Tweak initialization probabilities
Also rename the cell states to dead resp. alive, which is standard nomenclature for game of life.
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@ -18,8 +18,8 @@ use pixelfoo::color::Color;
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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enum Square {
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Empty,
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Full,
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Dead,
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Alive,
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}
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#[derive(Clone, Debug)]
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@ -51,8 +51,8 @@ fn send<T: Write>(w: &mut T, board: &Board) -> std::io::Result<()> {
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for x in board.bbox().x_range() {
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let square = board.map[p2d(x, y)];
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let c = match square {
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Square::Empty => Color::black(),
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Square::Full => Color::green(),
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Square::Dead => Color::black(),
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Square::Alive => Color::green(),
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};
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w.write_all(&c.rgb())?;
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}
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@ -74,14 +74,16 @@ fn main() -> std::io::Result<()> {
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let mut rng = thread_rng();
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let bbox = bb2d(0..x_size as i64, 0..y_size as i64);
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let p_full = 0.25;
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let p_alive_init = 0.125;
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let p_alive_edge = 0.25;
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let mut board = Board::with(bbox, |_p| {
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// Initialize board randomly.
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let r = rng.gen::<f64>();
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if r < p_full {
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Square::Full
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if r < p_alive_init {
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Square::Alive
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} else {
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Square::Empty
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Square::Dead
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}
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});
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@ -94,25 +96,25 @@ fn main() -> std::io::Result<()> {
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// Use the game of life rule in the interior.
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let nc = p
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.neighbors_l_infty()
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.filter(|&np| board.get(np) == Square::Full)
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.filter(|&np| board.get(np) == Square::Alive)
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.count();
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if nc == 3 || (nc == 2 && board.get(p) == Square::Full) {
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Square::Full
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if nc == 3 || (nc == 2 && board.get(p) == Square::Alive) {
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Square::Alive
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} else {
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Square::Empty
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Square::Dead
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}
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} else {
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if p.y() < bbox.y_min() || p.y() > bbox.y_max() {
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// The invisible long edge is filled randomly.
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let r = rng.gen::<f64>();
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if r < p_full {
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Square::Full
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if r < p_alive_edge {
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Square::Alive
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} else {
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Square::Empty
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Square::Dead
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}
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} else {
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// The short edges are empty.
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Square::Empty
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Square::Dead
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}
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}
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});
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