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module automaton
// ///////////////////////////////////////////////////////////
pub struct A2D {
pub mut:
maxx int
maxy int
data &int
}
fn new_a2d(maxx int, maxy int) &A2D {
size := int(sizeof(int)) * (maxx * maxy)
return &A2D{
maxx: maxx
maxy: maxy
data: unsafe { &int(vcalloc(size)) }
}
}
[inline]
pub fn (a &A2D) set(x int, y int, newval int) {
unsafe {
mut e := &int(0)
e = a.data + y * a.maxx + x
*e = newval
_ = e // TODO compiler bug, this is not necessary
}
}
[inline]
pub fn (a &A2D) get(x int, y int) int {
unsafe {
mut e := &int(0)
e = a.data + y * a.maxx + x
_ = e
return *e
}
}
[inline]
pub fn (a &A2D) clear() {
for y := 0; y < a.maxy; y++ {
for x := 0; x < a.maxx; x++ {
a.set(x, y, 0)
}
}
}
// ///////////////////////////////////////////////////////////
pub struct Automaton {
pub mut:
field &A2D
new_field &A2D
}
fn new_automaton(ftext string) Automaton {
f := ftext.split('\n').map(it.trim_space()).filter(it.len > 0)
maxy := f.len
mut maxx := 0
for y := 0; y < f.len; y++ {
if maxx < f[y].len {
maxx = f[y].len
}
}
field := new_a2d(maxx, maxy)
new_field := new_a2d(maxx, maxy)
for y in 0 .. field.maxy {
for x in 0 .. field.maxx {
val := if x < f[y].len && f[y][x] == `#` { 1 } else { 0 }
field.set(x, y, val)
}
}
return Automaton{
field: field
new_field: new_field
}
}
pub fn (mut aa Automaton) update() {
aa.new_field.clear()
for y := 1; y < aa.field.maxy; y++ {
for x := 1; x < aa.field.maxx; x++ {
moore_sum := (0 + aa.field.get(x - 1, y - 1) + aa.field.get(x, y - 1) + aa.field.get(x +
1, y - 1) + aa.field.get(x - 1, y) + 0 + aa.field.get(x + 1, y) +
aa.field.get(x - 1, y + 1) + aa.field.get(x, y + 1) + aa.field.get(x + 1, y + 1))
cell := aa.field.get(x, y)
v := if cell == 1 { moore_sum in [2, 3] } else { moore_sum == 3 }
aa.new_field.set(x, y, if v { 1 } else { 0 })
}
}
tmp := aa.field
aa.field = aa.new_field
aa.new_field = tmp
}
pub fn gun() Automaton {
field := '
*******************************************
* *
* A shooting gun: *
* # *
* # # *
* ## ## ## *
* # # ## ## *
* ## # # ## *
* ## # # ## # # *
* # # # *
* # # *
* ## *
* *
* Tetris Life: *
* *
* ## #### *
* ## *
* *
* *
* *
* # ## *
* ### ## *
* *
* *
* *
* # *
* ### *
* *
* *
* *
* *
*******************************************
'
return new_automaton(field)
}
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