GoL - 1 Byte version

Removed future status/neighbors. Uses 2 loops to set cells. Shifting from future to current no longer needed.
This commit is contained in:
Brandon502
2024-11-16 12:59:39 -05:00
parent aafbdb7d27
commit 8a0660c130

View File

@@ -5250,8 +5250,7 @@ static const char _data_FX_MODE_2DFRIZZLES[] PROGMEM = "Frizzles@X frequency,Y f
// 2D Cellular Automata Game of Life //
///////////////////////////////////////////
typedef struct Cell {
uint8_t currentStatus : 1, currentNeighborCount : 4, oscillatorCheck : 1, spaceshipCheck : 1, unused : 1; // current data + repeated detection
uint8_t futureStatus : 1, futureNeighborCount : 4, edgeCell : 1, superDead : 1, hasColor : 1; // future data + opimizations
uint8_t alive : 1, neighbors : 3, toggleStatus : 1, superDead : 1, oscillatorCheck : 1, spaceshipCheck : 1;
} Cell;
class GameOfLifeGrid {
@@ -5264,8 +5263,8 @@ class GameOfLifeGrid {
public:
GameOfLifeGrid(Cell* data, int c, int r) : cells(data), cols(c), rows(r), maxIndex(r * c) {}
void getNeighborIndexes(unsigned neighbors[9], unsigned cIndex, unsigned x, unsigned y, bool wrap) {
bool edgeCell = cells[cIndex].edgeCell;
unsigned neighborCount = 0;
bool edgeCell = x == 0 || x == cols-1 || y == 0 || y == rows-1;
for (unsigned i = 0; i < 8; ++i) {
unsigned nIndex = cIndex + nOffsets[i];
if (edgeCell) {
@@ -5286,37 +5285,30 @@ class GameOfLifeGrid {
}
void setCell(unsigned cIndex, unsigned x, unsigned y, bool alive, bool wrap) {
Cell* cell = &cells[cIndex];
cell->futureStatus = alive;
if (alive == cell->currentStatus) return; // No change
if (alive == cell->alive) return; // No change
cell->alive = alive;
unsigned neighbors[9];
getNeighborIndexes(neighbors, cIndex, x, y, wrap);
int val = alive ? 1 : -1;
for (unsigned i = 1; i <= neighbors[0]; ++i) cells[neighbors[i]].futureNeighborCount += val;
for (unsigned i = 1; i <= neighbors[0]; ++i) cells[neighbors[i]].neighbors += val;
}
void recalculateEdgeNeighbors(bool wrap) {
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
Cell* cell = &cells[cIndex];
if (cell->edgeCell) {
cell->futureNeighborCount = 0;
cell->currentNeighborCount = 0;
if (x == 0 || x == cols - 1 || y == 0 || y == rows - 1) {
cell->neighbors = 0;
cell->superDead = 0;
unsigned neighbors[9];
getNeighborIndexes(neighbors, cIndex, x, y, wrap);
for (unsigned i = 1; i <= neighbors[0]; ++i) {
if (cells[neighbors[i]].currentStatus) { ++cell->futureNeighborCount; ++cell->currentNeighborCount; }
if (cells[neighbors[i]].alive) ++cell->neighbors;
}
}
}
}
void shiftFutureToCurrent() {
for (unsigned i = 0; i < maxIndex; ++i) {
cells[i].currentStatus = cells[i].futureStatus;
cells[i].currentNeighborCount = cells[i].futureNeighborCount;
}
}
};
uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https://natureofcode.com/book/chapter-7-cellular-automata/
@@ -5326,15 +5318,14 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
const uint16_t cols = SEGMENT.virtualWidth();
const uint16_t rows = SEGMENT.virtualHeight();
const size_t dataSize = SEGMENT.length() * sizeof(Cell); // Cell = 2 bytes
const size_t totalSize = dataSize + 7; // 7 bytes for prevRows(2), prevCols(2), prevPalette, prevWrap, soloGlider
const size_t totalSize = dataSize + 6; // 6 bytes for prevRows(2), prevCols(2), prevPalette, prevWrap
if (!SEGENV.allocateData(totalSize)) return mode_static(); //allocation failed
uint16_t *prevRows = reinterpret_cast<uint16_t*>(SEGENV.data);
uint16_t *prevCols = reinterpret_cast<uint16_t*>(SEGENV.data + 2);
uint8_t *prevPalette = reinterpret_cast<uint8_t*> (SEGENV.data + 4);
bool *prevWrap = reinterpret_cast<bool*> (SEGENV.data + 5);
bool *soloGlider = reinterpret_cast<bool*> (SEGENV.data + 6);
Cell *cells = reinterpret_cast<Cell*> (SEGENV.data + 7);
uint16_t *prevRows = reinterpret_cast<uint16_t*>(SEGENV.data);
uint16_t *prevCols = reinterpret_cast<uint16_t*>(SEGENV.data + 2);
uint8_t *prevPalette = reinterpret_cast<uint8_t*> (SEGENV.data + 4);
bool *prevWrap = reinterpret_cast<bool*> (SEGENV.data + 5);
Cell *cells = reinterpret_cast<Cell*> (SEGENV.data + 6);
uint16_t& generation = SEGENV.aux0; //Rename SEGENV/SEGMENT variables for readability
uint16_t& gliderLength = SEGENV.aux1;
@@ -5382,20 +5373,20 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
//Setup Grid
memset(cells, 0, dataSize);
random16_set_seed(strip.now>>2); //seed the random generator
#if defined(ARDUINO_ARCH_ESP32)
const uint32_t chance = UINT32_MAX * 0.32;
#endif
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
if (x == 0 || x == cols - 1 || y == 0 || y == rows - 1) cells[cIndex].edgeCell = 1;
#if defined(ARDUINO_ARCH_ESP32)
if (esp_random() < chance) grid.setCell(cIndex, x, y, true, wrap); // ~32% chance of being alive
bool setAlive = esp_random() < 1374389534; // ~32%
#else
if (random16(100) < 32) grid.setCell(cIndex, x, y, true, wrap);
bool setAlive = random16(100) < 32;
#endif
else { cells[cIndex].hasColor = 1; cells[cIndex].superDead = 1; }
if (setAlive) {
grid.setCell(cIndex, x, y, true, wrap);
cells[cIndex].toggleStatus = 1; // Used to set initial color
}
else cells[cIndex].superDead = 1;
}
grid.shiftFutureToCurrent(); // Shift future states to current states
}
bool palChanged = SEGMENT.palette != *prevPalette && !allColors;
@@ -5411,101 +5402,109 @@ uint16_t mode_2Dgameoflife(void) { // Written by Ewoud Wijma, inspired by https:
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
Cell& cell = cells[cIndex];
if (!newGame && cell.superDead) continue; // Skip super dead cells unless new game
bool alive = cell.currentStatus;
uint32_t cellColor = SEGMENT.getPixelColorXY(x,y);
if (alive) {
if ((!cell.hasColor && !random(10)) || palChanged) {
bool needsColor = (newGame && cell.toggleStatus);
if (cell.alive) {
if ((needsColor && !random(10)) || palChanged) {
cell.toggleStatus = 0;
uint32_t randomColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x,y, randomColor); // Palette changed or needs initial color
cells[cIndex].hasColor = 1;
SEGMENT.setPixelColorXY(x,y, randomColor); // Palette changed or needs initial color
}
else if (overlayBG && cell.hasColor) SEGMENT.setPixelColorXY(x,y, cellColor); // Redraw alive cells for overlayBG
else if (overlayBG && !needsColor) SEGMENT.setPixelColorXY(x,y, SEGMENT.getPixelColorXY(x,y)); // Redraw alive cells for overlayBG
} // Dead
else if (paused && !overlayBG) {
uint32_t cellColor = SEGMENT.getPixelColorXY(x,y);
uint32_t blended = color_blend(cellColor, bgColor, bgBlendMode ? 16 : blur);
if (blended == cellColor) blended = bgColor; // color_blend fix
if ((bgBlendMode && newGame) || !bgBlendMode) SEGMENT.setPixelColorXY(x, y, blended); // Blur dead cells when paused
if ((bgBlendMode && newGame) || !bgBlendMode) SEGMENT.setPixelColorXY(x, y, blended); // Blur dead cells when paused
}
}
}
return FRAMETIME;
}
uint32_t color = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); // Backup color
if (generation <= 8) blur = 255 - (((generation-1) * (255 - blur)) >> 3); // Ramp up blur for first 8 generations
//Update Game of Life
bool disableWrap = !wrap || generation % 1500 == 0 || *soloGlider; // Disable wrap every 1500 generations to prevent undetected repeats
if (*prevWrap != !disableWrap) { grid.recalculateEdgeNeighbors(!disableWrap); *prevWrap = !disableWrap; }
// Repeat detection
unsigned aliveCount = 0; // Detects empty grids and solo gliders (for smaller grids)
bool updateOscillator = generation % 16 == 0;
bool updateSpaceship = gliderLength && generation % gliderLength == 0;
bool repeatingOscillator = true, repeatingSpaceship = true;
//Loop through all cells. Apply rules, setPixel
// First Loop: Applies rules, sets toggleStatus, detects repeating patterns
// Does not update cells yet to prevent neighbor counts from changing mid-loop
int maxIndex = rows * cols;
for (unsigned i = 0; i < maxIndex; ++i) {
Cell& cell = cells[i];
if (cell.alive) ++aliveCount;
if (repeatingOscillator && cell.oscillatorCheck != cell.alive) repeatingOscillator = false;
if (repeatingSpaceship && cell.spaceshipCheck != cell.alive) repeatingSpaceship = false;
if (updateOscillator) cell.oscillatorCheck = cell.alive;
if (updateSpaceship) cell.spaceshipCheck = cell.alive;
if (cell.alive && (cell.neighbors < 2 || cell.neighbors > 3)) cell.toggleStatus = 1; // Loneliness or Overpopulation
else if (!cell.alive && cell.neighbors == 3) { cell.toggleStatus = 1; cell.superDead = 0; } // Reproduction
else cell.toggleStatus = 0; // No change
}
uint32_t color = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0); // Backup color
if (generation <= 8) blur = 255 - (((generation-1) * (255 - blur)) >> 3); // Ramp up blur for first 8 generations
bool disableWrap = !wrap || generation % 1500 == 0 || aliveCount == 5; // Disable wrap every 1500 generations to prevent undetected repeats
if (*prevWrap != !disableWrap) { grid.recalculateEdgeNeighbors(!disableWrap); *prevWrap = !disableWrap; }
// Second Loop: Updates cells, sets colors, and detects super dead cells
unsigned cIndex = 0;
for (unsigned y = 0; y < rows; ++y) for (unsigned x = 0; x < cols; ++x, ++cIndex) {
Cell& cell = cells[cIndex];
if (repeatingOscillator && cell.oscillatorCheck != cell.currentStatus) repeatingOscillator = false;
if (repeatingSpaceship && cell.spaceshipCheck != cell.currentStatus) repeatingSpaceship = false;
if (updateOscillator) cell.oscillatorCheck = cell.currentStatus;
if (updateSpaceship) cell.spaceshipCheck = cell.currentStatus;
if (cell.superDead) continue; // Skip super dead cells (bgColor dead cells)
unsigned neighbors = cell.currentNeighborCount;
if (cell.superDead && neighbors != 3) continue; // Skip super dead cells (bgColor dead cells)
bool cellValue = cell.currentStatus;
uint32_t cellColor = SEGMENT.getPixelColorXY(x, y);
if (cellValue) {
++aliveCount;
if (cellColor != bgColor) color = cellColor; // Update last seen color
if (neighbors < 2 || neighbors > 3) {
// Loneliness or Overpopulation
if (cell.toggleStatus) {
if (cell.alive) { // Dies
grid.setCell(cIndex, x, y, false, !disableWrap);
if (cellColor != bgColor) color = cellColor;
if (!overlayBG) SEGMENT.setPixelColorXY(x,y, blur == 255 ? bgColor : color_blend(cellColor, bgColor, blur));
if (blur == 255) cell.superDead = 1;
}
else SEGMENT.setPixelColorXY(x, y, cellColor == bgColor ? color : cellColor); // Redraw alive
}
else if (neighbors == 3 && !cellValue) {
// Reproduction
grid.setCell(cIndex, x, y, true, !disableWrap);
cell.superDead = 0;
uint32_t birthColor = color;
if (random8() < SEGMENT.intensity) birthColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
else {
// Get Colors
uint32_t nColors[8];
unsigned colorCount = 0;
unsigned neighbors[9];
grid.getNeighborIndexes(neighbors, cIndex, x, y, !disableWrap);
else { // Reproduction
grid.setCell(cIndex, x, y, true, !disableWrap);
uint32_t birthColor = color;
if (random8() < SEGMENT.intensity) birthColor = allColors ? random16() * random16() : SEGMENT.color_from_palette(random8(), false, PALETTE_SOLID_WRAP, 0);
else {
// Get Colors
uint32_t nColors[8];
unsigned colorCount = 0;
unsigned neighbors[9];
grid.getNeighborIndexes(neighbors, cIndex, x, y, !disableWrap);
for (unsigned i = 1; i <= neighbors[0]; ++i) {
unsigned nIndex = neighbors[i];
if (cells[nIndex].futureStatus) {
uint32_t nColor = SEGMENT.getPixelColorXY(nIndex % cols, nIndex / cols);
if (nColor == bgColor) continue;
nColors[colorCount++] = nColor;
}
}
if (colorCount) { birthColor = nColors[random8(colorCount)]; color = birthColor; }
for (unsigned i = 1; i <= neighbors[0]; ++i) {
unsigned nIndex = neighbors[i];
if (cells[nIndex].alive) {
uint32_t nColor = SEGMENT.getPixelColorXY(nIndex % cols, nIndex / cols);
if (nColor == bgColor) continue;
nColors[colorCount++] = nColor;
}
}
if (colorCount) { birthColor = nColors[random8(colorCount)]; color = birthColor; }
}
SEGMENT.setPixelColorXY(x,y, birthColor);
}
SEGMENT.setPixelColorXY(x,y, birthColor);
}
else { // Already dead
if (blur != 255 && !overlayBG && !bgBlendMode) {
uint32_t blended = color_blend(cellColor, bgColor, blur); // color_blend doesn't always converge to bgColor (this fix needed for fast fps with custom bgColor)
if (blended == cellColor) { blended = bgColor; cell.superDead = 1; }
SEGMENT.setPixelColorXY(x, y, blended);
else { // No change in status
if (cell.alive) {
if (cellColor == bgColor) cellColor = color; else color = cellColor;
SEGMENT.setPixelColorXY(x, y, cellColor); // Redraw alive cells
}
else { // Blur dead
if (blur != 255 && !overlayBG && !bgBlendMode) {
uint32_t blended = color_blend(cellColor, bgColor, blur); // color_blend doesn't always converge to bgColor (this fix needed for fast fps with custom bgColor)
if (blended == cellColor) { blended = bgColor; cell.superDead = 1; }
SEGMENT.setPixelColorXY(x, y, blended);
}
}
}
}
grid.shiftFutureToCurrent();
if (aliveCount == 5) *soloGlider = true; else *soloGlider = false;
if (repeatingOscillator || repeatingSpaceship || !aliveCount) {
generation = 0; // reset on next call
SEGENV.step += 1000; // pause final generation for 1 second