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https://gitlab1.ptb.de/waltem01/Matrix
synced 2024-12-26 03:51:45 +00:00
added comments to code
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25
src/cell.rs
25
src/cell.rs
@ -6,6 +6,7 @@ use crate::K2;
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use crate::Q;
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use crate::WIDTH;
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// Class to store information about each cell
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#[derive(PartialEq)]
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pub struct Cell {
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pub x: u32,
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@ -13,6 +14,7 @@ pub struct Cell {
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pub state: u32,
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}
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// Type Enumerator to keep track of different state operations
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#[derive(PartialEq)]
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enum StateOp {
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Types,
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@ -20,28 +22,34 @@ enum StateOp {
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}
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impl Cell {
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// Cell method to count neighbors depending on state operation
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fn neighbor_count(&self, grid: &Vec<Vec<Cell>>, operation: StateOp) -> (u32, u32) {
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let mut infected: u32 = 0;
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let mut states: u32 = 0;
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let mut sum: u32 = 0;
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let mut ill: u32 = 0;
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// Loop through neighbors
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for j in -1..=1 {
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for i in -1..=1 {
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// Ignore self onlz if operation is generic 'types'
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if i == 0 && j == 0 && operation == StateOp::Types {
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continue;
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}
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// Get cell at position with wrap-around
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let nx = (self.x as i32 + i + WIDTH as i32) % WIDTH as i32;
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let ny = (self.y as i32 + j + HEIGHT as i32) % HEIGHT as i32;
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let next = &grid[ny as usize][nx as usize];
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let state = next.state;
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// Count ill and infected cells
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if operation == StateOp::Types {
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if state > 1 && state < Q - 1 {
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infected += 1;
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} else if state == Q - 1 {
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ill += 1;
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}
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// Count and sum states around cell
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} else {
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sum += state;
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if state == 1 && next != self {
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@ -51,6 +59,7 @@ impl Cell {
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}
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}
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// Return results based on operation type
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if operation == StateOp::Types {
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return (infected, ill);
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} else {
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@ -59,38 +68,47 @@ impl Cell {
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}
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}
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// Initialize grid with random states or if option is provided, with previous states
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pub fn init_grid(option: Option<&Vec<Vec<Cell>>>) -> Vec<Vec<Cell>> {
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let mut grid: Vec<Vec<Cell>> = Vec::new();
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for j in 0..HEIGHT {
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let mut row: Vec<Cell> = Vec::new();
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for i in 0..WIDTH {
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// Generate random state
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let mut value = rand::random::<u32>() % Q;
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if let Some(g) = option {
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// Extract previous state
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value = g[j as usize][i as usize].state;
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}
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// Add cell
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row.push(Cell {
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x: i,
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y: j,
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state: value,
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});
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}
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// Add row
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grid.push(row);
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}
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grid
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}
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// Map number from one range to another
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fn map_num(n: usize, s: usize, e: usize, a: usize, b: usize) -> usize {
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(a as f64 + (n as f64 - s as f64) * (b as f64 - a as f64) / (e as f64 - s as f64)) as usize
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}
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// Display grid in console
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pub fn display_grid(grid: &Vec<Vec<Cell>>) {
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for j in 0..HEIGHT {
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for i in 0..WIDTH {
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// Get cell in grid
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let x = i as usize;
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let y = j as usize;
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let state = grid[y][x].state as usize;
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// Print cell to console
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let index = map_num(state, 0, Q as usize, 0, BRIGHTNESS.len());
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print!("{}", BRIGHTNESS.chars().nth(index).unwrap());
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}
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@ -98,26 +116,33 @@ pub fn display_grid(grid: &Vec<Vec<Cell>>) {
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}
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}
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// Calculate next generation
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pub fn update_grid(grid: &mut Vec<Vec<Cell>>) {
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// Initialize new generation by copying old
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let mut new_gen = init_grid(Some(grid));
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for j in 0..HEIGHT {
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for i in 0..WIDTH {
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let x = i as usize;
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let y = j as usize;
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// Get cell in both grids
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let current = &grid[y][x];
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let next = &mut new_gen[y][x];
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// Reset at end
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if current.state == Q - 1 {
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next.state = 0;
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// Calculate based on neighbors
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} else if current.state == 0 {
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let (inf, ill) = current.neighbor_count(&grid, StateOp::Types);
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next.state = inf / K1 + ill / K2;
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// Calculate based on states
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} else {
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let (sum, states) = current.neighbor_count(&grid, StateOp::States);
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next.state = sum / (9 - states) + G;
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}
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// Clamp state to maximum
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if next.state >= Q {
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next.state = Q - 1;
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}
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@ -1,8 +1,10 @@
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// Display settings
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pub const BRIGHTNESS: &str =
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"$@B%8&WM#*oahkbdpqwmZO0QLCJUYXzcvunxrjft/\\|()1{}[]?-_+~<>i!lI;:,\"^`'. ";
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pub const HEIGHT: u32 = 25; // Max: 35
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pub const WIDTH: u32 = 25; // Max: 145
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pub const FPS: u32 = 10;
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// Game settings
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pub const K1: u32 = 2;
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pub const K2: u32 = 3;
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pub const G: u32 = 35;
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@ -14,11 +16,14 @@ use cell::*;
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use std::{thread, time::Duration};
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fn main() {
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// Initialize grid randomly
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let mut grid = init_grid(None);
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loop {
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// Display current generation
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print!("{esc}[2J{esc}[1;1H", esc = 27 as char);
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display_grid(&grid);
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// Calculate next generation and wait
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update_grid(&mut grid);
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thread::sleep(Duration::from_millis(1000 / (FPS as u64)));
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}
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