Created
September 29, 2013 14:23
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| # Conway's Game of Life rules: | |
| ## If cell is alive then it continues to stay alive if it has 2 or 3 alive neighbors | |
| ## If cell is alive then it dies if it has <2 or >3 neighbors | |
| ## If cell is dead then it comes back to life only if it has exactly 3 alive neighbors. | |
| def generate(world_size) | |
| world = [] | |
| world_size.times do | |
| row = [] | |
| world_size.times do | |
| row << [0,0,0,1].sample | |
| end | |
| world << row | |
| end | |
| world | |
| end | |
| def living_cell_counter(world) | |
| alive_count = 0 | |
| world.each_with_index do |row, i| | |
| row.each_with_index do |cell, i| | |
| alive_count += 1 if cell == 1 | |
| end | |
| end | |
| alive_count | |
| end | |
| # for a given cell at (x,y), it's neighbors will be: | |
| # (x+1,y+1) | |
| # (x+1,y) | |
| # (x+1,y-1) | |
| # (x,y+1) | |
| # (x,y-1) | |
| # (x-1,y+1) | |
| # (x-1,y) | |
| # (x-1,y-1) | |
| # NOTE: YOU MUST ACCOUNT FOR EDGE-OF-MAP CASES | |
| # (x,y) is analogous to world[y/row][x/column]... so, for example => world[2][3] => third row, fourth column | |
| def neighbors(row,col,world) | |
| world_index_size = (0..world.size-1) | |
| neighbors = [] | |
| neighbors << world[row+1][col+1] if world_index_size.include?(row+1) && world_index_size.include?(col+1) | |
| neighbors << world[row+1][col] if world_index_size.include?(row+1) && world_index_size.include?(col) | |
| neighbors << world[row+1][col-1] if world_index_size.include?(row+1) && world_index_size.include?(col-1) | |
| neighbors << world[row][col+1] if world_index_size.include?(row) && world_index_size.include?(col+1) | |
| neighbors << world[row][col-1] if world_index_size.include?(row) && world_index_size.include?(col-1) | |
| neighbors << world[row-1][col+1] if world_index_size.include?(row-1) && world_index_size.include?(col+1) | |
| neighbors << world[row-1][col] if world_index_size.include?(row-1) && world_index_size.include?(col) | |
| neighbors << world[row-1][col-1] if world_index_size.include?(row-1) && world_index_size.include?(col-1) | |
| neighbors.each_with_index do |n,i| | |
| neighbors.delete(n) if n == 0 | |
| end | |
| neighbors | |
| end | |
| def run_generation_of_life(world) | |
| new_world = [] | |
| world.each_with_index do |row, row_index| | |
| new_world_row = [] | |
| row.each_with_index do |cell, column_index| | |
| if cell == 1 | |
| if neighbors(row_index, column_index, world).size > 3 || neighbors(row_index, column_index, world).size < 2 | |
| cell = 0 | |
| new_world_row << cell | |
| elsif [2,3].include? neighbors(row_index,column_index,world).size | |
| cell = 1 | |
| new_world_row << cell | |
| end | |
| elsif cell == 0 # if cell is dead... | |
| if neighbors(row_index,column_index,world).size == 3 | |
| cell = 1 | |
| new_world_row << cell | |
| else | |
| cell = 0 | |
| new_world_row << cell | |
| end | |
| end | |
| end | |
| new_world << new_world_row | |
| end | |
| new_world | |
| end | |
| def game_of_life(grid_size) | |
| world = generate(grid_size) | |
| puts "Seed generation zero".center(60, "*") | |
| generation_count = 0 | |
| loop do | |
| alive_count = living_cell_counter(world) | |
| world = run_generation_of_life(world) | |
| new_alive_count = living_cell_counter(world) | |
| pp world | |
| puts "" | |
| puts "Generation no. #{generation_count}".center(60, "*") | |
| puts "" | |
| generation_count += 1 | |
| break if (new_alive_count - alive_count == 0) | |
| end | |
| end | |
| game_of_life(20) |
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