Add game of life
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src/bin/life/main.rs
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127
src/bin/life/main.rs
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use std::env::args;
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use std::io::stdout;
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use std::io::Write;
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use std::thread::sleep;
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use std::time::Duration;
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use rand::thread_rng;
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use rand::Rng;
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use lowdim::bb2d;
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use lowdim::p2d;
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use lowdim::v2d;
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use lowdim::Array2d;
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use lowdim::BBox2d;
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use lowdim::Point2d;
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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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}
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#[derive(Clone, Debug)]
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struct Board {
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/// The inner bounding box that should be displayed.
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bbox: BBox2d,
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map: Array2d<i64, Square>,
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}
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impl Board {
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pub fn with(bbox: BBox2d, f: impl FnMut(Point2d) -> Square) -> Board {
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let new_bbox = BBox2d::from_corners(bbox.min() - v2d(1, 1), bbox.max() + v2d(1, 1));
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// The actual map is enlarged by one square on all sides
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// to avoid special cases when regarding the neighbors.
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// The boundary squares can be filled with some data.
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// For example they can stay empty or be filled randomly.
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let map = Array2d::with(new_bbox, f);
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Board { bbox, map }
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}
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pub fn bbox(&self) -> BBox2d {
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self.bbox
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}
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pub fn get(&self, pos: Point2d) -> Square {
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self.map[pos]
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}
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}
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fn send<T: Write>(w: &mut T, board: &Board) -> std::io::Result<()> {
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for y in board.bbox().y_range() {
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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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};
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w.write_all(&c.rgb())?;
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}
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}
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w.flush()
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}
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const DEFAULT_ARG: usize = 10;
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fn main() -> std::io::Result<()> {
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let args = args().collect::<Vec<_>>();
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eprintln!("executing {}", args[0]);
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let x_size = args[1].parse::<usize>().unwrap();
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let y_size = args[2].parse::<usize>().unwrap();
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let arg = args[3].parse::<usize>().unwrap_or(DEFAULT_ARG);
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eprintln!("screen size {}x{}, arg {}", x_size, y_size, arg);
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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 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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} else {
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Square::Empty
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}
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});
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let t_frame = 0.5; // s
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let delay = Duration::from_secs_f64(t_frame);
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loop {
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let new_board = Board::with(bbox, |p| {
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if bbox.contains(&p) {
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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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.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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} else {
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Square::Empty
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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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} else {
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Square::Empty
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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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}
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}
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});
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board = new_board;
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let mut buf = Vec::with_capacity(x_size * y_size * 3);
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send(&mut buf, &board)?;
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stdout().write_all(&buf)?;
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stdout().flush()?;
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sleep(delay);
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}
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}
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