mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 20:20:57 +01:00
changed grid data type to bool, save mem and better perf
This commit is contained in:
12
rle/rle.go
12
rle/rle.go
@@ -120,7 +120,7 @@ func removeWhitespace(input string) string {
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}
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}
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// Store a grid to an RLE file
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// Store a grid to an RLE file
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func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) error {
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func StoreGridToRLE(grid [][]bool, filename, rule string, width, height int) error {
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fd, err := os.Create(filename)
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fd, err := os.Create(filename)
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if err != nil {
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if err != nil {
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return err
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return err
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@@ -131,12 +131,12 @@ func StoreGridToRLE(grid [][]int64, filename, rule string, width, height int) er
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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line := ""
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line := ""
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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switch grid[y][x] {
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char := "b"
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case 0:
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if grid[y][x] {
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line += "b"
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char = "o"
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case 1:
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line += "o"
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}
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}
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line += char
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}
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}
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// if first row is: 001011110, then line is now:
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// if first row is: 001011110, then line is now:
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@@ -42,8 +42,8 @@ type Config struct {
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const (
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const (
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VERSION = "v0.0.8"
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VERSION = "v0.0.8"
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Alive = 1
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Alive = true
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Dead = 0
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Dead = false
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_WIDTH = 600
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DEFAULT_GRID_HEIGHT = 400
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DEFAULT_GRID_HEIGHT = 400
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23
src/grid.go
23
src/grid.go
@@ -13,7 +13,7 @@ import (
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)
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)
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type Grid struct {
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type Grid struct {
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Data [][]int64
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Data [][]bool
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Width, Height, Density int
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Width, Height, Density int
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Empty bool
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Empty bool
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}
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}
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@@ -24,12 +24,12 @@ func NewGrid(width, height, density int, empty bool) *Grid {
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Height: height,
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Height: height,
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Width: width,
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Width: width,
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Density: density,
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Density: density,
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Data: make([][]int64, height),
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Data: make([][]bool, height),
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Empty: empty,
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Empty: empty,
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}
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}
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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grid.Data[y] = make([]int64, width)
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grid.Data[y] = make([]bool, width)
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}
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}
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return grid
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return grid
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@@ -59,7 +59,7 @@ func (grid *Grid) Copy(other *Grid) {
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func (grid *Grid) Clear() {
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func (grid *Grid) Clear() {
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for y := range grid.Data {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for x := range grid.Data[y] {
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grid.Data[y][x] = 0
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grid.Data[y][x] = false
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}
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}
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}
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}
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}
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}
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@@ -70,7 +70,7 @@ func (grid *Grid) FillRandom() {
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for y := range grid.Data {
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for y := range grid.Data {
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for x := range grid.Data[y] {
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for x := range grid.Data[y] {
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if rand.Intn(grid.Density) == 1 {
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if rand.Intn(grid.Density) == 1 {
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grid.Data[y][x] = 1
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grid.Data[y][x] = true
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}
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}
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}
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}
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}
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}
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@@ -80,7 +80,7 @@ func (grid *Grid) FillRandom() {
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func (grid *Grid) Dump() {
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func (grid *Grid) Dump() {
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for y := 0; y < grid.Height; y++ {
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for y := 0; y < grid.Height; y++ {
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for x := 0; x < grid.Width; x++ {
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for x := 0; x < grid.Width; x++ {
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if grid.Data[y][x] == 1 {
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if grid.Data[y][x] {
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fmt.Print("XX")
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fmt.Print("XX")
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} else {
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} else {
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fmt.Print(" ")
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fmt.Print(" ")
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@@ -103,7 +103,7 @@ func (grid *Grid) LoadRLE(pattern *rle.RLE) {
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x = colIndex + startX
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x = colIndex + startX
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y = rowIndex + startY
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y = rowIndex + startY
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grid.Data[y][x] = 1
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grid.Data[y][x] = true
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}
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}
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}
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}
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}
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}
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@@ -213,12 +213,9 @@ func (grid *Grid) SaveState(filename, rule string) error {
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for y := range grid.Data {
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for y := range grid.Data {
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for _, cell := range grid.Data[y] {
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for _, cell := range grid.Data[y] {
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row := ""
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row := "."
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switch cell {
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if cell {
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case 1:
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row = "o"
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row += "o"
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case 0:
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row += "."
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}
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}
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_, err := file.WriteString(row)
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_, err := file.WriteString(row)
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47
src/play.go
47
src/play.go
@@ -5,6 +5,7 @@ import (
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"image"
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"image"
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"image/color"
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"image/color"
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"log"
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"log"
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"unsafe"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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@@ -31,7 +32,7 @@ type ScenePlay struct {
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Clear bool
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Clear bool
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Grids []*Grid // 2 grids: one current, one next
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Grids []*Grid // 2 grids: one current, one next
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History *Grid // holds state of past dead cells for evolution traces
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History [][]int64 // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Index int // points to current grid
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Generations int64 // Stats
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Generations int64 // Stats
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Black, White, Grey, Old color.RGBA
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Black, White, Grey, Old color.RGBA
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@@ -85,8 +86,8 @@ func (scene *ScenePlay) SetNext(next SceneName) {
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scene.Next = next
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scene.Next = next
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}
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}
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func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 {
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func (scene *ScenePlay) CheckRule(state bool, neighbors int) bool {
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var nextstate int64
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var nextstate bool
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// The standard Scene of Life is symbolized in rule-string notation
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// The standard Scene of Life is symbolized in rule-string notation
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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// as B3/S23 (23/3 here). A cell is born if it has exactly three
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@@ -94,9 +95,9 @@ func (scene *ScenePlay) CheckRule(state int64, neighbors int64) int64 {
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// and dies otherwise. The first number, or list of numbers, is
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// and dies otherwise. The first number, or list of numbers, is
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// what is required for a dead cell to be born.
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// what is required for a dead cell to be born.
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if state == 0 && Contains(scene.Config.Rule.Birth, neighbors) {
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if !state && Contains(scene.Config.Rule.Birth, neighbors) {
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nextstate = Alive
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nextstate = Alive
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} else if state == 1 && Contains(scene.Config.Rule.Death, neighbors) {
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} else if state && Contains(scene.Config.Rule.Death, neighbors) {
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nextstate = Alive
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nextstate = Alive
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} else {
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} else {
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nextstate = Dead
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nextstate = Dead
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@@ -135,7 +136,7 @@ func (scene *ScenePlay) UpdateCells() {
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// deduce the color to use if evolution tracing is enabled
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// deduce the color to use if evolution tracing is enabled
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// 60FPS:
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// 60FPS:
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if state != nextstate {
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if state != nextstate {
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scene.History.Data[y][x] = scene.Generations
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scene.History[y][x] = scene.Generations
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}
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}
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// 10FPS:
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// 10FPS:
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@@ -367,10 +368,10 @@ func (scene *ScenePlay) SaveRectRLE() {
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height = scene.Mark.Y - scene.Point.Y
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height = scene.Mark.Y - scene.Point.Y
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}
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}
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grid := make([][]int64, height)
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grid := make([][]bool, height)
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for y := 0; y < height; y++ {
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for y := 0; y < height; y++ {
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grid[y] = make([]int64, width)
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grid[y] = make([]bool, width)
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for x := 0; x < width; x++ {
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for x := 0; x < width; x++ {
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
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grid[y][x] = scene.Grids[scene.Index].Data[y+starty][x+startx]
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@@ -418,7 +419,7 @@ func (scene *ScenePlay) Update() error {
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}
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}
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// set a cell to alive or dead
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// set a cell to alive or dead
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func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) {
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func (scene *ScenePlay) ToggleCellOnCursorPos(alive bool) {
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// use cursor pos relative to the world
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// use cursor pos relative to the world
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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worldX, worldY := scene.Camera.ScreenToWorld(ebiten.CursorPosition())
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x := int(worldX) / scene.Config.Cellsize
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x := int(worldX) / scene.Config.Cellsize
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@@ -426,7 +427,7 @@ func (scene *ScenePlay) ToggleCellOnCursorPos(alive int64) {
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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if x > -1 && y > -1 && x < scene.Config.Width && y < scene.Config.Height {
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scene.Grids[scene.Index].Data[y][x] = alive
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scene.Grids[scene.Index].Data[y][x] = alive
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scene.History.Data[y][x] = 1
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scene.History[y][x] = 1
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}
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}
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}
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}
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@@ -451,7 +452,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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)
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)
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//age = scene.Generations - scene.History.Data[y][x]
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//age = scene.Generations - scene.History.Data[y][x]
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age = scene.History.Data[y][x]
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age = scene.History[y][x]
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switch scene.Grids[scene.Index].Data[y][x] {
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switch scene.Grids[scene.Index].Data[y][x] {
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case Alive:
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case Alive:
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@@ -463,7 +464,7 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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}
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}
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case Dead:
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case Dead:
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// only draw dead cells in case evolution trace is enabled
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// only draw dead cells in case evolution trace is enabled
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if scene.History.Data[y][x] > 1 && scene.Config.ShowEvolution {
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if scene.History[y][x] > 1 && scene.Config.ShowEvolution {
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switch {
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switch {
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case age < 10:
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case age < 10:
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scene.World.DrawImage(scene.Tiles.Age1, op)
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scene.World.DrawImage(scene.Tiles.Age1, op)
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@@ -544,7 +545,6 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
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// load a pre-computed pattern from RLE file
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// load a pre-computed pattern from RLE file
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func (scene *ScenePlay) InitPattern() {
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func (scene *ScenePlay) InitPattern() {
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scene.Grids[0].LoadRLE(scene.Config.RLE)
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scene.Grids[0].LoadRLE(scene.Config.RLE)
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scene.History.LoadRLE(scene.Config.RLE)
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}
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}
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// pre-render offscreen cache image
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// pre-render offscreen cache image
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@@ -574,18 +574,19 @@ func (scene *ScenePlay) InitCache() {
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func (scene *ScenePlay) InitGrid() {
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func (scene *ScenePlay) InitGrid() {
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grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
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grida := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
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gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
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gridb := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
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history := NewGrid(scene.Config.Width, scene.Config.Height, scene.Config.Density, scene.Config.Empty)
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// startup is delayed until user has selected options
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// startup is delayed until user has selected options
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grida.FillRandom()
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grida.FillRandom()
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grida.Copy(history)
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scene.Grids = []*Grid{
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scene.Grids = []*Grid{
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grida,
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grida,
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gridb,
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gridb,
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}
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}
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scene.History = history
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scene.History = make([][]int64, scene.Config.Height)
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for y := 0; y < scene.Config.Height; y++ {
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scene.History[y] = make([]int64, scene.Config.Width)
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}
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}
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}
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// prepare tile images
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// prepare tile images
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@@ -679,9 +680,15 @@ func (scene *ScenePlay) Init() {
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scene.Camera.Setup()
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scene.Camera.Setup()
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}
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}
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func bool2int(b bool) int {
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return int(*(*byte)(unsafe.Pointer(&b)))
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}
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// count the living neighbors of a cell
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// count the living neighbors of a cell
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func (scene *ScenePlay) CountNeighbors(x, y int) int64 {
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func (scene *ScenePlay) CountNeighbors(x, y int) int {
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var sum int64
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var sum int
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grid := scene.Grids[scene.Index].Data
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgX := -1; nbgX < 2; nbgX++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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for nbgY := -1; nbgY < 2; nbgY++ {
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@@ -703,12 +710,12 @@ func (scene *ScenePlay) CountNeighbors(x, y int) int64 {
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row = y + nbgY
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row = y + nbgY
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}
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}
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sum += scene.Grids[scene.Index].Data[row][col]
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sum += bool2int(grid[row][col])
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}
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}
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}
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}
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// don't count ourselfes though
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// don't count ourselfes though
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sum -= scene.Grids[scene.Index].Data[y][x]
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sum -= bool2int(grid[y][x])
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return sum
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return sum
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}
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}
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10
src/rule.go
10
src/rule.go
@@ -9,17 +9,17 @@ import (
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// a GOL rule
|
// a GOL rule
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type Rule struct {
|
type Rule struct {
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Definition string
|
Definition string
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Birth []int64
|
Birth []int
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Death []int64
|
Death []int
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}
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}
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|
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// parse one part of a GOL rule into rule slice
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// parse one part of a GOL rule into rule slice
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func NumbersToList(numbers string) []int64 {
|
func NumbersToList(numbers string) []int {
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list := []int64{}
|
list := []int{}
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|
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items := strings.Split(numbers, "")
|
items := strings.Split(numbers, "")
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for _, item := range items {
|
for _, item := range items {
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num, err := strconv.ParseInt(item, 10, 64)
|
num, err := strconv.Atoi(item)
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if err != nil {
|
if err != nil {
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log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
|
log.Fatalf("failed to parse game rule part <%s>: %s", numbers, err)
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}
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}
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Reference in New Issue
Block a user