package conway import ( "crypto/sha1" "errors" "fmt" "image" "image/color" "image/draw" "math" "math/rand" "strings" ) const ( DEAD_CELL = "■" LIVE_CELL = " " ) type GameStateCell struct { Value int `json:"v"` X int `json:"x"` Y int `json:"y"` } type GameStateRow struct { Y int `json:"y"` Cells []*GameStateCell `json:"c"` } type GameState struct { Rows []*GameStateRow `json:"r"` } func NewGameState(height, width int) *GameState { state := &GameState{} for i := 0; i < height; i++ { row := &GameStateRow{Y: i} for j := 0; j < width; j++ { row.Cells = append(row.Cells, &GameStateCell{ Value: 0, X: j, Y: i, }) } 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].Cells) } func (state *GameState) GetRow(y int) *GameStateRow { lenRows := len(state.Rows) if y < 0 { return state.GetRow(lenRows + y) } if y+1 > lenRows { return state.GetRow(y % lenRows) } return state.Rows[y] } func (state *GameState) Set(x, y, value int) { cell := state.Get(x, y) cell.Value = value } func (state *GameState) Get(x, y int) *GameStateCell { row := state.GetRow(y) lenCells := len(row.Cells) if x < 0 { return state.Get(lenCells+x, row.Y) } if x+1 > lenCells { return state.Get(x%lenCells, row.Y) } return row.Cells[x] } func (state *GameState) Enliven(x, y int) { state.Set(x, y, 1) } func (state *GameState) Deaden(x, y int) { state.Set(x, y, 0) } func (state *GameState) Import(other *GameState) { for y, row := range other.Rows { for x, cell := range row.Cells { state.Set(x, y, cell.Value) } } } 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++ { for x := 0; x < width; x++ { c <- state.Get(x, y) } } }(state, cells) return (<-chan *GameStateCell)(cells), nil } func (state *GameState) Mutate() { randX := rand.Intn(state.Width()) randY := rand.Intn(state.Height()) cell := state.Get(randX, randY) state.Set(randX, randY, int(math.Abs(float64(cell.Value-1)))) } 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 cell := state.Get(x, y) if cell.Value == 1 { stringVal = LIVE_CELL } cells = append(cells, stringVal) } rows = append(rows, strings.Join(cells, "")) } return strings.Join(rows, "\n") } func (state *GameState) Image(xMult, yMult int) (*image.Gray, error) { img := image.NewGray(image.Rect(0, 0, state.Height()*xMult, state.Width()*yMult)) draw.Draw(img, img.Bounds(), &image.Uniform{color.Gray16{0xff}}, image.ZP, draw.Src) cells, err := state.Cells() if err != nil { return nil, err } black := &image.Uniform{color.Black} white := &image.Uniform{color.White} for cell := range cells { color := white if cell.Value == 1 { color = black } square := image.Rect(cell.X*xMult, cell.Y*yMult, (cell.X*xMult)+xMult-1, (cell.Y*yMult)+yMult-1) draw.Draw(img, square, color, image.ZP, draw.Src) } return img, nil }