Game of Life - Rework
No longer uses ColorCount struct. Removed randomness. Improved infinite pattern recognition. Adds color mutation slider and wrap option.
This commit is contained in:
185
wled00/FX.cpp
185
wled00/FX.cpp
@@ -5138,117 +5138,154 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
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///////////////////////////////////////////
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// 2D Cellular Automata Game of life //
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///////////////////////////////////////////
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typedef struct ColorCount {
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CRGB color;
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int8_t count;
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} colorCount;
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uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/ and https://github.com/DougHaber/nlife-color
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uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/
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// and https://github.com/DougHaber/nlife-color , Modified By: Brandon Butler
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if (!strip.isMatrix) return mode_static(); // not a 2D set-up
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const uint16_t cols = SEGMENT.virtualWidth();
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const uint16_t rows = SEGMENT.virtualHeight();
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const uint16_t dataSize = sizeof(CRGB) * SEGMENT.length(); // using width*height prevents reallocation if mirroring is enabled
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const uint16_t crcBufferLen = 2; //(SEGMENT.width() + SEGMENT.height())*71/100; // roughly sqrt(2)/2 for better repetition detection (Ewowi)
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const uint16_t repeatDetectionLen = 4; // {crc % 16 gen, crc % 4*r*w gen, prevAlive, changeCount}
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// crc can handle basically all patterns, but detecting gliders may take multiple full trips
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// tracking alive counts will allow detecting gliders in 1 full trip
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if (!SEGENV.allocateData(dataSize + sizeof(uint16_t)*crcBufferLen)) return mode_static(); //allocation failed
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CRGB *prevLeds = reinterpret_cast<CRGB*>(SEGENV.data);
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uint16_t *crcBuffer = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize);
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if (!SEGENV.allocateData(dataSize + sizeof(uint16_t)*repeatDetectionLen)) return mode_static(); //allocation failed
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CRGB *leds = reinterpret_cast<CRGB*>(SEGENV.data);
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uint16_t *repeatDetection = reinterpret_cast<uint16_t*>(SEGENV.data + dataSize);
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CRGB backgroundColor = SEGCOLOR(1);
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uint16_t aliveCount = 0;
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if (SEGENV.call == 0) SEGMENT.setUpLeds();
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if (SEGENV.call == 0 || strip.now - SEGMENT.step > 3000) {
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SEGENV.step = strip.now;
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SEGENV.aux0 = 0;
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//start new game of life
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if (SEGENV.call == 0 || SEGENV.aux0 == 0) {
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SEGENV.step = strip.now; // .step = previous call time
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SEGENV.aux0 = 1; // .aux0 = generation counter
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random16_set_seed(strip.now>>2); //seed the random generator
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//give the leds random state and colors (based on intensity, colors from palette or all posible colors are chosen)
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//Setup Grid
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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uint8_t state = random8()%2;
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if (state == 0)
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SEGMENT.setPixelColorXY(x,y, backgroundColor);
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else
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16()); //WLEDMM support all colors
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uint8_t state = (random8() < 82) ? 1 : 0; // ~32% chance of being alive
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// state = 0; // Uncomment to use test pattern
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if (state == 0) SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
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else {
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SEGMENT.setPixelColorXY(x,y,!SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16()); //WLEDMM support all colors
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aliveCount++;
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}
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}
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// // create cross test pattern period 3 (oscillator) >= 16x16 matrix
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// int patternLen = 56;
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// byte testPattern[56] = {7,1,10,1,7,2,10,2,6,3,7,3,10,3,11,3,4,4,5,4,6,4,11,4,12,4,13,4,4,7,5,7,6,7,11,7,12,7,13,7,6,8,7,8,10,8,11,8,7,9,10,9,7,10,10,10};
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for (int y = 0; y < rows; y++) for (int x = 0; x < cols; x++) prevLeds[XY(x,y)] = CRGB::Black;
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memset(crcBuffer, 0, sizeof(uint16_t)*crcBufferLen);
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// // Apply Test Pattern
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// for (int i = 0; i < patternLen/2; i++) { //Uncomment state = 0 line above
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// SEGMENT.setPixelColorXY(testPattern[i*2],testPattern[i*2+1], SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0));
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// aliveCount++;
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// }
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//Clear repeatDetection
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memset(repeatDetection, 0, sizeof(uint16_t)*repeatDetectionLen);
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repeatDetection[2] = aliveCount;
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//Display the initial state
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return FRAMETIME;
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} else if (strip.now - SEGENV.step < FRAMETIME_FIXED * (uint32_t)map(SEGMENT.speed,0,255,64,4)) {
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// update only when appropriate time passes (in 42 FPS slots)
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return FRAMETIME;
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}
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//copy previous leds (save previous generation)
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//NOTE: using lossy getPixelColor() is a benefit as endlessly repeating patterns will eventually fade out causing a reset
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) prevLeds[XY(x,y)] = SEGMENT.getPixelColorXY(x,y);
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//calculate new leds
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//copy previous leds from pixels
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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leds[XY(x,y)] = CRGB(SEGMENT.getPixelColorXY(x,y));
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}
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colorCount colorsCount[9]; // count the different colors in the 3*3 matrix
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for (int i=0; i<9; i++) colorsCount[i] = {backgroundColor, 0}; // init colorsCount
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aliveCount = repeatDetection[2];
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//Loop through all cells. Count neighbors, apply rules, setPixel
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for (int x = 0; x < cols; x++) for (int y = 0; y < rows; y++) {
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byte neighbors = 0;
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CRGB nColors[3]; // track 3 colors, dying cells may overwrite but this wont be used
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// iterate through neighbors and count them and their different colors
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int neighbors = 0;
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for (int i = -1; i <= 1; i++) for (int j = -1; j <= 1; j++) { // iterate through 3*3 matrix
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if (i==0 && j==0) continue; // ignore itself
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// wrap around segment
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int16_t xx = x+i, yy = y+j;
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if (x+i < 0) xx = cols-1; else if (x+i >= cols) xx = 0;
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if (y+j < 0) yy = rows-1; else if (y+j >= rows) yy = 0;
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uint16_t xy = XY(xx, yy); // previous cell xy to check
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// count different neighbours and colors
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if (prevLeds[xy] != backgroundColor) {
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neighbors++;
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bool colorFound = false;
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int k;
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for (k=0; k<9 && colorsCount[i].count != 0; k++)
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if (colorsCount[k].color == prevLeds[xy]) {
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colorsCount[k].count++;
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colorFound = true;
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}
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if (!colorFound) colorsCount[k] = {prevLeds[xy], 1}; //add new color found in the array
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uint16_t xy;
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if (SEGMENT.check2) { // wrap around option checked
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xy = XY((x+i+cols)%cols, (y+j+rows)%rows);
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}
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} // i,j
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else { // no wrap around
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if (x+i < 0 || x+i >= cols || y+j < 0 || y+j >= rows) continue; // ignore out of bounds
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xy = XY(x+i, y+j);
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}
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// count neighbors and store upto 3 neighbor colors
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if (leds[xy] != backgroundColor) {
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nColors[neighbors%3] = leds[xy];
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neighbors++;
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}
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}
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// Rules of Life
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CRGB preCol = prevLeds[XY(x,y)];
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uint32_t col = RGBW32(preCol.r, preCol.g, preCol.b, 0); // WLEDMM explicit color conversion CRGB -> RGB
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uint32_t bgc = RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0);
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if ((col != bgc) && (neighbors < 2)) SEGMENT.setPixelColorXY(x,y, bgc); // Loneliness
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else if ((col != bgc) && (neighbors > 3)) SEGMENT.setPixelColorXY(x,y, bgc); // Overpopulation
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else if ((col == bgc) && (neighbors == 3)) { // Reproduction
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// find dominant color and assign it to a cell
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colorCount dominantColorCount = {backgroundColor, 0};
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for (int i=0; i<9 && colorsCount[i].count != 0; i++)
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if (colorsCount[i].count > dominantColorCount.count) dominantColorCount = colorsCount[i];
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// assign the dominant color w/ a bit of randomness to avoid "gliders"
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if (dominantColorCount.count > 0 && random8(128)) SEGMENT.setPixelColorXY(x,y, dominantColorCount.color);
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} else if ((col == bgc) && (neighbors == 2) && !random8(128)) { // Mutation
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SEGMENT.setPixelColorXY(x,y, SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 255));
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}
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// else do nothing!
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} //x,y
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CRGB color = leds[XY(x,y)];
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CRGB bgc = backgroundColor;
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if ((color != bgc) && (neighbors < 2 || neighbors > 3)) {
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// Loneliness or overpopulation
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SEGMENT.setPixelColorXY(x,y, !SEGMENT.check1?backgroundColor : RGBW32(backgroundColor.r, backgroundColor.g, backgroundColor.b, 0));
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aliveCount--;
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}
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else if ((color == bgc) && (neighbors == 3)) {
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// Reproduction
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// find dominant color and assign it to a cell
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CRGB dominantColor;
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if ((nColors[0] == nColors[1]) || (nColors[0] == nColors[2])) dominantColor = nColors[0];
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else if (nColors[1] == nColors[2]) dominantColor = nColors[1];
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else dominantColor = nColors[random8()%3];
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// mutate color chance (1/256)
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if (random8() < SEGMENT.intensity) dominantColor = !SEGMENT.check1?SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0): random16()*random16();
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SEGMENT.setPixelColorXY(x,y, dominantColor);
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aliveCount++;
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}
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}
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// track CRC16 of leds every 16 frames to detect all basic repeating patterns
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// track CRC16 of leds every 4*max(rows,cols) frames to detect all infinite gliders / spaceships
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// rectanglular grids with a side of length <= 6 create extremely long repeating patterns
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// current crc
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uint16_t crc = crc16((const unsigned char*)leds, dataSize);
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// calculate CRC16 of leds
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uint16_t crc = crc16((const unsigned char*)prevLeds, dataSize);
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// check if we had same CRC and reset if needed
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bool repetition = false;
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for (int i=0; i<crcBufferLen && !repetition; i++) repetition = (crc == crcBuffer[i]); // (Ewowi)
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if (aliveCount == 0) repetition = true; // if no alive cells, infinite repetition
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// check if we had same CRC and reset if needed
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for (int i=0; i<repeatDetectionLen-2 && !repetition; i++) repetition = (crc == repeatDetection[i]);
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// same CRC would mean image did not change or was repeating itself
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// -> softhack007: not exacly. Different CRC means different image; same CRC means nothing (could be same or slightly different).
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if (!repetition) SEGENV.step = strip.now; //if no repetition avoid reset
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// remember CRCs across frames
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crcBuffer[SEGENV.aux0] = crc;
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++SEGENV.aux0 %= crcBufferLen;
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// Update Alive/Counter
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if (abs8(repeatDetection[2] - aliveCount) < 2) repeatDetection[3]++; // alive count needs to change by 2 or more to reset the repetition counter
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else repeatDetection[3] = 0;
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if (repeatDetection[3] > (4 * max(rows,cols))) {
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repetition = true; // if alive count did not change for 4 * max(rows, col) frames, infinite glider
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}
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if (repetition) {
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SEGENV.aux0 = 0; // reset on next call
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return FRAMETIME;
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}
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// Update CRC buffer and alive count
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if (SEGENV.aux0 % 16 == 0) repeatDetection[0] = crc;
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if (SEGENV.aux0 % (4*rows*cols+1) == 0) repeatDetection[1] = crc;
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repeatDetection[2] = aliveCount;
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// increase generation counter
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SEGENV.aux0++;
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SEGENV.step = strip.now;
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return FRAMETIME;
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} // mode_2Dgameoflife()
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,,,,,All colors ☾;!,!;!;2;c1=0"; //WLEDMM support all colors
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static const char _data_FX_MODE_2DGAMEOFLIFE[] PROGMEM = "Game Of Life@!,Color Mutation ☾,,,,All Colors ☾,Wrap ☾;!,!;!;2;sx=200,ix=12,c1=0,c2=1,o2=1";
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/////////////////////////
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// 2D Hiphotic //
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