Splitting things up a bit

cat-town
Dan Buch 12 years ago
parent 8ba87ccc81
commit c0184dd9df

@ -1,222 +1,28 @@
package conway package conway
import ( import (
"crypto/sha1"
"errors" "errors"
"fmt" "fmt"
"math"
"math/rand" "math/rand"
"strings"
"time" "time"
) )
const (
DEAD_CELL = "■"
LIVE_CELL = " "
)
var (
neighbors = []neighbor{
neighbor{-1, -1},
neighbor{-1, 0},
neighbor{-1, 1},
neighbor{0, -1},
neighbor{0, 1},
neighbor{1, -1},
neighbor{1, 0},
neighbor{1, 1},
}
)
func init() { func init() {
rand.Seed(time.Now().UTC().UnixNano()) rand.Seed(time.Now().UTC().UnixNano())
} }
type neighbor struct {
X int
Y int
}
type GameOfLife struct { type GameOfLife struct {
State *GameState State *GameState
} }
type GameStateCell struct {
Value int
X int
Y int
cols []int
}
type gameGridRow struct {
Cols []int
}
type GameState struct {
Rows []*gameGridRow
}
type GenerationScoreCard struct {
GameState
}
func NewGameState(height, width int) *GameState {
state := &GameState{}
for i := 0; i < height; i++ {
row := &gameGridRow{}
for j := 0; j < width; j++ {
row.Cols = append(row.Cols, 0)
}
state.Rows = append(state.Rows, row)
}
return state
}
func (state *GameState) Height() int {
return len(state.Rows)
}
func (state *GameState) Width() int {
if len(state.Rows) < 1 {
return -1
}
return len(state.Rows[0].Cols)
}
func (state *GameState) GetRow(y int) (*gameGridRow, error) {
if y+1 > len(state.Rows) {
return nil, errors.New("y coordinate is out of bounds!")
}
return state.Rows[y], nil
}
func (state *GameState) Set(x, y, value int) error {
if x < 0 || y < 0 {
errMsg := fmt.Sprintf("coordinates (%v, %v) are out of bounds!", x, y)
return errors.New(errMsg)
}
row, err := state.GetRow(y)
if err != nil {
return err
}
if x+1 > len(row.Cols) {
errMsg := fmt.Sprintf("x coordinate %v is out of bounds!", x)
return errors.New(errMsg)
}
row.Cols[x] = value
return nil
}
func (state *GameState) Get(x, y int) (int, error) {
row, err := state.GetRow(y)
if err != nil {
return -1, err
}
if len(row.Cols) < x+1 {
return -1, errors.New("x coordinate is out of bounds!")
}
return row.Cols[x], nil
}
func (state *GameState) Enliven(x, y int) error {
return state.Set(x, y, 1)
}
func (state *GameState) Deaden(x, y int) error {
return state.Set(x, y, 0)
}
func (state *GameState) Import(other *GameState) (err error) {
for y, row := range other.Rows {
for x, cell := range row.Cols {
if err = state.Set(x, y, cell); err != nil {
return err
}
}
}
return nil
}
func (state *GameState) Cells() (<-chan *GameStateCell, error) {
height := state.Height()
width := state.Width()
if height < 0 || width < 0 {
return nil, errors.New("state has invalid dimensions!")
}
cells := make(chan *GameStateCell)
go func(state *GameState, c chan *GameStateCell) {
defer close(c)
height := state.Height()
width := state.Width()
for y := 0; y < height; y++ {
row, err := state.GetRow(y)
if err != nil {
panic(err)
}
for x := 0; x < width; x++ {
value, err := state.Get(x, y)
if err != nil {
panic(err)
}
c <- &GameStateCell{
Value: value,
X: x,
Y: y,
cols: row.Cols,
}
}
}
}(state, cells)
return (<-chan *GameStateCell)(cells), nil
}
func (game *GameOfLife) Mutate() error { func (game *GameOfLife) Mutate() error {
return game.State.Mutate() return game.State.Mutate()
} }
func (state *GameState) Mutate() error {
randX := rand.Intn(state.Width())
randY := rand.Intn(state.Height())
curVal, err := state.Get(randX, randY)
if err != nil {
return err
}
err = state.Set(randX, randY, int(math.Abs(float64(curVal-1))))
return nil
}
func (game *GameOfLife) Checksum() (string, error) { func (game *GameOfLife) Checksum() (string, error) {
return game.State.Checksum() return game.State.Checksum()
} }
func (state *GameState) Checksum() (string, error) {
ck := sha1.New()
cells, err := state.Cells()
if err != nil {
return "", err
}
for cell := range cells {
fmt.Fprintf(ck, "%v", cell.Value)
}
return fmt.Sprintf("%x", ck.Sum(nil)), nil
}
func NewGameOfLife(height, width int) *GameOfLife { func NewGameOfLife(height, width int) *GameOfLife {
return &GameOfLife{ return &GameOfLife{
State: NewGameState(height, width), State: NewGameState(height, width),
@ -311,84 +117,3 @@ func (game *GameOfLife) ImportRandomState() error {
func (game *GameOfLife) String() string { func (game *GameOfLife) String() string {
return fmt.Sprintf("%s\n", game.State) return fmt.Sprintf("%s\n", game.State)
} }
func (cell *GameStateCell) SetValue(value int) {
cell.cols[cell.X] = value
}
func (state *GameState) String() string {
var rows []string
height := state.Height()
width := state.Width()
for y := 0; y < height; y++ {
var cells []string
for x := 0; x < width; x++ {
stringVal := DEAD_CELL
value, err := state.Get(x, y)
if err != nil {
return ""
}
if value == 1 {
stringVal = LIVE_CELL
}
cells = append(cells, stringVal)
}
rows = append(rows, strings.Join(cells, ""))
}
return strings.Join(rows, "\n")
}
func NewGenerationScoreCard(height, width int) *GenerationScoreCard {
genScore := &GenerationScoreCard{}
for i := 0; i < height; i++ {
row := &gameGridRow{}
for j := 0; j < width; j++ {
row.Cols = append(row.Cols, 0)
}
genScore.Rows = append(genScore.Rows, row)
}
return genScore
}
func (genScore *GenerationScoreCard) Calculate(state *GameState) error {
stateWidth := state.Width()
stateCells, err := state.Cells()
if err != nil {
return err
}
for stateCell := range stateCells {
if stateCell.Value == 0 {
continue
}
for _, neighbor := range neighbors {
xTarget := stateCell.X + neighbor.X
yTarget := stateCell.Y + neighbor.Y
if xTarget < 0 || yTarget < 0 {
continue
}
if xTarget+1 > stateWidth || yTarget+1 > stateWidth {
continue
}
curScore, err := genScore.Get(xTarget, yTarget)
if err != nil {
continue
}
err = genScore.Set(xTarget, yTarget, curScore+1)
if err != nil {
return err
}
}
}
return nil
}

@ -0,0 +1,198 @@
package conway
import (
"crypto/sha1"
"errors"
"fmt"
"math"
"math/rand"
"strings"
)
const (
DEAD_CELL = "■"
LIVE_CELL = " "
)
type gameGridRow struct {
Cols []int
}
type GameState struct {
Rows []*gameGridRow
}
func NewGameState(height, width int) *GameState {
state := &GameState{}
for i := 0; i < height; i++ {
row := &gameGridRow{}
for j := 0; j < width; j++ {
row.Cols = append(row.Cols, 0)
}
state.Rows = append(state.Rows, row)
}
return state
}
func (state *GameState) Height() int {
return len(state.Rows)
}
func (state *GameState) Width() int {
if len(state.Rows) < 1 {
return -1
}
return len(state.Rows[0].Cols)
}
func (state *GameState) GetRow(y int) (*gameGridRow, error) {
if y+1 > len(state.Rows) {
return nil, errors.New("y coordinate is out of bounds!")
}
return state.Rows[y], nil
}
func (state *GameState) Set(x, y, value int) error {
if x < 0 || y < 0 {
errMsg := fmt.Sprintf("coordinates (%v, %v) are out of bounds!", x, y)
return errors.New(errMsg)
}
row, err := state.GetRow(y)
if err != nil {
return err
}
if x+1 > len(row.Cols) {
errMsg := fmt.Sprintf("x coordinate %v is out of bounds!", x)
return errors.New(errMsg)
}
row.Cols[x] = value
return nil
}
func (state *GameState) Get(x, y int) (int, error) {
row, err := state.GetRow(y)
if err != nil {
return -1, err
}
if len(row.Cols) < x+1 {
return -1, errors.New("x coordinate is out of bounds!")
}
return row.Cols[x], nil
}
func (state *GameState) Enliven(x, y int) error {
return state.Set(x, y, 1)
}
func (state *GameState) Deaden(x, y int) error {
return state.Set(x, y, 0)
}
func (state *GameState) Import(other *GameState) (err error) {
for y, row := range other.Rows {
for x, cell := range row.Cols {
if err = state.Set(x, y, cell); err != nil {
return err
}
}
}
return nil
}
func (state *GameState) Cells() (<-chan *GameStateCell, error) {
height := state.Height()
width := state.Width()
if height < 0 || width < 0 {
return nil, errors.New("state has invalid dimensions!")
}
cells := make(chan *GameStateCell)
go func(state *GameState, c chan *GameStateCell) {
defer close(c)
height := state.Height()
width := state.Width()
for y := 0; y < height; y++ {
row, err := state.GetRow(y)
if err != nil {
panic(err)
}
for x := 0; x < width; x++ {
value, err := state.Get(x, y)
if err != nil {
panic(err)
}
c <- &GameStateCell{
Value: value,
X: x,
Y: y,
cols: row.Cols,
}
}
}
}(state, cells)
return (<-chan *GameStateCell)(cells), nil
}
func (state *GameState) Mutate() error {
randX := rand.Intn(state.Width())
randY := rand.Intn(state.Height())
curVal, err := state.Get(randX, randY)
if err != nil {
return err
}
err = state.Set(randX, randY, int(math.Abs(float64(curVal-1))))
return nil
}
func (state *GameState) Checksum() (string, error) {
ck := sha1.New()
cells, err := state.Cells()
if err != nil {
return "", err
}
for cell := range cells {
fmt.Fprintf(ck, "%v", cell.Value)
}
return fmt.Sprintf("%x", ck.Sum(nil)), nil
}
func (state *GameState) String() string {
var rows []string
height := state.Height()
width := state.Width()
for y := 0; y < height; y++ {
var cells []string
for x := 0; x < width; x++ {
stringVal := DEAD_CELL
value, err := state.Get(x, y)
if err != nil {
return ""
}
if value == 1 {
stringVal = LIVE_CELL
}
cells = append(cells, stringVal)
}
rows = append(rows, strings.Join(cells, ""))
}
return strings.Join(rows, "\n")
}

@ -0,0 +1,12 @@
package conway
type GameStateCell struct {
Value int
X int
Y int
cols []int
}
func (cell *GameStateCell) SetValue(value int) {
cell.cols[cell.X] = value
}

@ -0,0 +1,74 @@
package conway
var (
neighbors = []neighbor{
neighbor{-1, -1},
neighbor{-1, 0},
neighbor{-1, 1},
neighbor{0, -1},
neighbor{0, 1},
neighbor{1, -1},
neighbor{1, 0},
neighbor{1, 1},
}
)
type GenerationScoreCard struct {
GameState
}
type neighbor struct {
X int
Y int
}
func NewGenerationScoreCard(height, width int) *GenerationScoreCard {
genScore := &GenerationScoreCard{}
for i := 0; i < height; i++ {
row := &gameGridRow{}
for j := 0; j < width; j++ {
row.Cols = append(row.Cols, 0)
}
genScore.Rows = append(genScore.Rows, row)
}
return genScore
}
func (genScore *GenerationScoreCard) Calculate(state *GameState) error {
stateWidth := state.Width()
stateCells, err := state.Cells()
if err != nil {
return err
}
for stateCell := range stateCells {
if stateCell.Value == 0 {
continue
}
for _, neighbor := range neighbors {
xTarget := stateCell.X + neighbor.X
yTarget := stateCell.Y + neighbor.Y
if xTarget < 0 || yTarget < 0 {
continue
}
if xTarget+1 > stateWidth || yTarget+1 > stateWidth {
continue
}
curScore, err := genScore.Get(xTarget, yTarget)
if err != nil {
continue
}
err = genScore.Set(xTarget, yTarget, curScore+1)
if err != nil {
return err
}
}
}
return nil
}
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