public override CellState Evolve(AliveNeighborsCount aliveNeighborsCount) { if (aliveNeighborsCount.Equals(TO_BECOME_ALIVE)) { return new Alive(); } return new Dead(); }
public override CellState Evolve(AliveNeighborsCount aliveNeighborsCount) { if(aliveNeighborsCount.Equals(AliveNeighborsCount.TWO_NEIGHBORS)) return new Alive(); if(aliveNeighborsCount.Equals(AliveNeighborsCount.THREE_NEIGHBORS)) return new Alive(); return new Dead(); }
public Transition(CellState cellState, AliveNeighborsCount aliveNeighborsCount) { _cellState = cellState; _aliveNeighborsCount = aliveNeighborsCount; }
public abstract CellState Evolve(AliveNeighborsCount aliveNeighborsCount);