count neighbors differently depending on task

This commit is contained in:
Baipyrus 2024-05-07 13:29:42 +02:00
parent 62c27866b6
commit b17c4452e7

View File

@ -9,6 +9,52 @@ pub struct Cell {
pub state: u32,
}
#[derive(PartialEq)]
enum StateOp {
Types,
States,
}
impl Cell {
fn neighbor_count(&self, grid: &Vec<Vec<Cell>>, operation: StateOp) -> (u32, u32) {
let mut infected: u32 = 0;
let mut states: u32 = 0;
let mut sum: u32 = 0;
let mut ill: u32 = 0;
for j in -1..=1 {
for i in -1..=1 {
if i == 0 && j == 0 && operation == StateOp::Types {
continue;
}
let nx = (self.x as i32 + i + WIDTH as i32) % WIDTH as i32;
let ny = (self.y as i32 + j + HEIGHT as i32) % HEIGHT as i32;
let next = &grid[ny as usize][nx as usize];
let state = next.state;
if operation == StateOp::Types {
if state > 1 && state < Q - 1 {
infected += 1;
} else if state == Q - 1 {
ill += 1;
}
} else {
sum += state;
if state == 1 && next != self {
states += 1;
}
}
}
}
if operation == StateOp::Types {
return (infected, ill);
} else {
return (sum, states);
}
}
}
pub fn init_grid(option: Option<&Vec<Vec<Cell>>>) -> Vec<Vec<Cell>> {
let mut grid: Vec<Vec<Cell>> = Vec::new();
for j in 0..HEIGHT {