Class: ConwayGame::BoardState
- Inherits:
-
Object
- Object
- ConwayGame::BoardState
- Defined in:
- lib/conway_deathmatch.rb
Overview
data structure for the board - 2d array implements standard and multiplayer evaluation static boundaries are treated as dead
Defined Under Namespace
Classes: BoundsError
Constant Summary collapse
- DEAD =
'.'- ALIVE =
'0'
Instance Attribute Summary collapse
-
#multiplayer ⇒ Object
Returns the value of attribute multiplayer.
Class Method Summary collapse
Instance Method Summary collapse
-
#add_points(points, x_off = 0, y_off = 0, val = ALIVE) ⇒ Object
set several points (2d array), ignore OOB.
-
#alive?(x, y) ⇒ Boolean
out of bounds considered dead.
- #in_bounds!(x, y) ⇒ Object
- #in_bounds?(x, y) ⇒ Boolean
-
#initialize(x_len, y_len) ⇒ BoardState
constructor
A new instance of BoardState.
-
#neighbor_population(x, y) ⇒ Object
population of each neighbor.
-
#neighbor_stats(x, y) ⇒ Object
multiplayer, neighbor count and birthright.
-
#next_value(x, y) ⇒ Object
Conway’s Game of Life transition rules.
-
#populate(x, y, val = ALIVE) ⇒ Object
set a single point, raise on OOB.
-
#population ⇒ Object
full board scan.
-
#render_text ⇒ Object
(also: #render)
for line-based text output, iterate over y-values first (i.e. per row).
-
#tick ⇒ Object
generate the next state table.
Constructor Details
#initialize(x_len, y_len) ⇒ BoardState
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# File 'lib/conway_deathmatch.rb', line 21 def initialize(x_len, y_len) # ranges, yay! (exclude_end) @xr = (0...x_len) @yr = (0...y_len) @state = self.class.new_state(x_len, y_len) @multiplayer = false end |
Instance Attribute Details
#multiplayer ⇒ Object
Returns the value of attribute multiplayer.
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# File 'lib/conway_deathmatch.rb', line 19 def multiplayer @multiplayer end |
Class Method Details
.new_state(x_len, y_len) ⇒ Object
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# File 'lib/conway_deathmatch.rb', line 13 def self.new_state(x_len, y_len) state = [] x_len.times { state << Array.new(y_len, DEAD) } state end |
Instance Method Details
#add_points(points, x_off = 0, y_off = 0, val = ALIVE) ⇒ Object
set several points (2d array), ignore OOB
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# File 'lib/conway_deathmatch.rb', line 99 def add_points(points, x_off = 0, y_off = 0, val = ALIVE) points.each { |point| x = point[0] + x_off y = point[1] + y_off @state[x][y] = val if self.in_bounds?(x, y) } self end |
#alive?(x, y) ⇒ Boolean
out of bounds considered dead
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# File 'lib/conway_deathmatch.rb', line 48 def alive?(x, y) in_bounds?(x, y) and @state[x][y] != DEAD end |
#in_bounds!(x, y) ⇒ Object
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# File 'lib/conway_deathmatch.rb', line 43 def in_bounds!(x, y) raise(BoundsError, "(#{x}, #{y}) (#{@xr}, #{@yr})") unless in_bounds?(x, y) end |
#in_bounds?(x, y) ⇒ Boolean
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# File 'lib/conway_deathmatch.rb', line 39 def in_bounds?(x, y) @xr.include?(x) and @yr.include?(y) end |
#neighbor_population(x, y) ⇒ Object
population of each neighbor
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# File 'lib/conway_deathmatch.rb', line 53 def neighbor_population(x, y) neighbors = Hash.new(0) (x-1..x+1).each { |xn| (y-1..y+1).each { |yn| if alive?(xn, yn) and !(xn == x and yn == y) # don't count self neighbors[@state[xn][yn]] += 1 end } } neighbors end |
#neighbor_stats(x, y) ⇒ Object
multiplayer, neighbor count and birthright
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# File 'lib/conway_deathmatch.rb', line 66 def neighbor_stats(x, y) if @multiplayer total = 0 largest = 0 birthright = nil neighbor_population(x, y).each { |sym, cnt| total += cnt if cnt > largest largest = cnt birthright = sym end } [total, birthright] else [neighbor_population(x, y).values.reduce(:+), ALIVE] end end |
#next_value(x, y) ⇒ Object
Conway’s Game of Life transition rules
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# File 'lib/conway_deathmatch.rb', line 30 def next_value(x, y) n, birthright = neighbor_stats(x, y) if alive?(x, y) (n == 2 or n == 3) ? birthright : DEAD else (n == 3) ? birthright : DEAD end end |
#populate(x, y, val = ALIVE) ⇒ Object
set a single point, raise on OOB
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# File 'lib/conway_deathmatch.rb', line 93 def populate(x, y, val = ALIVE) in_bounds!(x, y) @state[x][y] = val end |
#population ⇒ Object
full board scan
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# File 'lib/conway_deathmatch.rb', line 115 def population population = Hash.new(0) @state.each { |col| col.each { |val| population[val] += 1 } } population end |
#render_text ⇒ Object Also known as: render
for line-based text output, iterate over y-values first (i.e. per row)
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# File 'lib/conway_deathmatch.rb', line 109 def render_text @state.transpose.map { |row| row.join }.join("\n") end |
#tick ⇒ Object
generate the next state table
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# File 'lib/conway_deathmatch.rb', line 85 def tick new_state = self.class.new_state(@xr.last, @yr.last) @xr.each { |x| @yr.each { |y| new_state[x][y] = next_value(x, y) } } @state = new_state self end |