.T) {
t.Errorf("%v is too few generations!", nGens) t.Errorf("%v is too few generations!", nGens)
} }
} }
func TestGameStateRowsCanBeGottenByYCoord(t *testing.T) {
state, err := newTestGameState()
if err != nil {
t.Error(err)
return
}
row := state.GetRow(1)
if len(row.Cells) < 1 {
t.Fail()
}
}
func TestGameStateRowsCanBeGottenByYCoordsBeyondBounds(t *testing.T) {
state, err := newTestGameState()
if err != nil {
t.Error(err)
return
}
newVal := rand.Intn(9999)
err = state.Set(0, 2, newVal)
if err != nil {
t.Error(err)
return
}
row := state.GetRow(state.Height() + 2)
if row.Cells[0] != newVal {
t.Errorf("(0, 2) != %d: %d", newVal, row.Cells[0])
return
}
}
func TestGameStateRowCellsCanBeGottenByXCoord(t *testing.T) {
state, err := newTestGameState()
if err != nil {
t.Error(err)
return
}
newVal := rand.Intn(9999)
err = state.Set(4, 0, newVal)
if err != nil {
t.Error(err)
return
}
row := state.GetRow(0)
cell := row.GetCell(4)
if cell.Value != newVal {
t.Errorf("(0, 4) != %d: %d", newVal, cell.Value)
}
}
func TestGameStateRowCellsCanBeGottenByXCoordBeyondBounds(t *testing.T) {
state, err := newTestGameState()
if err != nil {
t.Error(err)
return
}
newVal := rand.Intn(9999)
err = state.Set(9, 2, newVal)
if err != nil {
t.Error(err)
return
}
row := state.GetRow(2)
cell := row.GetCell(state.Width() + 9)
if cell.Value != newVal {
t.Errorf("(9, 2) != %d: %d", newVal, cell.Value)
}
}

@ -14,20 +14,16 @@ const (
LIVE_CELL = " " LIVE_CELL = " "
) )
type gameGridRow struct {
Cols []int
}
type GameState struct { type GameState struct {
Rows []*gameGridRow Rows []*GameStateRow
} }
func NewGameState(height, width int) *GameState { func NewGameState(height, width int) *GameState {
state := &GameState{} state := &GameState{}
for i := 0; i < height; i++ { for i := 0; i < height; i++ {
row := &gameGridRow{} row := &GameStateRow{Y: i}
for j := 0; j < width; j++ { for j := 0; j < width; j++ {
row.Cols = append(row.Cols, 0) row.Cells = append(row.Cells, 0)
} }
state.Rows = append(state.Rows, row) state.Rows = append(state.Rows, row)
} }
@ -42,15 +38,17 @@ func (state *GameState) Width() int {
if len(state.Rows) < 1 { if len(state.Rows) < 1 {
return -1 return -1
} }
return len(state.Rows[0].Cols) return len(state.Rows[0].Cells)
} }
func (state *GameState) GetRow(y int) (*gameGridRow, error) { func (state *GameState) GetRow(y int) *GameStateRow {
if y+1 > len(state.Rows) { lenRows := len(state.Rows)
return nil, errors.New("y coordinate is out of bounds!")
if y+1 > lenRows {
return state.GetRow(y % lenRows)
} }
return state.Rows[y], nil return state.Rows[y]
} }
func (state *GameState) Set(x, y, value int) error { func (state *GameState) Set(x, y, value int) error {
@ -59,31 +57,25 @@ func (state *GameState) Set(x, y, value int) error {
return errors.New(errMsg) return errors.New(errMsg)
} }
row, err := state.GetRow(y) row := state.GetRow(y)
if err != nil {
return err
}
if x+1 > len(row.Cols) { if x+1 > len(row.Cells) {
errMsg := fmt.Sprintf("x coordinate %v is out of bounds!", x) errMsg := fmt.Sprintf("x coordinate %v is out of bounds!", x)
return errors.New(errMsg) return errors.New(errMsg)
} }
row.Cols[x] = value row.Cells[x] = value
return nil return nil
} }
func (state *GameState) Get(x, y int) (int, error) { func (state *GameState) Get(x, y int) (int, error) {
row, err := state.GetRow(y) row := state.GetRow(y)
if err != nil {
return -1, err
}
if len(row.Cols) < x+1 { if len(row.Cells) < x+1 {
return -1, errors.New("x coordinate is out of bounds!") return -1, errors.New("x coordinate is out of bounds!")
} }
return row.Cols[x], nil return row.Cells[x], nil
} }
func (state *GameState) Enliven(x, y int) error { func (state *GameState) Enliven(x, y int) error {
@ -96,7 +88,7 @@ func (state *GameState) Deaden(x, y int) error {
func (state *GameState) Import(other *GameState) (err error) { func (state *GameState) Import(other *GameState) (err error) {
for y, row := range other.Rows { for y, row := range other.Rows {
for x, cell := range row.Cols { for x, cell := range row.Cells {
if err = state.Set(x, y, cell); err != nil { if err = state.Set(x, y, cell); err != nil {
return err return err
} }
@ -121,10 +113,7 @@ func (state *GameState) Cells() (<-chan *GameStateCell, error) {
width := state.Width() width := state.Width()
for y := 0; y < height; y++ { for y := 0; y < height; y++ {
row, err := state.GetRow(y) row := state.GetRow(y)
if err != nil {
panic(err)
}
for x := 0; x < width; x++ { for x := 0; x < width; x++ {
value, err := state.Get(x, y) value, err := state.Get(x, y)
@ -132,10 +121,10 @@ func (state *GameState) Cells() (<-chan *GameStateCell, error) {
panic(err) panic(err)
} }
c <- &GameStateCell{ c <- &GameStateCell{
Value: value, Value: value,
X: x, X: x,
Y: y, Y: y,
cols: row.Cols, cellmates: row.Cells,
} }
} }
} }

@ -1,12 +1,12 @@
package conway package conway
type GameStateCell struct { type GameStateCell struct {
Value int Value int
X int X int
Y int Y int
cols []int cellmates []int
} }
func (cell *GameStateCell) SetValue(value int) { func (cell *GameStateCell) SetValue(value int) {
cell.cols[cell.X] = value cell.cellmates[cell.X] = value
} }

@ -0,0 +1,21 @@
package conway
type GameStateRow struct {
Y int
Cells []int
}
func (row *GameStateRow) GetCell(x int) *GameStateCell {
lenCells := len(row.Cells)
if x+1 > lenCells {
return row.GetCell(x % lenCells)
}
return &GameStateCell{
Value: row.Cells[x],
X: x,
Y: row.Y,
cellmates: row.Cells,
}
}

@ -25,9 +25,9 @@ type neighbor struct {
func NewGenerationScoreCard(height, width int) *GenerationScoreCard { func NewGenerationScoreCard(height, width int) *GenerationScoreCard {
genScore := &GenerationScoreCard{} genScore := &GenerationScoreCard{}
for i := 0; i < height; i++ { for i := 0; i < height; i++ {
row := &gameGridRow{} row := &GameStateRow{Y: i}
for j := 0; j < width; j++ { for j := 0; j < width; j++ {
row.Cols = append(row.Cols, 0) row.Cells = append(row.Cells, 0)
} }
genScore.Rows = append(genScore.Rows, row) genScore.Rows = append(genScore.Rows, row)
} }

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