コード例 #1
0
        public void Increment()
        {
            var currentAntCell = _grid[AntCoordinates];
            Cell <LangtonsAntCellMetadata> newAntCell;

            if (currentAntCell.Payload.IsWhite)
            {
                currentAntCell.Payload.IsWhite = false;
                AntDirection = RotateClockwise(AntDirection);
            }
            else
            {
                currentAntCell.Payload.IsWhite = true;
                AntDirection = RotateCounterClockwise(AntDirection);
            }

            newAntCell = ProgressCell(currentAntCell, AntDirection);

            if (newAntCell == null)
            {
                AntDirection = Invert(AntDirection);
                newAntCell   = ProgressCell(currentAntCell, AntDirection);
            }

            AntCoordinates = newAntCell.Coordinates;

            currentAntCell.Payload.AntDirection = null;
            newAntCell.Payload.AntDirection     = AntDirection;

            _gridRenderer.RenderCell(currentAntCell);
            _gridRenderer.RenderCell(newAntCell);
        }
コード例 #2
0
        public Cell <GameOfLifeCellMetadata> Generate(Grid <GameOfLifeCellMetadata> grid, Coordinates2D coordinates)
        {
            var currentCell     = _grid[coordinates];
            var livingNeighbors = currentCell.Neighbors.Count(neighbor => neighbor.Payload.IsAlive);
            var matchingRule    = GameOfLifeRule.NoMatch;
            var payload         = currentCell.Payload;

            if (livingNeighbors < 2)
            {
                matchingRule = GameOfLifeRule.Underpopulated;
            }
            else if (livingNeighbors > 3)
            {
                matchingRule = GameOfLifeRule.Overcrowded;
            }
            else if (livingNeighbors >= 2 && livingNeighbors <= 3 && payload.IsAlive)
            {
                matchingRule = GameOfLifeRule.KeepAlive;
            }
            else if (livingNeighbors == 3 && !payload.IsAlive)
            {
                matchingRule = GameOfLifeRule.Respawn;
            }

            var newPayloadAlive = payload.IsAlive;

            // TODO: increase game counters: totalgenerated, totalkilled[reason], totalborn[reason], totalcputime
            // TODO: increase game round counters: generated, killed[reason], born[reason], cputime

            var cell = grid[coordinates];

            if (cell == null)
            {
                cell = new Cell <GameOfLifeCellMetadata>(grid, coordinates, new GameOfLifeCellMetadata(newPayloadAlive, payload.RoundsSurvived, matchingRule));
            }

            switch (matchingRule)
            {
            case GameOfLifeRule.KeepAlive:
                cell.Payload.RoundsSurvived += 1;
                break;

            case GameOfLifeRule.NoMatch:
                break;

            case GameOfLifeRule.Overcrowded:
            case GameOfLifeRule.Underpopulated:
                cell.Payload.RoundsSurvived = 0;
                newPayloadAlive             = false;
                break;

            case GameOfLifeRule.Respawn:
                cell.Payload.RoundsSurvived = 0;
                newPayloadAlive             = true;
                break;

            default:
                throw new InvalidOperationException("Invalid game rule state!");
            }

            cell.Payload.IsAlive = newPayloadAlive;
            cell.Payload.Rule    = matchingRule;

            if (newPayloadAlive != payload.IsAlive || (matchingRule == GameOfLifeRule.KeepAlive && cell.Payload.RoundsSurvived == 2))
            {
                _gridRenderer.RenderCell(cell);                //, matchingRule);
            }
            return(cell);
        }